Fractal Softworks Forum

Starsector => Mods => Topic started by: Kentington on April 10, 2021, 05:57:34 PM

Title: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Kentington on April 10, 2021, 05:57:34 PM
(https://i.imgur.com/88oyaws.png)
v0.6, for Starsector 0.95a

Download (https://drive.google.com/file/d/1wiTuJ2LG2VSyzEwLEAu-Tj3iLt-oVRm8/view?usp=sharing)

So you've finished the main questline (for now) and explored every system in the Sector. What's left for a space captain to do?

With this mod, any Gate can provide endless exploration. At the cost of 5,000 fuel, you can create a round-trip connection to a random Gate anywhere in the galaxy. Threats and treasures are scaled for an endgame player, so be well-prepared before you venture Beyond The Sector!

Beyond The Sector is safe to add to existing games.

How It Works
Spoiler
(https://i.imgur.com/53XJJM1.png)
[close]

Simply approach a Gate and you'll be granted a brief snippet of story which unlocks the ability to connect to random Gates. When you select the option, the mod generates a temporary star system based on one of three themes, filled with loot and possibly with extreme danger. While away from the Sector you won't be able to enter hyperspace, so you're limited to that particular system, and upon returning the temporary system is deleted.

Traveling beyond the Sector has its rewards - after all, you're the first vessel to make contact in over two centuries. Domestic and luxury goods acquired elsewhere become "exotic" when you bring them home, doubling their value, and even public data pulled from a foreign comm relay has value. And somewhere out there, greater treasures lie in wait...

New Questline Spoilers
Spoiler
Landed Cryosleeper
(https://i.imgur.com/9elA41d.png)
When in a foreign sector, planets that generate with Vast Ruins now have a chance to include a special mission. You'll know it by the distress signal. Securing the cryosleeper requires lots of marines, or a story point and an alpha core (not consumed). If you manage to actually repair and launch it, at tremendous cost in supplies, fuel, and heavy machinery, it will be added to your fleet; otherwise, you can use it to fill your holds with crew, marines, and organs.

Towing a cryosleeper to one of your colonies allows you to permanently place it in orbit. It provides all the usual benefits of a cryosleeper for the surrounding 10 light years, and allows that particular colony to reach size 7.
[close]

For now, this mod is largely a proof of concept - the next major step is to generate inhabited systems with randomly-generated factions. You might also see more unique loot questlines, and perhaps a special mission to a very familiar planet...

Changelog:
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Kakroom on April 10, 2021, 11:02:26 PM
nex .95 and a new kentington in one day?

Apparently Christmas and my Birthday fell on april 11th this year
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: fotosina on April 11, 2021, 07:01:14 AM
Sounds cool! Thank you for your great mods and work!
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: PureTilt on April 11, 2021, 07:05:51 AM
nooo i just did almost the same thing, competition begins i guess.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: PeepingPeacock on April 11, 2021, 10:22:44 AM
Absolutely amazing mod, this idea has been floating around for awhile now and its finally here. Not only is it a great idea, it opens up a colossal amount of possibilities for mission events. I can't wait to play around with this. Thank you so much Kentington!
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Nameless on April 11, 2021, 03:16:37 PM
Can I add this to existing game?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Kentington on April 11, 2021, 03:19:14 PM
It is safe to add to existing games - I'll update the post.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Pokpaul on April 11, 2021, 03:24:11 PM
Funny how you can go from not knowing something existed to not being able to live without it.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: N3V3R on April 11, 2021, 04:22:30 PM
i cant download it from google drives do you have a mirror? i have the same issue with captured officers and crew
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Sanrai on April 11, 2021, 07:36:08 PM
Found a bug. If your outside the sector at the end of the month, you don't get your monthly report. Instead it rolls over to next month.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Xeno056 on April 11, 2021, 08:43:10 PM
Aww YES. Bless you Kentington. This was exactly what the next step after the campaign should have been. Uh, just to inquire though, any potential issues with adjusted sector or other mods that affect procgen that we should worry about?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: ShpunkY on April 11, 2021, 08:51:19 PM
now this is something i can get behind of
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Kentington on April 11, 2021, 08:55:35 PM
Found a bug. If your outside the sector at the end of the month, you don't get your monthly report. Instead it rolls over to next month.

Thanks, will look into this!

Aww YES. Bless you Kentington. This was exactly what the next step after the campaign should have been. Uh, just to inquire though, any potential issues with adjusted sector or other mods that affect procgen that we should worry about?

That's a good question. This mod uses vanilla classes to create the new systems, so anything that works in the Sector should still generate normally here. I'd imagine the biggest issues would be lore-breaking (specific items/structures from modded factions showing up halfway across the galaxy), but please let me know if you do run into compatibility issues.

---

Also, wondering if anyone has run into the... ahem... overly purple systems yet and what their impressions are. ::)
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Amoebka on April 12, 2021, 04:06:30 AM
Could you maybe add a config setting to make the jumps possible without the janus device? I would love to test this, but I'm not doing the entire galatian questline for it.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Nameless on April 12, 2021, 08:36:09 AM
nvm
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Najóvanmosmá on April 12, 2021, 09:59:12 AM
Hi! Could you share a link to a previous version that is compatible with 0.9.1a? If it's still available and not too much work. I'm holding onto my 0.9.1a campaign until most of my favorite mods will update. Which are almost all of the mods. Yeah, I'm sick. Sickly in love of Starsector. :D
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Thaago on April 12, 2021, 10:09:23 AM
Oh this is really cool! Thanks for sharing :)
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Darenkel on April 12, 2021, 12:45:43 PM
Congrats on making the list... 1 day after I find the mod and download it, lol.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Flacman3000 on April 12, 2021, 01:14:04 PM
Hi! Could you share a link to a previous version that is compatible with 0.9.1a? If it's still available and not too much work. I'm holding onto my 0.9.1a campaign until most of my favorite mods will update. Which are almost all of the mods. Yeah, I'm sick. Sickly in love of Starsector. :D

Ya man could you share a link to a 0.91a version I have multiple campaigns going on and I refuse to upgrade due to the preference I have with the old skill system.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Recklessimpulse on April 12, 2021, 02:30:36 PM
Cool but too hard for my fleet sadly all I can do is run away. (for example it took me 3 tries with the corona shunt and 80% of my fleet died, so multiple of those is not possible  :-[, nor have I managed to clear a red system yet.) but I still really like the idea.       
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Amoebka on April 12, 2021, 02:34:32 PM
How many abstract art pieces does it throw at you at once?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Recklessimpulse on April 12, 2021, 02:48:31 PM
I got two groups of two so maybe the first group would have been defeatable (at large losses) but not the second.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Kentington on April 12, 2021, 04:01:42 PM
Hi! Could you share a link to a previous version that is compatible with 0.9.1a? If it's still available and not too much work. I'm holding onto my 0.9.1a campaign until most of my favorite mods will update. Which are almost all of the mods. Yeah, I'm sick. Sickly in love of Starsector. :D

Unfortunately no such version exists - it was originally developed for 0.95a. Backporting might be possible if there's enough demand, but it'll have to wait until my schedule opens back up.

I got two groups of two so maybe the first group would have been defeatable (at large losses) but not the second.

Yeah, it's a difficult balancing act. I found that putting only one "killer space butterfly" in a fleet made it too easy for an endgame fleet to farm their weaponry. I agree that two per fleet is probably overkill - I might reduce it to one Tesseract and one Facet - but with hit-and-run tactics you should be able to fight only a single fleet at a time.

If it helps to know, there's no hidden treasure (yet) in the [SUPER REDACTED] systems - just a chance to acquire more special weapons than the base game allows.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Kakroom on April 12, 2021, 11:22:32 PM
If it a matter of demand (+ having time to work on space game instead of real life) then I would also express my interest in a backport. There's still some mods for .91a which make me prefer to it .95, though that's changing pretty quickly.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Histidine on April 13, 2021, 12:45:09 AM
Is this mod causing the bug reported here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg317601#msg317601) (two seemingly identical pirate factions present in the game)?

