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Starsector 0.98a is out! (03/27/25)

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Messages - Lukas04

Pages: [1] 2 3 ... 48
1
Mods / Re: [0.98a] Random Assortment of Things
« on: June 12, 2025, 09:47:37 AM »
Well made mod, so thanks for the effort.

Can someone help me with some modding? I using the CustomizableStarSystems mod because editing an exsiting star system in a savegame is obtuse and annoying.
However, the custom entities from RAT, specifically the Relics of the Past stations, don't seem to work when spawned into a custom system. As an examble: I'm using just the basic

 {   "entity":"rat_augmentation_station",
   "orbitRadius":13000,
        "orbitAngle":225,
        "orbitDays":650,
        "tags":["has_interaction_dialog", "neutrino"] #this line shouldn't be neccesary, because it's already in the custom entity json, but I am trying to get the actual interaction to no avail
},

to have it in a custom starsystem upon creation of a new game.
But while the station is there, it doesn't function. You can interact with it, but the only option is just "1. Leave."

How do I get the actual RAT interaction on these stations to work?

Adding the "rat_relic_station" tag should make it work. Keep in mind that this wont work for all types of those stations, as some of them require some additional code to be executed to work and will probably crash without it. Should work for the example you mentioned though.

2
I would appreciate if you just make this "incompatible" with RATs Procgen Configurator and clearly state so on the forum page, or rather clarify that if both are active, this mods functionality is used. The way you implemented it is really janky, prone to issues in case i make changes to RAT and overall feels just very weird and could be confusing to users. I dont quite see why you had to copy files from RAT in to your own mod, instead of just using the Theme generators you copied from vanilla? Just a bit of an odd way to do it.

Just make your own implementation for things like the Hyperspace cloud configuration and it should work fine. Due to how the load order works it will use your generator instead of mine when both are active anyways.

You're absolutely right that the way Wide Horizons currently interacts with RAT’s Procgen Configurator isn’t ideal. My intention was never to cause confusion or break compatibility in unexpected ways.
The reason I copied over certain parts (including from RAT) was mainly for fine-grained control over theme behavior and generation consistency across the expanded sector.
However, I now see that this approach introduces unnecessary complications, especially when users make their own changes to RAT.

You're also right that simply relying on load order behavior and implementing my own themes (like for hyperspace cloud configuration, etc.) would’ve been a cleaner and more sustainable solution.

I'll be updating the forum post to clearly state that RAT’s Procgen Configurator is currently not compatible, and I will also look into restructuring how theme generation is handled in a future update to avoid this kind of overlap entirely.

Thanks again constructive feedback

Thank you! Good luck with your future plans for this mod.

3
I would appreciate if you just make this "incompatible" with RATs Procgen Configurator and clearly state so on the forum page, or rather clarify that if both are active, this mods functionality is used. The way you implemented it is really janky, prone to issues in case i make changes to RAT and overall feels just very weird and could be confusing to users. I dont quite see why you had to copy files from RAT in to your own mod, instead of just using the Theme generators you copied from vanilla? Just a bit of an odd way to do it.

Just make your own implementation for things like the Hyperspace cloud configuration and it should work fine. Due to how the load order works it will use your generator instead of mine when both are active anyways.

4
Mods / Re: [0.98a] Random Assortment of Things
« on: June 09, 2025, 07:37:57 PM »
Updated the forum page to give much more details about the mod, since it was rather sparse before.

5
Mods / Re: [0.98a] Random Assortment of Things
« on: June 03, 2025, 09:58:55 AM »
Created an account just to say the expedition hub corrupted my save once built on a planet in 2.6.10. Since your new version isn’t save compatible I can’t seem to be able to fix this. None of the 3 backup saves I have were before I built the building so my campaign seemingly is over.

Would be good to see your log so that i could either fix it, or point you to what is wrong, since its not always what it seems.
Havent gotten a report on it breaking anything, and its been essentialy unchanged for a year so id be confused on if it actually did something wrong, but thats what the log would be good for.

Really like the changes to the abyssal depths.

Will the abyssal major event be coming back at some point? I really liked the 1 skill point reward and adds incentive to explore the depths once you find all the alterations you want and defeat the Genesis.

Also, does the Military Outpost building still exist in the abyssal depths? I couldn't find it in my game and wanted to make sure.

