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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - lelapinou

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Mods / Re: [0.95.1a] Better Deserved S-Mods 1.51
« on: June 15, 2022, 02:12:16 AM »
Just wondering, would it be possible to make the bonuses work on built-in hullmods? I do find it sad when I find a ship which has some built-in hullmod which doesn't get the S-mod bonus (To me, built-in hullmods are just free S-mods, and they function like that somewhat)
Though I do adore the mod for it makes you use hullmods you would never make s-mods, like efficiency overhaul, it's a legit choice and I love this mod for it

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Mods / Re: [0.95.1a] Exotica Technologies v1.0.8a
« on: June 07, 2022, 02:14:05 AM »
I honestly feel you should be able to use other cores for other purposes

Here's a small example I had while thinking about it for logistics
Gamma : Reduce crew requirement by anywhere from 10-25% (Applied last on the modifiers)
Beta : Optimize supply and fuel usage while increasing cargo and fuel space and also reducing crew required (By a flat amount based on ship size, something like 5/20/50/100), but, it would reduce combat readiness by 20%
Alpha : Removes the need for crew entirely

But you could also use them for more combat uses
Gamma : Increase range and fire rate by 10%
Beta : Makes strikecraft better and reduces overall casualties from crew by 30%, if ship has no crew, increase effectiveness of strikecraft and overall combat readiness by 10% while increasing total OP by 5%
Alpha : As is currently

Those would be mutually exclusive, so if you take the combat use of the alpha core, you cannot use the logistics use of it

Small note, I am no balance expert but this seems fair enough (This mod is great!)

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