If so, I don't know why the beyond factions are appearing in the regular sector, but it'd be good to fix regardless.
(Also maybe the beyond-red and beyond-white factions should have the "Not <faction>" names like the other factions do)
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Nameless on April 13, 2021, 08:23:31 AM
Version checker doesn't seem to recognize this mod even I have it enabled?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: rusty on April 13, 2021, 02:50:47 PM
Let me start by saying that this is an absolutely awesome mod and I'm thoroughly enjoying it, however there's always room for improvement.

Here are my thoughts, take em or leave em :P
- Some notifications from the core sector have disappeared (I can hear the sounds from the notifications like an incoming raid but I don't see it) and the intel screen is also almost empty, not sure if this is intended.
- After doing about 15 jumps, I got one system with [REDACTED] base, three(!!!) systems with certain very powerful [REDCATED] replicating ships, the rest of them have been empty systems either with a lot of debris and a lot of derelict stations/ships or mostly empty systems with some ruins on planets. I didn't get any inhabited system yet, although that is strongly implied in the introduction. I think the RNG could use a dice-weighting system where each time you jump, you slightly increase the likelihood of getting all of the other system types until you eventually get them and reset the chances. This would prevent save-scumming and make sure you're going to eventually explore all of the system types.
- My fleet is not yet strong enough to defeat the tes[REDACTED] ships but as far as I can tell there was nothing special about that system aside from the ships themselves, perhaps it makes sense to make them guard something valuable?
- All of the derelict ships I've encountered require a story point to recover, is that intended?
- Would be nice to see more unique systems in the future, perhaps with small quests tied to them? The potential is limitless...
- Perhaps one of the systems could contain a device that would allow the player to attune to specific system types (with a chance to backfire?), say I wanted to farm [REDACTED] and don't care about surveying planets... Or if I wanted to trade my stuff in and I want a habitable world.

EDIT:
To expand on my "attunement" idea, perhaps you could introduce a system like greater rifts in Diablo 3 (or maps in Path of Exile) to make this truly late-game: say you randomly encounter a [REDACTED] base, you defeat it and you loot a "key", coordinates of a stronger [REDACTED] system with better rewards and stronger forces. If you're able to defeat it - you can find a key to an even stronger system, infinitely scaling.
The same might go for inhabited systems in two variants:
- A friendly system, where you could buy an expensive coordinates of a richer system, with more demand.
- A hostile (human) system, where you'd need to perform a raid to extract the location of a larger hostile system (or even other system types?) with heavier defending fleet and defending forces, but with more resources to plunder...
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: rusty on April 14, 2021, 04:44:00 PM
Found an interesting "Inception" bug:
https://imgur.com/a/zzjWv1B
(https://imgur.com/a/zzjWv1B)
I got a system with a neutron star and after I explored it I went to go back in the gate, but got a little impatient and moved into the gate while the pulsar beam was still on the gate, so my fleet got pushed out of the ring, without teleporting back, so when I came back to the gate, it was no longer a "return gate", instead it looked like a normal gate, giving me options to travel or jump to an unknown system, so I jumped to unknown system again from this ring and when I came back from that system, I was back in this neutron star system, normal travel from it is apparently impossible due to 2^31 fuel requirement :)

What I found interesting about this is that I was able to come back to this generated system it all. I fully expected a crash when I was coming back from the second-level generated system to the first one, but not only did that not happen, but the system preserved the explored state I left it in, so it was not re-generated from a seed. Care to satisfy my curiosity and explain how it works? Does this mean that every time I use the jump, the new system is generated and permanently stored in my save file?

EDIT:
Added two more screenshots: I set up a colony in this system  :D

It finally crashed when I jumped out to the hyperspace. In fact, it might not have crashed, but the game froze with 100% processor usage so I just killed it after a while.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: vladokapuh on April 15, 2021, 03:07:20 AM
the cryosleeper thing might be a bit too common
i went about 20 times and i found 4
besides that, it would be cool if it had its own sprite :)
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: McMuster on April 17, 2021, 01:36:18 PM
This is fuckin cool and has a lot of potential.

Thematically it'd be really cool if your explorations could unlock a quest that culminates in spending vast resources to recruit and mount a one-way expedition to another Starsector as a final fade-to-black Bon Voyage that bookends your save. Kind of like the various "this cool thing youre going to do concludes your character's story" options in Sunless Sea or Retirement in Mount and Blade

Maybe even using colony supply like those high level trade missions to prepare, alongside having a large lump sums of supplies and goods in the trip fleet. Maybe require a special quest-exclusive "Colonist" crew that can only be recruited through special means like cashing in relations with factions as not every signed spacer is going to be game to leave their home, potentially forever. Making the whole thing a massive project to cash in your accumulated wealth and resources.

Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Satirical on April 18, 2021, 03:11:54 AM
cool this mod is epic

one bug: tried emergency burning into a gate with a neutron star and i got knocked out before the warp happened and when i returned the connection was severed and it took 28177777172 fuel to return to galactia LOL

yes so basically if u warp in the blast of a neutron star u are stranded forever and die

also for cryosleeper i didnt have any marines in my fleet but it still allowed me to access it with a ground assault (it said i lost 378 marines but i didnt have any marines)
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Droll on April 18, 2021, 04:05:19 PM
one bug: tried emergency burning into a gate with a neutron star and i got knocked out before the warp happened and when i returned the connection was severed and it took 28177777172 fuel to return to galactia LOL

The exact same thing happened to me as well. I attempted to save myself using the "goto" console command from that mod but alas, the game crashed the moment I opened the map.

I will also say that instead of immediately trying to return to my sector I made a random jump through the new gate, which worked as it sent me to another random sector but when I used the return gate there it returned me to the neutron star random sector and I was still stranded from my sector.

TLDR do not try to use the return gate while it is inside the pulsar beam. You will die.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: D00D on April 18, 2021, 04:20:39 PM
There's a bug with the Faction of Pirates invading from beyond the sector, the game confuses them with the regular vanilla pirates and are creating Pirate Bases that raid people that are friendly to everyone and hostile to the vanilla pirates.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Dostya on April 18, 2021, 08:19:21 PM
So, funny story, I ran into the random planet encounter where you can give a population a hundred supplies and machinery to create a new Independent colony and out of the goodness of my heart I went and did it. Then I went and bought and sold stuff from their market and because I was a super bleeding heart I even activated the in-system comm-relay for them in the hopes that there were other polities nearby that would hear them. So I got home and all the planets had negative a bajillion accessibility for, in retrospect, bloody obvious reasons. I reloaded the save and all was well again, but it was a good lol of a bug.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Dostya on April 18, 2021, 10:12:46 PM
Followup: Apparently the dorito systems with several fleets of doritos don't generate them with the usual no retreat tag so I got to enjoy the entirely new experience of pursuing one.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Thorgon on April 19, 2021, 07:45:35 AM
So, funny story, I ran into the random planet encounter where you can give a population a hundred supplies and machinery to create a new Independent colony and out of the goodness of my heart I went and did it. Then I went and bought and sold stuff from their market and because I was a super bleeding heart I even activated the in-system comm-relay for them in the hopes that there were other polities nearby that would hear them. So I got home and all the planets had negative a bajillion accessibility for, in retrospect, bloody obvious reasons. I reloaded the save and all was well again, but it was a good lol of a bug.

ran into this aswell but i saved my game before i realised and now i cant revert to a previous save is there a way to fix it?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: rusty on April 19, 2021, 08:25:46 AM
ran into this aswell but i saved my game before i realised and now i cant revert to a previous save is there a way to fix it?
you can use "Console Commands" mod and teleport using the command goto "GoTo Corvus" will teleport you to Corvus system
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Thorgon on April 19, 2021, 08:47:34 AM
ran into this aswell but i saved my game before i realised and now i cant revert to a previous save is there a way to fix it?
you can use "Console Commands" mod and teleport using the command goto "GoTo Corvus" will teleport you to Corvus system
how does going to corvus help me?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Dostya on April 19, 2021, 11:40:37 AM
ran into this aswell but i saved my game before i realised and now i cant revert to a previous save is there a way to fix it?