Probably not, i rather put rewards behind some unique encounters rather than the abyssal event now, though i dont think il have the skillpoint return anyways.
Military Outpost is also not a thing, since the integrating grid option at the fabricator semy replaces it.

6
Just chasing how i can build more building on the colony, what determines that you can only get 5/5 slots or whatever? What mod do you use to allow more buildings to be built or is there a setting in the game config? At the moment my colony is maz size with only 5 buildings and I dont think it can grow any larger to allow another building to be built.

What your looking for is "maxIndustries" in starsector-core/data/config/settings.json
Its a list for how many industries you can get at which colony size.
If you use Ashes or Astral Ascension you may wanna check if those mods have the same setting in their file, im not sure but they may overwrite it.

Grand Colonies is only for removing the otherwise hardcoded limit of 12 structures for colonies.

7
hey. first off, love the mod. it adds so much depth and variety and i love the crossmod interaction too. great work :)

that said, i ran into an error that i managed to reproduce. upon creation of a special task force, running the latest 1.4.10 version, the game crashes. im using TriOS which keeps logs and it gave me this:

4074659 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NoSuchMethodError: 'void second_in_command.specs.SCBaseAptitudePlugin.clearSections()' 122483   
java.lang.NoSuchMethodError: 'void second_in_command.specs.SCBaseAptitudePlugin.clearSections()'                                                             122484   
       at exerelin.utilities.NexUtilsSIC.generateRandomXOs(NexUtilsSIC.kt:98)                                                                                  122485   
       at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.handleSecondInCo mmand(PlayerSpecialForcesIntel.java:248)                              122486   
       at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.createFleet(PlayerSpecialForcesIntel.java:232)                                        122487   
       at exerelin.campaign.intel.specialforces.SpecialForcesIntel.spawnFleet(SpecialForcesIntel.java:159)                                                     122488   
       at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:640)                                                        122489   
       at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:598)                                                                122490   
       at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:133)                                                                           122491   
       at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)                                                                                     122492   
       at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)                                                                                      122493   
       at com.fs.starfarer.BaseGameState.traverse(Unknown Source)                                                                                              122494   
       at com.fs.state.AppDriver.begin(Unknown Source)                                                                                                         122495   
       at com.fs.starfarer.combat.CombatMain.main(Unknown Source)                                                                                              122496   
       at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)                                                                                            122497   
       at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)                                                                                             122498   
       at java.base/java.lang.Thread.run(Unknown Source)

i hope this can help in improving your project. till then, i`ll patiently wait :)

Issue with nex. Go to the releases page on SiCs github and go back a version for now/dont create a taskforce, will ask histidine to fix it.

EDIT: added a quick update that should also help fix it for instead.

9
Mods / Re: [0.98a] Random Assortment of Things
« on: May 28, 2025, 05:57:17 AM »
another crash on entering combat and abyssal depths off. 3.0.6 installed, went away when i turned on abyssal depths in the luna menu before loading the save file.
Spoiler
25262     247305 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.util.NoSuchElementException
25263     java.util.NoSuchElementException
25264            at assortment_of_things.abyss.procgen.AbyssBiomeManager.getDominantBiome(AbyssBiomeManager.kt:272)
25265            at assortment_of_things.abyss.AbyssBattleCreationPlugin.createMap(AbyssBattleCreationPlugin.java:351)
25266            at assortment_of_things.abyss.AbyssBattleCreationPlugin.initBattle(AbyssBattleCreationPlugin.java:157)
25267            at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
25268            at com.fs.starfarer.ui.newui.o0Oo.startBattle(Unknown Source)
25269            at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1228)
25270            at com.fs.starfarer.ui.newui.o0Oo$1.o00000(Unknown Source)
25271            at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
25272            at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
25273            at com.fs.starfarer.ui.int.new(Unknown Source)
25274            at com.fs.starfarer.ui.int.processInput(Unknown Source)
25275            at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
25276            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
25277            at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
25278            at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
[...] errors continue, i can provide if you like
[close]

