Fractal Softworks Forum
Starsector => General Discussion => Topic started by: OrangeBlueHue on October 14, 2021, 12:33:08 PM
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I am aware that you can hold yourself under a certain threshold of points to avoid sleepers, but that is not how I want to play the game. Is there a way to permanently remove Luddic Path from the game via gameplay means or through some editing of the code? I find them as an extremely unfun game mechanic and would rather deal with regular disruptions and AI inspections.
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No for unmodded games. They are an immortal zombie faction like pirates.
If you want to avoid cells, interest on each of your size 4+ colonies must never be eight or more. That means no more than one colony item, no hypershunt tap at all, and no alpha core admin. Some industries add interest too.
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Do you have a mod suggestion that removes them? Preferably one that I can add to an existing game?
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You could just edit data/config/settings.json and set "minInterestForPatherCells" to some high value, say 1000 or so. That should (I believe? never actually tried it) remove Luddic Path *cells* from all colonies after a few days, though the Luddic Path itself will, of course, remain.
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You could just edit data/config/settings.json and set "minInterestForPatherCells" to some high value, say 1000 or so. That should (I believe? never actually tried it) remove Luddic Path *cells* from all colonies after a few days, though the Luddic Path itself will, of course, remain.
That's exactly what I was looking for! Thank you so much for this.
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I think the real solution is to make the smugglers for Pather cells actually the Luddic Path faction, instead of them sneaking through willy-nilly as "independents".
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I think the real solution is to make the smugglers for Pather cells actually the Luddic Path faction, instead of them sneaking through willy-nilly as "independents".
I hadn't *** off the Luddic Path yet so I haven't seen them, but they really shouldn't be able to just waltz in as "independents."