Try founding a colony in the sector proper? Other than that there's probably a line in the save file about where the center of the sector is or something? Good luck, let us know if it works.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: belone on April 20, 2021, 07:53:06 AM
The maps of the despawned systems never get removed from the gate intel tab, if you try to set a place in that system as a destination after it's been deleted, it'll put the needed fuel to reach it, the distance to it, and the time required to get to it to the 32-bit integer limit (2,147,483,647), if you access the hyperspace map while this is active your game will crash.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Satirical on April 20, 2021, 07:26:21 PM
(https://i.imgur.com/4Vz9bpa.png)had this happen somehow wtf

also if u visit a foreign sector and don't survey the planets then sometimes a blueprint mission guy will give u the blueprints in the sector you already left if that makes sense
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Deageon on April 20, 2021, 07:38:45 PM
I feel like the luxury and domestic items could have their prices pumped up a little bit, for being you know, out of sector rare-ish schtuff.
Also, love the little bit at the start, super well written.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: rusty on April 21, 2021, 01:41:30 AM
ran into this aswell but i saved my game before i realised and now i cant revert to a previous save is there a way to fix it?
you can use "Console Commands" mod and teleport using the command goto "GoTo Corvus" will teleport you to Corvus system
how does going to corvus help me?

I thought u were stuck in another sector,nvm.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Helldiver on April 23, 2021, 01:06:46 AM
The replayability potential of this mod for any playthrough is unfathomable, this is such a cool idea. Even just being able to open randomized systems with REDACTED and loot in them is already big.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Flacman3000 on April 23, 2021, 01:41:21 AM
The replayability potential of this mod for any playthrough is unfathomable, this is such a cool idea. Even just being able to open randomized systems with REDACTED and loot in them is already big.

Honestly, I had already looted everything in my previous game this would have prevented me from save quitting *sigh* maybe I can see a 0.91a version but as mentioned the demand isn't great enough for it.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: cptshitacular on April 25, 2021, 02:21:54 PM
also if u visit a foreign sector and don't survey the planets then sometimes a blueprint mission guy will give u the blueprints in the sector you already left if that makes sense

i think it's happening with the general survey missions, too


[attachment deleted by admin]
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Grey Enigma on April 25, 2021, 08:03:20 PM
I ran into that bug that puts accessibility into the negative billions if you help a colony get set up while in a random sector. Completely ruined that run! Mostly my own fault for not backing up saves, I know, but still no fun. If this isn't fixable in the mod itself, maybe add a warning or something?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Mira Lendin on April 26, 2021, 12:24:48 AM
Can we get a mod version compatible with 0.9.1 as well ?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Flacman3000 on April 27, 2021, 04:50:34 AM
Can we get a mod version compatible with 0.9.1 as well ?

Same here!
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: cptshitacular on April 30, 2021, 01:04:28 AM
i seem to have found another bug. somehow, taking a trip into a new system *** with the income from all your colonies.

during a month when i'm not hopping into foreign systems, my colonies are passively bringing in around 1 million credits. if i spend any meaningful amount of time in a system beyond the sector, even if i'm not still inside it when the new month rolls around, the income generated by all my colonies tanks. i'm not certain but i think it's tied to the colony exports
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: KCR on May 04, 2021, 11:55:21 AM
Seems like a cool idea, but i don't quite understand the requirements for this mod to work. Can someone please explain what i exactly need to complete first in order to access this out of sector systems?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: belone on May 04, 2021, 12:41:58 PM
You need to complete the main story quest to get the janus device, once you have it you need 5000 fuel and go to any gate and you can travel into a random new system.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: KCR on May 04, 2021, 01:14:37 PM
You need to complete the main story quest to get the janus device, once you have it you need 5000 fuel and go to any gate and you can travel into a random new system.
Yea, about that...
Just started to investigating what the new version brought, have played quite a time, but still don't actually know where to find any clues or even story missions. Maybe some advices on how to come across those story missions, because i am really interested in investigating the opportunities this mod could give.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Amoebka on May 04, 2021, 01:20:22 PM
Visit the Galatian Academy in Galatia and they will give story quests.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Phantasia on May 08, 2021, 04:09:17 AM
BtS has an interaction with Legacy of Arkgneisis which causes the intel board to keep references to LoA bases that are no longer accessible once the system is despawned.
DMing Gwyvern I'm led to believe that the LoA market script works within a close range to the core worlds.
If the generated systems are placed further away from the core worlds then LoA shouldn't create bases that become inaccessible once the system despawns.

EDIT: For those that want a workaround this problem, using the SetMarketOwner console command and abandoning the market worked for me.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Gwyvern on May 08, 2021, 04:12:04 AM
BtS has an interaction with Legacy of Arkgneisis which causes the intel board to keep references to LoA bases that are no longer accessible once the system is despawned.
DMing Gwyvern I'm led to believe that the LoA market script works within a close range to the core worlds.
If the generated systems are placed further away from the core worlds then LoA shouldn't create bases that become inaccessible once the system despawns.

Honestly I would recommend spawning these fake systems far off the map altogether, it shouldn't matter since they're accessed via gate it shouldn't matter but having these systems exist within the standard sector bounds will create issues with any script trying to locate random locations at the campaign layer.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: FreonRu on May 08, 2021, 05:46:15 AM
Good day. I apologize in advance for using google translate.

The modification is amazing. Let's hope that it will gradually grow with additional unique quests and opportunities. But while there is one question - random systems have never got (already more than 30 trips) Domain prode, Domain survival ship and Domain Mothership - is that what you intended?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Histidine on May 12, 2021, 09:37:51 PM
Figured out why the not-pirates are appearing in main sector and fighting the pirate faction.

Remove the "makesPirateBases":true, tag in beyond_red's faction file, so they don't spawn pirate bases.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Gadon on May 15, 2021, 09:30:41 PM
I'm not getting the query to jump to a random star system when i approach a gate, only to travel to another gate i've activated. How can i make a jump beyond the sector?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: MesoTroniK on May 17, 2021, 02:09:40 AM
BtS has an interaction with Legacy of Arkgneisis which causes the intel board to keep references to LoA bases that are no longer accessible once the system is despawned.
DMing Gwyvern I'm led to believe that the LoA market script works within a close range to the core worlds.
If the generated systems are placed further away from the core worlds then LoA shouldn't create bases that become inaccessible once the system despawns.

Honestly I would recommend spawning these fake systems far off the map altogether, it shouldn't matter since they're accessed via gate it shouldn't matter but having these systems exist within the standard sector bounds will create issues with any script trying to locate random locations at the campaign layer.
I would also advise adding a tag to any systems generated by this mod, that other mods can look for to ignore for various special mechanics.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Kenshkrix on May 26, 2021, 08:48:11 PM
I've run into an interesting problem, after I went to another sector and came back whenever I use a story point to assist in a ground raid I am teleported to an active gate.
Regular ground raid to disrupt an industry? No problem.
Ground raid to disrupt an industry, using a story point? Teleported to active gate.

The ground raid does in fact happen, and it does give me loot and/or disrupt industries.
Strangely, though, it doesn't count towards a mission if I've been hired to disrupt an industry, despite the fact that I obtained loot and the industry was in fact disrupted.

