Fractal Softworks Forum
Starsector => Mods => Modding => Topic started by: NoFoodAfterMidnight on October 10, 2019, 09:49:36 PM
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A really simple mod that removes the false-positives from the neutrino detector ability, while increasing its volatiles usage significantly and giving it a start-up cost.
It's strong, but isn't very cash-friendly in the early game so there's still plenty of time when you won't be using it, but it saves a lot of time for mass-searching in the late game.
Download (http://www.mediafire.com/file/dzfmjc31u4xoqhz/Better_Neutrino_Detector.zip/file)
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Thank you, I have been wanting that for a while. :)
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Neat mod. An interesting addition would be some form of progression by keeping the original neutrino detector ability as it is, and unlocking the improved variant in some way.
The only way I can think of at the moment is through skills (more specifically level 3 of the sensors skill). But there is little challenge in this, as the player will most likely get to level 3 of any skill in a short time. Making an external script that uses different requirements will be more of a hassle too.
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Hey, I really like this idea for a mod, and no one else has taken a crack at it.
However, it doesn't seem to be working. I haven't been playing for long, so perhaps I'm missing something, but my other mods are still working.
Is there some trick to this?
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Perfect! Thanks!
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I really like this mod and it's been firmly on my mod list since its release. It makes exploring large systems so less frustrating.
I don't know if the mod author is interested in updating it, but I apparently managed to get it working on 0.95 simply by editing the mod_info.json file. So far, the game seems to run fine even with this very crude approach and the skill works as it does in 0.91a.
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Last online a year ago so unlikely this is ever updated, but if you do could you make the volatiles values editable?