list of mods i'm running:
Spoiler
Mods (65)
A New Level of Confidence  v40 3.2  [pantera_ANewLevel40]
Another Portrait Pack  v1.5.0  [anotherportraitpack]
AoTD - Dreams of Past  v3.0.3  [Cryo_but_better]
AoTD - Virtue Of Society  v1.3.3  [aod_vos]
AoTD - Question of Loyalty  v2.0.5  [aotd_qol]
Ashlib  v1.2.0  [ashlib]
asteroid ship pack  v1.4e  [astroidships]
Blackrock Drive Yards  v0.9.5b4  [blackrock_driveyards]
zz BoxUtil  v1.3.3  [BoxUtil]
Building Menu Overhaul  v1.1.6  [bmo]
Combat Alarm Sounds  v1.4  [CAS]
Combat Chatter  v1.15.0  [chatter]
Combat Radar  v3.0  [lw_radar]
Commissioned Crews  v1.999999gggg  [timid_commissioned_hull_mods]
Demand Indicators  v1.0.f  [demandIndicators]
Diable Avionics  v2.9.3  [diableavionics]
Dassault-Mikoyan Engineering  v1.9eHijacked  [istl_dassaultmikoyan]
Fleet Size By DP  v1.0.2b  [fleetsizebydp]
FSF_MilitaryCorporation  v4.9  [FSF_MilitaryCorporation]
Galactic Constellate  v1.13.7a  [GalacticConstellate]
Gensoukyou Manufacture  v0.9.1_rc11, in dev  [FantasyM]
Goathead Aviation Bureau  v1.7.1  [Goat_Aviation_Bureau]
zz GraphicsLib  v1.12.1  [shaderLib]
Hazard Mining Incorporated  v0.4.0a  [HMI]
Brighton Federation  v0.0.4  [HMI_brighton]
Hillock Prototype and Station Tech  v1.4.4  [hpst]
Immersion Firendly Portrait Pack  v1.1  [immersionFriendlyPortraitPack]
Interesting Portraits Pack  v1.2  [interestingportraitspack]
Kaleidoscope  v1.0.e  [kaleidoscope]
Knights of Ludd  v1.4.0  [knights_of_ludd]
LazyLib  v3.0.0  [lw_lazylib]
Leading Pip  v1.10.2  [leadingPip]
Legacy of Arkgneisis  vv1.9.14  [ArkLeg]
Logistics Notifications  v1.6.1  [logNot]
Luddic Enhancement  v1.2.7a  [luddenhance]
Luddic Enhancement IED  v1.2.6b  [luddenhanceied]
LunaLib  v2.0.3  [lunalib]
MagicLib  v1.5.6  [MagicLib]
Mayasuran Navy  v12.0.0  [Mayasuran Navy]
Missing Names Mod  v0.7  [Missing Names Mod]
Neutrino Corporation  v1.8.9  [Neutrino]
Nexerelin  v0.12.0c  [nexerelin]
Particle Engine  v0.9.1  [particleengine]
Portrait Pack  vv1.2.4  [portrait]
Progressive S-Mods  v1.2.0  [progressiveSMods]
Random Assortment of Things  v3.0.6  [assortment_of_things]
Refit Filters  v3.1.2  [refitfilters]
San-Iris  v0.9.8  [sikr]
ScalarTech Solutions  v0.9.2  [scalartech]
Scan Those Gates  v1.5.8  [scan_those_gates]
Scy Nation  v1.11.1  [SCY]
Shadowyards (Wisp)  v0.9.6-rc1-Wisp-007  [shadow_ships]
SpeedUp  v1.2.2  [speedUp]
Starship Legends  v2.6.0  [sun_starship_legends]
Supply Forging  v1.5  [timid_supply_forging]
Tahlan Shipworks  v1.4  [tahlan]
Tiandong Heavy Industries  v1.2.1a  [THI]
United Aurora Federation  v0.7.5d  [uaf]
Underworld  v1.8.7  [underworld]
Unknown Skies  v3.0.2  [US]
Vayra's Ship Pack  v1.2.3  [vayrashippack]
Vayra Merged  v3.3.14  [vayramerged]
VIC  v1.6.3a  [vic]
Weapon Arcs  v1.7.3  [WEAPONARCS]
WhichMod  v1.2.0  [whichmod]
[close]