AFAIK none of the mods I'm running have anything to do with gates other than this one, but frankly I can't see how this kind of glitch even occurs.
Kind of baffling really, anybody else run into anything like this?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Stormy Fairweather on June 02, 2021, 04:50:54 PM
this mod looks absolutely epic. but reading through i saw the bugs, have they been addressed?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Lorkhan4E201 on June 03, 2021, 06:38:23 PM
Great mod, not enough doritos
Needs more doritos
9/10
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Nameless on June 03, 2021, 09:25:47 PM
this mod looks absolutely epic. but reading through i saw the bugs, have they been addressed?

Modder had been absent from the forum since Mid April. I doubt this mod is being worked on.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Lorkhan4E201 on June 04, 2021, 06:45:53 AM
I sure hope it's still being worked on. Anyone found the cryosleeper yet?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Nerzhull_AI on June 09, 2021, 06:44:53 AM
Nice! Another beautiful mod to fullfill my need for late-game content!
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: KarlianaVonMauser on June 09, 2021, 07:34:04 AM
I sure hope it's still being worked on. Anyone found the cryosleeper yet?
Well, i found the cryosleep after i finish the academy quest, it was my first gate as well after the quest. So it's just the chance of finding one.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: DividedSpleen23 on June 09, 2021, 08:04:55 PM
Is anyone else having difficulty with acquiring the Janus Device? I started a new game as a solo frigate with the free start option and the device didn't spawn in my cargo upon loading the game. I ran a few tests, and I can't determine if there is any way to actually guarantee the Janus Device spawns in your cargo holds. The first game I played with this mod loaded the device in a randomly generated Nexelerin sector, and subsequent testing showed that it would sometimes load and sometimes NOT load in a default sector.
Other than that, great mod! I had a blast hunting down all the gates and them hopping about from my far flung colonies.
EDIT: So I took a look through all the mod files to see if I could find the item ID for the Janus Device and load it into my game with console commands, but I couldn't find it anywhere. Does anyone know the item ID for the gate scanner?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Kenshkrix on June 09, 2021, 09:47:56 PM
Is anyone else having difficulty with acquiring the Janus Device?
EDIT: So I took a look through all the mod files to see if I could find the item ID for the Janus Device and load it into my game with console commands, but I couldn't find it anywhere. Does anyone know the item ID for the gate scanner?
The Janus Device is a vanilla item that is awarded during the Galatia Academy questline.
Its ID is "janus", you can obtain it using Console Commands with the command "addspecial janus".
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Stormy Fairweather on June 10, 2021, 12:34:09 PM
Figured out why the not-pirates are appearing in main sector and fighting the pirate faction.

Remove the "makesPirateBases":true, tag in beyond_red's faction file, so they don't spawn pirate bases.

thank you. now to find out how to remove them from a save
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Audun on July 13, 2021, 08:05:20 PM
I've run into an interesting problem, after I went to another sector and came back whenever I use a story point to assist in a ground raid I am teleported to an active gate.
... anybody else run into anything like this?

Yes.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Puffer on July 14, 2021, 03:09:57 AM
*sorry for bad english*
I want to report some bugs : 1) return gate got register in the intel so I can look into the generated star system map that I've already left. the game went not responding when I click "show planet info" or trying to open sector map after "lay in course" to one of the planet in the generated system.
2) heg ai inspection seem to happen instantly while I was exploring the generated system.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: MeinGott on July 15, 2021, 01:59:09 PM
Two weeks into first 095 playthrough I realised I rolled a bad seed and immediately began wishing for some talented individual to take up on this development :(
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: ceemeeoh on July 30, 2021, 05:33:36 PM
I've looked at the code in a mental debate to taking this up (or at least forking it and attempting some bug fixes), simply because it solves a lot of end-game problems and offers some additional routes of continuing plays.  Short of extending the size of the sector, this seems like a logical and solved problem in re: other games.  Trouble is, the code's a bit hacky and I can see why it's got the bugs it does - you really need some other tools at your disposal API-wise that just aren't out yet.  I'll keep poking.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: MrMagolor on August 08, 2021, 06:30:32 AM
It seems like the mod isn't compatible with the special salvaging events/derelict stations from Industrial.Evolution, though I'm not sure which mod would have to change to fix that.

Interestingly, planets can spawn with the Old Industrial Ruins from that mod though; obviously you can't use them.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Avatar on August 10, 2021, 04:42:51 AM
First off, love the mod.

Interesting issue though:
After a little while of using it, I exited the gate into a neutron stars system. After exploring it, I went back to the gate and instead of waiting for it to come out of the beam, I just eburned at it, activated it, got blown out of the gate, and now I'm stuck in an episode of the 90's TV show Sliders, cursed to forever wander between randomised star systems never able to return home, and when I hit return to sector, I end up back in the neutron star system, not my home system.

Apparently its just under 13mil 13bil fuel to use the gate to get home normally..

Any ideas how I can get home? or do I have to setup home on the 1 planet in the cursed remnant infested neutron star system, and try to save up 13 million billion fuel..
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: JAL28 on August 10, 2021, 04:48:24 AM
In that case you should probably use console commands to give yourself infinite fuel and attempt to use the gate
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Viktor Soprano on August 10, 2021, 07:15:00 AM
If you happen to have the Console Commands mod installed, you can use the "sethome" command followed by the name of a planet of your choice (one of your colony, perhaps, or some other core world planet) and then use the "home" command to instantly teleport there. JAL28's approach could also work.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Dread Lord Murubarda on August 10, 2021, 01:27:03 PM
First off, love the mod.

Interesting issue though:
After a little while of using it, I exited the gate into a neutron stars system. After exploring it, I went back to the gate and instead of waiting for it to come out of the beam, I just eburned at it, activated it, got blown out of the gate, and now I'm stuck in an episode of the 90's TV show Sliders, cursed to forever wander between randomised star systems never able to return home, and when I hit return to sector, I end up back in the neutron star system, not my home system.

Apparently its just under 13mil fuel to use the gate to get home normally..

Any ideas how I can get home? or do I have to setup home on the 1 planet in the cursed remnant infested neutron star system, and try to save up 13 million fuel..

1. I love Sliders.
2. congratulations, you have become starsector, forget about everything you've left behind, this is your home now, just make sure your crew don't splinter off in different factions trying to kill each other.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Avatar on August 11, 2021, 06:19:33 AM
In that case you should probably use console commands to give yourself infinite fuel and attempt to use the gate

Googling Star 'Sector Console' it only comes back as a mod? Is there a console outside of the 'Console Commands' mod?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: DownTheDrain on August 11, 2021, 06:30:53 AM
In that case you should probably use console commands to give yourself infinite fuel and attempt to use the gate

Googling Star 'Sector Console' it only comes back as a mod? Is there a console outside of the 'Console Commands' mod?

The mod is what you want.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Viktor Soprano on August 13, 2021, 07:48:24 AM
In that case you should probably use console commands to give yourself infinite fuel and attempt to use the gate

Googling Star 'Sector Console' it only comes back as a mod? Is there a console outside of the 'Console Commands' mod?

Can confirm we were both referring to https://fractalsoftworks.com/forum/index.php?topic=4106.0 (https://fractalsoftworks.com/forum/index.php?topic=4106.0). I'm personally not aware of an ingame console.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Avatar on August 13, 2021, 12:07:14 PM
First off, love the mod.

Interesting issue though:
After a little while of using it, I exited the gate into a neutron stars system. After exploring it, I went back to the gate and instead of waiting for it to come out of the beam, I just eburned at it, activated it, got blown out of the gate, and now I'm stuck in an episode of the 90's TV show Sliders, cursed to forever wander between randomised star systems never able to return home, and when I hit return to sector, I end up back in the neutron star system, not my home system.

Apparently its just under 13mil fuel to use the gate to get home normally..

Any ideas how I can get home? or do I have to setup home on the 1 planet in the cursed remnant infested neutron star system, and try to save up 13 million fuel..

1. I love Sliders.
2. congratulations, you have become starsector, forget about everything you've left behind, this is your home now, just make sure your crew don't splinter off in different factions trying to kill each other.

