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Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 02, 2022, 04:16:22 AM »
There is no way the sell price is correct!

Starsector 0.96a is out! (05/05/23); Blog post: Narrative in 0.96 aka Movie Night With David (06/02/23)
See here
See here
137432 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at stelnet.board.storage.StorageListener.updateIntelList(StorageListener.java:51)
at stelnet.board.storage.StorageListener.reportPlayerClosedMarket(StorageListener.java:38)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportPlayerClosedMarket(ListenerUtil.java:170)
at com.fs.starfarer.campaign.CampaignEngine.reportPlayerClosedMarket(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.Stringsuper.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
{"enabledMods": [
"$$$_lightshow",
"$$$_trailermoments",
"Adjusted Sector",
"raccoonarms",
"beyondthesector",
"CaptainsLog",
"clearCommands",
"chatter",
"lw_console",
"DetailedCombatResults",
"diableavionics",
"dronelib",
"dynamictariffs",
"fast_engine_rendering",
"fleethistory",
"gflportraitpack",
"gflportraitpack2",
"HMI",
"hostileIntercept",
"kadur_remnant",
"lw_lazylib",
"logisticsNotifications",
"MagicLib",
"Mayasuran Navy",
"nexerelin",
"ORA",
"PulseIndustry",
"rotcesrats",
"tahlan_scalartech",
"SCY",
"Seafood",
"speedUp",
"stelnet",
"StopGapMeasures3",
"superweapons",
"tahlan",
"star_federation",
"transfer_all_items",
"UNSC",
"US",
"unpackblueprints",
"URW",
"va11portraits",
"vic",
"vayrashippack",
"whichmod",
"XhanEmpire",
"yunru_midline_expansion",
"yunru_pirate_collection",
"yunrucore",
"audio_plus",
"shaderLib",
"ShipCatalogVariantEditor"
]}
Number of Derelict Probes, Derelict Ships, Research Stations, Mining Stations, Habitat Stations, etc. per constellation. I had edited the settings file in the mod so every constellation had such "ruins" yet sometimes found only 2 probes per constellation after looking for a long time. I wanted to increase the density so its super likely to get like 5 Stations per constellation.Is there a way to increase the density of ruins? So that when ruins do spawn in a constellation, that we can guarantee that at least 50 ruins will spawn in that constellation. If not, would it be possible for you to add that functionality?I have a hard time trying to understand what exactly you mean, since ruins in context of starsector can mean several things. Can you elaborate?