Got a crash when fighting All the Domain Drones'+ Domain Probes and Guardian

Spoiler
294324     541374 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.util.NoSuchElementException
294325     java.util.NoSuchElementException
294326            at assortment_of_things.abyss.procgen.AbyssBiomeManager.getDominantBiome(AbyssBiomeManager.kt:272)
294327            at assortment_of_things.abyss.AbyssBattleCreationPlugin.createMap(AbyssBattleCreationPlugin.java:351)
294328            at assortment_of_things.abyss.AbyssBattleCreationPlugin.initBattle(AbyssBattleCreationPlugin.java:157)
294329            at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
294330            at com.fs.starfarer.ui.newui.o0Oo.startBattle(Unknown Source)
294331            at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1228)
294332            at com.fs.starfarer.ui.newui.o0Oo$1.o00000(Unknown Source)
294333            at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
294334            at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
294335            at com.fs.starfarer.ui.int.new(Unknown Source)
294336            at com.fs.starfarer.ui.int.processInput(Unknown Source)
294337            at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
294338            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
294339            at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
294340            at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
294341            at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
294342            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
294343            at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
294344            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
294345            at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
294346            at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
294347            at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
294348            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
294349            at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
294350            at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
294351            at com.fs.starfarer.ui.oo0O.processInputImpl(Unknown Source)
294352            at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
294353            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
294354            at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
294355            at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
294356            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
294357            at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
294358            at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
294359            at com.fs.state.AppDriver.begin(Unknown Source)
294360            at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
294361            at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
294362            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
294363            at java.base/java.lang.Thread.run(Unknown Source)
[close]

Mods that i'm using
Spoiler
Mods (57)
AI Tweaks  v2.1.3  [aitweaks]
All the Domain Drones+ New Drones  v0.6D  [all_the_domain_drones+NewDrones]
AoTD - Dreams of Past  v3.0.2  [Cryo_but_better]
AoTD - Question of Loyalty  v2.0.5  [aotd_qol]
AoTD - Virtue Of Society  v1.3.3  [aod_vos]
AoTD- Vaults of Knowledge   v3.3.5  [aotd_vok]
Arma Armatura  v3.1.4  [armaa]
Ashlib  v1.2.0  [ashlib]
Battletech Portrait Pack  v1.1  [battletechportraitpack]
Building Menu Overhaul  v1.1.6  [bmo]
Buns - flag pack  v1.0.1  [nes_buns]
ClearCommands  v1.0.g  [clearCommands]
Console Commands  v2024.10.04  [lw_console]
Diable Avionics  v2.9.3  [diableavionics]
Diable-Avionics-Portrait-Pack  v1.0.0  [daportraitpack]
Domain Phase Lab  v1.7.0  [dpl_phase_lab]
Emergent Threats  v1.0.8  [EmergentThreats_Vice]
Emergent Threats: IX Revival  v1.0.8  [EmergentThreats_IX_Revival]
Industrial.Evolution  v4.0.g  [IndEvo]
Interesting Portraits Pack  v1.2  [interestingportraitspack]
Kaleidoscope  v1.0.e  [kaleidoscope]
Kazeron Navarchy  v1.7.0  [kazeron]
LazyLib  v3.0.0  [lw_lazylib]
Legacy of Arkgneisis  vv1.9.14  [ArkLeg]
Luddic Enhancement IED  v1.2.6b  [luddenhanceied]
Luddic Enhancement  v1.2.7a  [luddenhance]
LunaLib  v2.0.3  [lunalib]
Machina Void Shipyards  v0.70a  [exshippack]
MagicLib  v1.5.6  [MagicLib]
Mayasuran Navy  v12.0.0  [Mayasuran Navy]
MnemonicUtils  v0.5.1  [dp_mnemonic_utils]
Moar XIV  v2.0  [MoXIV]
More Bar Missions  v0.0.6  [MoreBarMissions]
More Combat Terrain Effects  v1.12.0  [niko_moreCombatTerrainEffects]
More Military Missions  v0.5.0  [MoreMilitaryMissions]
Nes's SAW  v1.24.SSS  [ness_saw]
Nexerelin  v0.12.0c  [nexerelin]
Nightcross Armory  v1.1.19  [Nightcross]
 Phillip Andrada: Gas Station Manager  v1.14.1aa  [PAGSM]
PMMM  v1.7.7  [PirateMiniMegaMod]
Random Assortment of Things  v3.0.4  [assortment_of_things]
Rumours of Neoteric Designs  v0.5.1  [advent_seven]
Second-in-Command  v1.4.9  [second_in_command]
Secrets of the Frontier  v0.14.5b  [secretsofthefrontier]
SpeedUp  v1.2.2  [speedUp]
Starship Legends  v2.6.0  [sun_starship_legends]
Superweapons Arsenal  v3.0.0  [superweapons]
Tahlan Shipworks  v1.4  [tahlan]
Terraforming & Station Construction  v9.0.12  [Terraforming & Station Construction]
Tinyverse - The Wanzer Age  v1.3  [TVVFW]
Torchships And Deadly Armaments  vUnofficial Update  [TORCHSHIPS]
Underworld  v1.8.7  [underworld]
Unknown Skies  v3.0.2  [US]
What we left behind  v4.3.4  [niko_morePlanetaryConditions]
Xhan Empire  v3.0.1  [XhanEmpire]
zz GraphicsLib  v1.12.1  [shaderLib]
zz Tahlan Additions  v0.12c  [tahlanadditions]
[close]