If there was a homeworld style mothership that acts like a mobile colony, being stuck roaming random gates forever does actually sound like a playthrough in its own right.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: 6chad.noirlee9 on August 13, 2021, 01:28:13 PM
the random gate run sounds like fun, actually
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Dread Lord Murubarda on August 13, 2021, 01:49:24 PM
If there was a homeworld style mothership that acts like a mobile colony, being stuck roaming random gates forever does actually sound like a playthrough in its own right.

this could be  work, something like a special hole with a very low chance to appear, you enter it and then  you need to fight your way through 10 consecutive holes before you go back home.

there could be all sorts of side-quests in those holes.

the hole would stay open for a while in case your fleet isn't ready for such a long journey.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: JAL28 on August 13, 2021, 07:03:39 PM
It would be interesting if there was an option to actually enter hyperspace, disconnecting the gate and leaving the Persean Sector forever, kinda like a "rebirth" of sorts and maybe even an unofficial ending.

Maybe eke out an existence scavenging supplies/fuel from wrecks, or start a new empire by founding colonies that trade with each other.

Grow your empire into a massive giant rivaling even the Hegemony.

By pure chance, find a gate back to the Persean Sector.

Wage bloody war against the entire Sector. Human, AI, all will be ashes.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Abominable on August 25, 2021, 11:25:02 AM
Greetings. First off, thanks for this mod, along with DIY planets. Just wanted to know if the new quest strictly vast ruins. There seem to be very few of those. I mostly get scattered, or widespread.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Alenvire on September 01, 2021, 06:49:58 PM
I know this mod is in a bit of limbo. But, is it safe to install and play, if I don't use it at all? (new save, this is a long way off, lol) Also, would you say its safe to use if I have a back up save before going into any gate to be sure I don't get a bricked save?

I want it installed and I want to carefully use it, should it be fine?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: gmind on October 03, 2021, 04:22:07 AM
Probably a dumb question, but how do you go about deleting the "return gates" from previously visited systems? I'm starting to have a sizeable backlog in my game.
Spoiler
(https://i.imgur.com/WHyeq31.png)
[close]
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: default on October 03, 2021, 11:44:43 AM
I have a bug to report. In light of what was said here:
Probably a dumb question, but how do you go about deleting the "return gates" from previously visited systems? I'm starting to have a sizeable backlog in my game.
Spoiler
(https://i.imgur.com/WHyeq31.png)
[close]


I then went into my gates log to see a return gate listed, which I haven't noticed before. I also noticed that you can click show on map, which will bring that system back up. I tried to lay in course for the return gate, and then my screen turned black and the game began to lag horribly(this is what happened every single time after the first, while the first time my game just straight up crashed). My distance was "NaN + 3" and I was unable to move or lay in course to another system to fix it. I was essentially soft-locked.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Kentington on November 05, 2021, 07:10:21 AM
Hey there, been a while. I've finally found room to breathe amidst the series of disasters that is 2021, and took the time to solve some of Beyond the Sector's most notorious bugs. Most notably, the end-of-month calculations will actually proc when you're in a distant sector, and distant systems no longer drastically shift the Sector's center-of-mass resulting in bizarre Accessibility stats.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Mira Lendin on November 05, 2021, 07:37:29 AM
Please don't abandon this mod, it has the potential to be more essential than Nex :P
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: JUDGE! slowpersun on November 05, 2021, 09:29:55 AM
YAY, Kentington isn't dead.



And there was much rejoicing...
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Helldiver on November 05, 2021, 10:32:57 AM
It's alive!
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Nick XR on November 05, 2021, 11:14:20 AM
Welcome back!

Please consider sharing your git repo in case in the future you don't come back :/ 
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Mira Lendin on November 20, 2021, 11:34:31 PM
oh no, he left again.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Maethendias on November 26, 2021, 08:32:47 AM
are there... known incompatabilities with certain mods?

on top of my head id assume things like diy planets and industrial rev could create issues
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Valikdu on December 08, 2021, 04:13:41 AM
Burning question: can I tow away "normal" cryosleepers found in the sector?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: A_Random_Dude on December 08, 2021, 04:20:14 AM
Quote
Burning question: can I tow away "normal" cryosleepers found in the sector?

Nah, that's specific to those you get through the quest added by this mod. Here's the important part of the OP for your question:
Quote
When in a foreign sector, planets that generate with Vast Ruins now have a chance to include a special mission. You'll know it by the distress signal. Securing the cryosleeper requires lots of marines, or a story point and an alpha core (not consumed). If you manage to actually repair and launch it, at tremendous cost in supplies, fuel, and heavy machinery, it will be added to your fleet

In other words, you need to be in a foreign sector to make it work.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Khornaar on December 28, 2021, 02:50:30 AM
I've noticed a weird interaction between tech mining industry and this mod.
If tech mining is "improved" with story point, and you are in a "unknown" star system at first day of the month, then tech mining will generate several months worth of loot, depleting itself faster. It doesn't seems to occur with non-improved industry. Nothing game-breaking, just weird.
Spoiler
(https://i.imgur.com/5HB5qdx.png)
[close]
It's only becomes concerning, if tech mining depletion is turned off. ("techMiningDecay":1) But who would do that?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: lyravega on January 18, 2022, 01:04:08 AM
I've noticed a weird interaction between tech mining industry and this mod.
If tech mining is "improved" with story point, and you are in a "unknown" star system at first day of the month, then tech mining will generate several months worth of loot, depleting itself faster. It doesn't seems to occur with non-improved industry. Nothing game-breaking, just weird.
Spoiler
(https://i.imgur.com/5HB5qdx.png)
[close]
It's only becomes concerning, if tech mining depletion is turned off. ("techMiningDecay":1) But who would do that?

It's not just that, the production queues that you have will also get finished. I had an order for 2m worth of stuff, and with 225k production, it should've taken 8-10 months to finish. I believe tech-mining adds a secret production order that draws from a random pool. Likewise, one of the terraforming mods adds an industry to 'mine' AI cores.

I went away for a month or two, and when I returned I had like 50 alpha-cores, my not improved tech-mining was empty, and my order was finished. I trashed the ship, dumped the cores, and covered the whole dig-site up of course :D I guess these distant gates are not just taking us far away in space, but also in time :D
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Droll on January 25, 2022, 12:22:38 PM
I've noticed a weird interaction between tech mining industry and this mod.
If tech mining is "improved" with story point, and you are in a "unknown" star system at first day of the month, then tech mining will generate several months worth of loot, depleting itself faster. It doesn't seems to occur with non-improved industry. Nothing game-breaking, just weird.
Spoiler
(https://i.imgur.com/5HB5qdx.png)
[close]
It's only becomes concerning, if tech mining depletion is turned off. ("techMiningDecay":1) But who would do that?

It's not just that, the production queues that you have will also get finished. I had an order for 2m worth of stuff, and with 225k production, it should've taken 8-10 months to finish. I believe tech-mining adds a secret production order that draws from a random pool. Likewise, one of the terraforming mods adds an industry to 'mine' AI cores.

I went away for a month or two, and when I returned I had like 50 alpha-cores, my not improved tech-mining was empty, and my order was finished. I trashed the ship, dumped the cores, and covered the whole dig-site up of course :D I guess these distant gates are not just taking us far away in space, but also in time :D

Is this why I get spammed with 0 income monthly reports?

I noticed that if I go to an unknown sector and I have colonies in the persean sector. If the month ticks over in the unknown system then I get spammed with 0 income and monthly production reports. If I only spend a portion of the month in the unknown sector then my monthly income is reduced, seemingly proportionally to the amount of the month I spent outside the persean sector. I also have active tech mining and kletka simulators.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Sincronic on January 29, 2022, 05:13:43 PM
Friend and me seem to have the same issue, but we aren't sure 100% it's this mod (more like 98%). I play with nex, he without, and most of our mods are same.

