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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 - Rybi87

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Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: September 13, 2023, 03:12:48 AM »
I've tried using the setting to disable invasions until first player colony, however it doesn't seem to have worked, I'm still flying around exploring, looking for a home, and the Hegemony has like 5 invasions going on right now. Buuut I also used the experimental strategic AI logic in the game, so maybe that's why. Anyone else encountered this?

Also, what even is the experimental AI logic? It's literally my first Nex game in years, I just ticked it because it seemed cool, what does it actually do?

2
Mods / Re: [0.96a] Emergent Threats v0.2.6
« on: September 05, 2023, 07:52:56 PM »
Question, are the AI hullmods supposed to be random drops? I read here that some mods and blueprints are only supposed to be quest rewards. I havent done any quests yet, but I got the abominable interface and a bunch of adaptive hullmods just through exploring. Now all my destroyers have a Remnant drone bay. Ngl, its pretty OP.

3
Mods / Re: [0.95.1a] Adjusted Sector
« on: September 17, 2022, 04:54:41 AM »
Loving the mod, I always found the vanilla sector too small. Even if my potato struggles a bit at 2x speed on the hyperspace map, the extra content is worth it.

But I've noticed one thing. Cryosleepers and gates tend to cluster pretty tightly, which leaves most of the sector without them. Is there a way to make gates and cryosleepers generate more uniformly across the sector, so there's a chance of encountering them anywhere? Because right now, if you find one of them in a particular grid, you're gonna find a lot more in the nearby vicinity, and almost none elsewhere. My current game has 3 cryosleepers in one corner of the sector already, within 5LY of each other. But on the other hand I can't find any gates in that area. Ngl, its quite frustrating. I'm sure its to do with constellation generation somehow.

So, is there a way to remedy that and have those assets spawn more uniformly? The only other option I have rn is using console commands to spawn them, but that's a bit cheaty.

Update:

I've double checked, gates actually spawn pretty consistently, at least good enough. Cryosleepers however definitely cluster in the same systems/constellations that probes and survey ships do. I get the logic, I assume they're the same class of assets. It would be cool if they could be spread the same way as gates tho.

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Sorry if the question was asked already, but I got a problem. I got the mod, enabled it in the manager, but see no change on the s-mod screen. It's totally vanilla. Is there something I need to edit in the settings or smth?

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