This will be fixed next patch, cant release that one quite yet since i need to playtest some bigger changes. For now what will fix this is enabling the abyss in RATs configs. Sorry for that inconvenience!

10
Modding Resources / Re: [0.98a] LunaLib
« on: May 27, 2025, 05:38:51 AM »
I wonder what this is connected with?

226246     14362823 [Thread-2] ERROR lunalib.lunaSettings.LunaSettings LunaSettings: Value enableFullExplosionEffects of type String not found in JSONObject (ModID: shaderLib)

The game crashes when a random ship explodes in battle, and TriOS gives a sheet of such errors, all the same.

Some issue with graphicslib, make sure your on the latest version, and if your already on the latest version report it to the author.

11
Thank you for the detailed report! Should be fixed for the next release; there was an issue with the speed cap not being applied during certain frames and if the acceleration during one frame was enough to take it to the next burn level, that's when this bug would have a visible effect.

Thank you very much! Got unlucky enough to have this happen in combination with two of my mods (My skill rework having skills that increase fleet maneuverability, and in another mod there being terrain that boosts acceleration but also has storms within). Will be glad to no longer get reports of people getting damage from those, though i implemented a temporary fix for my own terrain since i can replace the isMovingSlowly method myself.

12
Mods / Re: [0.98a] Random Assortment of Things
« on: May 26, 2025, 05:32:08 AM »
Hi :D the new update is incredible. Do the enemies of the abyss respawn over time? As I've seen the .5 version increases the spawn rate of big fleets, I wonder if those are all generated on entering the first time and thus a "limited resource".

Their generated when the abyss is generated, so on game start. Thats why the changelog mentions this change is only applied for new saves.
So their limited, which should be fine since theres a ton of them.

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Mods / Re: [0.98a] Random Assortment of Things
« on: May 25, 2025, 09:02:47 PM »
Hi!

I know this has probably been asked before, but is it at all possible to add this to an existing save? I'm not sure how much would have to be spawned with map generation.

yes

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Currently, as far as i can tell from my own playtesting, the fleet burn during slow-moving is not capped correctly.
If to say, the max burn for slow-moving is at 4, it is possible that the velocity gets past 4, like 4.1, 4.2, or 4.5.
This, as far as my playtesting goes, can happen if theres a lot of acceleration within one single frame.

This may not sound like much of an issue, but CampaignFleet.getCurrBurnLevel() returns a rounded value of the fleets currently acceleration.
This means at 4.5, it returns 5. The issue with this is, that this will cause it to fail checks on terrain, like Hyperspace storms, where despite slow-moving, you still get hit.

With one exception this doesnt happen in vanilla, but it can very quickly happen in modded enviroments that increase the fleets acceleration stat.
If you combine this with the players FPS being low, i.e around 30, even just a 50% acceleration boost to the fleet can cause the player to get hit by hyperspace storms, as the high "amount" value multiplied with the acceleration starts returning higher numbers in just a single frame.

How to Reproduce
This can be reproduced in vanilla with the Emergency Burn ability, since it has an even more extreme 4x acceleration multiplier.
Simply Hold S, activate Emergency Burn, and try moving through Hyperspace Storms. They should now hit despite being slow moving.
This is essentialy not really an issue in vanilla, because you will never combine those two commands, but should help bugfixing this issue since it is quite am annoying issue for some mods.

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Would it be possible for the "WithSourceMod" interface to get an additional method that would reveal if its vanilla content that has been overwritten by a mod?
Im working on my own codex-based implementation of the old WhichMod mod and i can see it have some confusion if i just display the overwriting mod, so i would like to add an additional tag to it if its a vanilla overwrite.



Also as a slight bug report, Skins appear to report the original ships mod as their source, not the mod that adds the skin.

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