After we unlock the endless systems from gate options, from that point onwards, game will freeze at certain point, on first of january after monthly report for colony, or maybe on 1st of some other month, but it defo happens on january for both of us. If we dont unlock the systems, nothing bad happens. Freeze happens even after reloading game several months backwards, at same point, effectivelly perma screwing your save.

It happened at least on 7 different saves for both of us before we concluded to not unlock the systems, and since then we're fine. Did anyone else experience the same thing? (It worked fine on 0.95a iirc, but after 0.95.1 update no)

p.s. i checked logs, and there is literally never any error or any sort of exception at the break point
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Yunru on January 30, 2022, 06:19:40 AM
Yup, that's one of the known bugs with this mod and how it doesn't clean up after itself.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Droll on January 30, 2022, 12:56:41 PM
Friend and me seem to have the same issue, but we aren't sure 100% it's this mod (more like 98%). I play with nex, he without, and most of our mods are same.

After we unlock the endless systems from gate options, from that point onwards, game will freeze at certain point, on first of january after monthly report for colony, or maybe on 1st of some other month, but it defo happens on january for both of us. If we dont unlock the systems, nothing bad happens. Freeze happens even after reloading game several months backwards, at same point, effectivelly perma screwing your save.

It happened at least on 7 different saves for both of us before we concluded to not unlock the systems, and since then we're fine. Did anyone else experience the same thing? (It worked fine on 0.95a iirc, but after 0.95.1 update no)

p.s. i checked logs, and there is literally never any error or any sort of exception at the break point

When reloading the game, did you try full game restarts? I sometimes will have the game just tank in FPS until I restart if I've been playing for a while.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Sincronic on January 30, 2022, 02:37:37 PM
That's literally the only way you can fix the freeze, by alt+f4-ing the game and restarting :) so yeah we tried that
(the fps drop happens to us too, after about 2h of gameplay, less if exceed vram limit)
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Droll on January 30, 2022, 02:40:28 PM
That's literally the only way you can fix the freeze, by alt+f4-ing the game and restarting :) so yeah we tried that
(the fps drop happens to us too, after about 2h of gameplay, less if exceed vram limit)

How many of these extra systems do you reckon you and/or your friend generated before the freezes became debilitating?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Sincronic on January 30, 2022, 05:30:37 PM
Friend had after one, for me it was from 5 to like 30 i'd say
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Alex_Sans on January 30, 2022, 05:31:43 PM
That's literally the only way you can fix the freeze, by alt+f4-ing the game and restarting :) so yeah we tried that
(the fps drop happens to us too, after about 2h of gameplay, less if exceed vram limit)

How many of these extra systems do you reckon you and/or your friend generated before the freezes became debilitating?

I am the friend that Sincronic is talking about. And my answer is one... I entered one system by october if I remember correctly, brought back a cryosleeper from there and made the mistake of saving after parking it in my colony, then the game always froze permanently at Jan 1.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Snosibsnob on February 22, 2022, 08:26:44 AM
Hey, is it just me or does anybody else have absolutely no idea on how to place the cryosleeper?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Drunkenslav on February 22, 2022, 08:47:33 AM
Hey mate, you dont need 1000 marines to invade the cryosleeper planet, i had 150, lost 673, and got it, then i just took 2k organs, and 1k marines and i had a net profit of marines, also thanks for including that 2k fuel across the system, i was like OH NO I DIDNT BRING ANY FUEL D:. really helped a bit!
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Nitecom on February 23, 2022, 11:35:36 AM
Friend and me seem to have the same issue, but we aren't sure 100% it's this mod (more like 98%). I play with nex, he without, and most of our mods are same.

After we unlock the endless systems from gate options, from that point onwards, game will freeze at certain point, on first of january after monthly report for colony, or maybe on 1st of some other month, but it defo happens on january for both of us. If we dont unlock the systems, nothing bad happens. Freeze happens even after reloading game several months backwards, at same point, effectivelly perma screwing your save.

It happened at least on 7 different saves for both of us before we concluded to not unlock the systems, and since then we're fine. Did anyone else experience the same thing? (It worked fine on 0.95a iirc, but after 0.95.1 update no)

p.s. i checked logs, and there is literally never any error or any sort of exception at the break point

I've just ran into the exact same issue, been trying to figure out what's been causing it , no errors in the log but seems that it may be this mod causing it, went through one gate myself and now on the 1st of Jan the game simply freezes, bit annoying as I'm in cycle 238 and was really hoping I wouldn't need to start a new game.

Did you find any workaround to this issue?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Sincronic on February 23, 2022, 03:00:32 PM
I've just ran into the exact same issue, been trying to figure out what's been causing it , no errors in the log but seems that it may be this mod causing it, went through one gate myself and now on the 1st of Jan the game simply freezes, bit annoying as I'm in cycle 238 and was really hoping I wouldn't need to start a new game.

Did you find any workaround to this issue?

None unfortunately, I still have the mod on, but I don't use the option on gate to activate endless systems. Lost a couple of saves permanently due to that.

All we can do is sit and wait until it gets an update i guess
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Snosibsnob on February 25, 2022, 04:46:20 PM
Hey, dk if anybody else is aware, but this mod kinda breaks DIY planet's "Scarred spacer" quest.

Terraforming rigs can spawn in generated systems, making them inaccessible.
I know they are different mods, but they are by the same creator, and other vanilla quests break in a similar manner.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: ArteMooNik on February 26, 2022, 09:56:27 AM
Hey, dk if anybody else is aware, but this mod kinda breaks DIY planet's "Scarred spacer" quest.

Terraforming rigs can spawn in generated systems, making them inaccessible.
I know they are different mods, but they are by the same creator, and other vanilla quests break in a similar manner.
Nope, i dont have this problem at all. Well, im not using mods feature much
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Kebabtschi on March 02, 2022, 03:47:41 AM
Is it possible to just delete the whole system after you return? So random Missions ship will not spawn in the new Systems and i'm not sure if i do 100 random Systems, the game could get slower, because the Systems still "run" in the background.

Thanks for the great work :)
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: MrCordedrex on March 20, 2022, 11:07:52 AM
Is there a way to change the required fuel to open the gate ?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: DeCell on April 11, 2022, 07:38:05 AM
So i found where sectors are but i have a question.

Why they are still there and why its so far away?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Wallshrabnic on April 18, 2022, 05:12:31 AM
So i found where sectors are but i have a question.

Why they are still there and why its so far away?

Because author didn't make those stars to be deleted
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Wispborne on April 18, 2022, 10:22:26 AM
Frankly, this mod should probably be edited to have a warning on the front page.

It can and probably will randomly brick your save, and the author appears to have no intention of fixing it soon, with their last comment in the thread being five months ago despite critical bug reports.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Nameless on April 19, 2022, 08:14:38 AM
Its also the second time he went MIA for a prolonged period of time. SO chances are this mod is abandoned.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Thorgon on May 05, 2022, 08:59:41 AM
I've been playing with this mod for a while and it works fine, if your having crash problems check the log to make sure its not an incompatibility, i had to stop using my courier ports because they were having problems when I generated a random system
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Droll on May 05, 2022, 10:39:16 AM
I've been playing with this mod for a while and it works fine, if your having crash problems check the log to make sure its not an incompatibility, i had to stop using my courier ports because they were having problems when I generated a random system

It works fine in terms of functionality but the problem is that it doesn't clean up after itself. The systems you visit don't get deleted despite now being inaccessible.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Thorgon on May 05, 2022, 12:09:09 PM
I've been playing with this mod for a while and it works fine, if your having crash problems check the log to make sure its not an incompatibility, i had to stop using my courier ports because they were having problems when I generated a random system

It works fine in terms of functionality but the problem is that it doesn't clean up after itself. The systems you visit don't get deleted despite now being inaccessible.
wouldn't that cause slowdown issues? because I haven't had those from this mod
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Droll on May 05, 2022, 12:55:30 PM
I've been playing with this mod for a while and it works fine, if your having crash problems check the log to make sure its not an incompatibility, i had to stop using my courier ports because they were having problems when I generated a random system

It works fine in terms of functionality but the problem is that it doesn't clean up after itself. The systems you visit don't get deleted despite now being inaccessible.
wouldn't that cause slowdown issues? because I haven't had those from this mod

When I play with this mod I don't really go to too many systems so probably doesn't affect me but for a long save it is a consideration, especially since the whole idea of this mod was "endless" exploration. However if you've played with adjusted sector and made the sector big you will notice that such things will cause slowdowns.

There's also the fact that colony income does not work correctly when outside the Persean sector. You don't get money income and custom production glitches and is applied multiple times. I actually decompiled the mod and tried to fix it but to no avail as I have no idea why the monthly report function needs to be redefined and why just calling it doesn't work. Oh and there is a point where the mod calls a remove System function but the intel entry for the gate remains and I can still see the system map so that's not working too.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Yunru on May 05, 2022, 01:00:36 PM
wouldn't that cause slowdown issues? because I haven't had those from this mod
Yes, yes it does.
Namely, a hyperspace slipstream will eventually try to path there and enter an infinite loop, creating the biggest slowdown: A full lockup.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Droll on May 05, 2022, 01:11:06 PM
wouldn't that cause slowdown issues? because I haven't had those from this mod
Yes, yes it does.
Namely, a hyperspace slipstream will eventually try to path there and enter an infinite loop, creating the biggest slowdown: A full lockup.

Oh I hadn't even thought of that, so if I wanted to fix it proper I'd have to block slipstream pathing. Somehow.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: SpaceDrake on May 05, 2022, 01:31:43 PM
Yeah, no, the issue is that this mod found a way to be non-.95.1 compatible. It should not be used with .95.1. It is not designed with slipstreams in mind. Anyone trying to do a third party update to it will have to figure out a way around that.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: playbabeTheBookShelf on May 06, 2022, 04:52:14 AM
ok so, I was going back by the gate but the neutron star push me away so the mod think i already go back to main sector.
This cause me to be able to warp out the system. and it revealing that all my previous random generated star is still exist.

So I assumed this could relate to issue other are having when generate too much system. (0.95.1a)

https://youtu.be/kyZCTK2eDCM
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Big Bee on May 06, 2022, 06:13:49 AM
I've been told that this mod bricks saves but I've had it installed for a while, but haven't actually used the gate mechanics yet. Should I uninstall it then? Will it break my save if I remove it?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Yunru on May 06, 2022, 06:37:44 AM
I've been told that this mod bricks saves but I've had it installed for a while, but haven't actually used the gate mechanics yet. Should I uninstall it then? Will it break my save if I remove it?
Uninstalling it will also brick your save.
You might be lucky if you don't generate any new systems though.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Droll on May 06, 2022, 01:57:52 PM
I've been told that this mod bricks saves but I've had it installed for a while, but haven't actually used the gate mechanics yet. Should I uninstall it then? Will it break my save if I remove it?

I think I might be quite lucky because I've never had issues with saves being bricked and I've actually used the gates to generate new systems but maybe its a combination of adjusted sector (bigger sector maybe stops the slipstream problem?) and not playing one save for super long that saved me.

Right now I'm not using it though.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Droll on May 06, 2022, 02:01:14 PM
ok so, I was going back by the gate but the neutron star push me away so the mod think i already go back to main sector.
This cause me to be able to warp out the system. and it revealing that all my previous random generated star is still exist.

So I assumed this could relate to issue other are having when generate too much system. (0.95.1a)

https://youtu.be/kyZCTK2eDCM

I've had this too. Neutron stars are quite dangerous in this mod even at the best of times. What happens is that if you get pushed while traversing the return gate, the mod thinks that your transit was successful and the return gate actually turns into a normal gate, and because the system is impossibly far away you cannot without console commands return to the Persean sector.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Celepito on May 11, 2022, 07:02:12 AM
Namely, a hyperspace slipstream will eventually try to path there and enter an infinite loop, creating the biggest slowdown: A full lockup.

Wouldnt that "just" require a reload? Or is the system determined some time before, and reloading wouldnt help, cause the slipstream will just try to path there again when you reach that point in time?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Garessta on May 15, 2022, 02:51:34 AM
I also met a bug (and right in the first system I entered)
i got an income report and it was 0$. flat zero
no colonies, no crew, the income tab was empty
i also got no actual credit change
have no idea why's all that...
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Fakalljakall on June 18, 2022, 09:19:01 AM
How often does the creator takes breaks from updating this mod? I like very long games and prolonging the exploration with this mod is just what I need so I'm kinda sad to know this is happenning.  :'(

I sincerely wish the creator the best and hope he brings back this mod from the deep.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: A_Random_Dude on June 18, 2022, 09:46:34 AM
From what I've heard, he's currently working on his own game. So I guess his mods here won't be updated any time soon.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Coil on June 19, 2022, 10:17:12 PM
From what I've heard, he's currently working on his own game. So I guess his mods here won't be updated any time soon.

Damn, I hope he comes back soon :(
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: yanseshandian on June 28, 2022, 06:18:41 AM
This mod won't clean up the galaxies it created, does anyone know how to do that manually?  :'(
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: A_Random_Dude on June 28, 2022, 09:27:44 AM
You can't, actually. It'll eventually crash your game.
That's one of the reasons why you shouldn't use this mod, no matter what.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: DeCell on July 13, 2022, 01:50:59 PM
From what I've heard, he's currently working on his own game. So I guess his mods here won't be updated any time soon.
Can you say the game?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: SpiderPsycho on July 27, 2022, 08:41:53 AM
Anyone experiencing an issue where they can't park a cryosleeper over their planet? I've got one but when I confirm the order to park it, it says in orange: " NullPointerException: null " Would someone know how to resolve this issue?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Kakroom on July 27, 2022, 09:21:19 AM
Anyone experiencing an issue where they can't park a cryosleeper over their planet? I've got one but when I confirm the order to park it, it says in orange: " NullPointerException: null " Would someone know how to resolve this issue?

It is unlikely that you would receive help with this problem as most modders disavow BTS as (at the moment) irreparably broken. However if you were to it would probably help for you to post the "starsector.log" file that exists in starsector- core just after the error occurs. This will allow someone to diagnose the issue
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: SpiderPsycho on July 27, 2022, 11:26:37 PM

It is unlikely that you would receive help with this problem as most modders disavow BTS as (at the moment) irreparably broken. However if you were to it would probably help for you to post the "starsector.log" file that exists in starsector- core just after the error occurs. This will allow someone to diagnose the issue

Ah, right. I've taken a look and I have 3 .log files, starsector.log.1 starsector.log.2 and starsector.log.3 . None of them have a last-edit date for today (when I replicated the issue) so I don't know if they've even got the correct information concerning the problem contained in them. The latest one is starsector.log.1 and it's last edit was the 25th of July 2022. Should I send these anyways?

-------

Edit: I've found a plain starsector.txt file that seems to contain the right stuff. Apparently this is the actual .log file. https://pastebin.com/tNqy86pJ Here's the part which I believe is important.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: MattyK on September 02, 2022, 03:49:02 PM
Have you thought about submitting your mod to the Mod Index (https://fractalsoftworks.com/forum/index.php?topic=177.0)? I feel like it'd be a valuable addition there.

I've been struggling to find things to do/explore outside of starting a new game with Augmented Sector, but I feel like this would breathe new depth into the game outside of simple faction warfare and idle attempts at colonization.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Ruddygreat on September 02, 2022, 04:29:51 PM
Have you thought about submitting your mod to the Mod Index (https://fractalsoftworks.com/forum/index.php?topic=177.0)? I feel like it'd be a valuable addition there.

I've been struggling to find things to do/explore outside of starting a new game with Augmented Sector, but I feel like this would breathe new depth into the game outside of simple faction warfare and idle attempts at colonization.

it was removed from the mod index because it's more or less a ticking timebomb with the latest update, it will eventually kill your save

puretilt is working on a similar mod called exiled space, it's currently in beta in the unoffical discord (invite link here) (https://discord.gg/a8AWVcPCPr) & has the benefit of not doing that
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: MattyK on September 03, 2022, 12:45:13 PM
it was removed from the mod index because it's more or less a ticking timebomb with the latest update, it will eventually kill your save

puretilt is working on a similar mod called exiled space, it's currently in beta in the unoffical discord (invite link here) (https://discord.gg/a8AWVcPCPr) & has the benefit of not doing that

Good to know, I'll check out the Discord then.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Nameless on September 03, 2022, 09:24:02 PM
I feel like mod should remove this mod as it is detrimental to the players.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: FreonRu on September 04, 2022, 04:23:49 AM
It is a pity that the modification is abandoned, but the game really needs research content - systems / abandoned ships / secret places and other things. There are endless fights for players, but there is no endless exploration.

I really hope that a similar concept (infinite research) will be implemented in another modification.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Droll on September 04, 2022, 07:53:09 AM
Have you thought about submitting your mod to the Mod Index (https://fractalsoftworks.com/forum/index.php?topic=177.0)? I feel like it'd be a valuable addition there.

I've been struggling to find things to do/explore outside of starting a new game with Augmented Sector, but I feel like this would breathe new depth into the game outside of simple faction warfare and idle attempts at colonization.

it was removed from the mod index because it's more or less a ticking timebomb with the latest update, it will eventually kill your save

puretilt is working on a similar mod called exiled space, it's currently in beta in the unoffical discord (invite link here) (https://discord.gg/a8AWVcPCPr) & has the benefit of not doing that

Where in the discord can I find the beta?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: MrCattsDad on September 05, 2022, 02:57:42 PM
Where in the discord can I find the beta?

In the advanced_modmaking channel seach for 'Exiled Space beta'

Keep in mind that it's very clearly still in beta as not only is it lacking in polish but I've experinced several bugs/weird in development interactions. Still think it's a good mod though and I'll be keeping an eye on where it goes.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Droll on September 05, 2022, 04:58:40 PM
Where in the discord can I find the beta?

In the advanced_modmaking channel seach for 'Exiled Space beta'

Keep in mind that it's very clearly still in beta as not only is it lacking in polish but I've experinced several bugs/weird in development interactions. Still think it's a good mod though and I'll be keeping an eye on where it goes.

I was looking at mod_update like an absolute fool, thank you!
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Pqxl on December 09, 2022, 12:16:18 AM
https://github.com/PureTilt/ExiledSpace latest update is 0.1.4 while in discord only 0.1.3 is linked. New version has lobter %uD83E%uDD9E
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Ruddygreat on January 23, 2023, 02:38:15 PM
Just wrote this for someone in the unnoficial discord & they pointed out that it'd be helpful for this thread -
here's a console command that'll remove any BTS-added systems & hopefully save you from the slipstream crash, though you'll have to keep the mod enabled.

Code
        runcode
        import com.fs.starfarer.api.Global;
        import com.fs.starfarer.api.campaign.StarSystemAPI;

        boolean removedAnything = false;
        for (StarSystemAPI system : Global.getSector().getStarSystems()) {
            if (system.getLocation().getX() == Float.MAX_VALUE) {
                Global.getSector().removeStarSystem(system);
                removedAnything = true;
            }
        }
        Console.showMessage(removedAnything);
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Fonfon on January 31, 2023, 09:26:00 AM
Just wrote this for someone in the unnoficial discord & they pointed out that it'd be helpful for this thread -
here's a console command that'll remove any BTS-added systems & hopefully save you from the slipstream crash, though you'll have to keep the mod enabled.

Code
        runcode
        import com.fs.starfarer.api.Global;
        import com.fs.starfarer.api.campaign.StarSystemAPI;

        boolean removedAnything = false;
        for (StarSystemAPI system : Global.getSector().getStarSystems()) {
            if (system.getLocation().getX() == Float.MAX_VALUE) {
                Global.getSector().removeStarSystem(system);
                removedAnything = true;
            }
        }
        Console.showMessage(removedAnything);

So how will this work? Will this just delete systems created by this mod, without touching sector systems? Also console command as in unsing  Console Commands mod while in game? And can if it both are yes can I just keep using the mod, jumping to new systems and then using this command to clean up afterwards?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Ruddygreat on February 02, 2023, 10:27:59 AM
So how will this work? Will this just delete systems created by this mod, without touching sector systems? Also console command as in unsing  Console Commands mod while in game? And can if it both are yes can I just keep using the mod, jumping to new systems and then using this command to clean up afterwards?

In the order you asked, yes, yes and no, you shouldn't
use exiled space (latest download link here) (https://github.com/PureTilt/ExiledSpace/releases/download/0.1.4.1/ExiledSpace.zip), it's a better implementation of the same concept.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Fonfon on February 02, 2023, 12:36:48 PM
Thank you. Also if I never used BTS feature in my game but have the mod do I have to use the command? And can I safely uninstall the mod without breaking the save and adding Exile Space beta to my current game without breaking it?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Ruddygreat on February 03, 2023, 01:23:06 AM
Thank you. Also if I never used BTS feature in my game but have the mod do I have to use the command? And can I safely uninstall the mod without breaking the save and adding Exile Space beta to my current game without breaking it?

no you don't & no you can't, but exiled space is safe to add mid-save.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Fonfon on February 03, 2023, 01:39:56 AM
Thanks a lot :D
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Soban on May 12, 2023, 05:32:20 PM
Any update for 0.96?
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: SpaceDrake on May 12, 2023, 05:39:44 PM
Kentington hasn't even logged in to the forums in a year and a half, so take a guess.

This mod remains just as unusable in .96 as it did in .95.1. Do not install it.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: El Jojo on May 13, 2023, 12:41:22 AM
Kentington hasn't even logged in to the forums in a year and a half, so take a guess.

This mod remains just as unusable in .96 as it did in .95.1. Do not install it.

Kentington will update the mod to .96, he has just been busy with other projects. I confirmed this by contacting him.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Nick XR on May 13, 2023, 07:30:30 AM
Kentington hasn't even logged in to the forums in a year and a half, so take a guess.

This mod remains just as unusable in .96 as it did in .95.1. Do not install it.

Kentington will update the mod to .96, he has just been busy with other projects. I confirmed this by contacting him.

This mod doesn't need an update, it needs to be first fixed so it doesn't break your game.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: El Jojo on May 13, 2023, 08:03:31 AM
Kentington hasn't even logged in to the forums in a year and a half, so take a guess.

This mod remains just as unusable in .96 as it did in .95.1. Do not install it.

Kentington will update the mod to .96, he has just been busy with other projects. I confirmed this by contacting him.

This mod doesn't need an update, it needs to be first fixed so it doesn't break your game.

Nvm its DIY planets that he will update. But he did hand over BTS's source code to someone who desired to fix the mod.
Title: Re: [0.95a] Beyond The Sector - Endless Randomized Systems
Post by: Zr0Potential on May 13, 2023, 09:50:17 AM
Kentington hasn't even logged in to the forums in a year and a half, so take a guess.

This mod remains just as unusable in .96 as it did in .95.1. Do not install it.

Kentington will update the mod to .96, he has just been busy with other projects. I confirmed this by contacting him.

This mod doesn't need an update, it needs to be first fixed so it doesn't break your game.

Nvm its DIY planets that he will update. But he did hand over BTS's source code to someone who desired to fix the mod.

Glad to hear, it's a shame to let all his good work go to waste