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Mods / Re: [0.95.1a] Substance.Abuse 1.0.i - Consumable Alcohol
« on: June 09, 2022, 11:43:54 AM »yup, it gets lost!awesome
Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)
yup, it gets lost!awesome
One minor problem though: unlike most fleets from your faction, the couriers don't seem to recognize you when your transponder is off. I was idling near a destination planet and noticed the courier fleet basically making wide circles around it, and when I moused over, it said that it was running from my fleet. I had to turn the transponder on for it to finish the delivery.
I won't comment on all of these - it's just too much
Thank you for the comments on how you feel about the features. I read all stuff here, even if I don't comment on it, and adjust upcoming or past things with the general opinion in mind, so it's appreciated.Just some notes on a few things that stood out to me:Military/Interstellar Relays:
Sorry you feel misled. It was not my intention, and I think I might have been unclear on some points - Codewise, all fleets are the same. Detachment or Picket, no matter. However - and that's where you are right - spawn rate is not affected by the relay. It's something I'm thinking on, and it might get shoved into the interstellar relay at some point, as long as it doesn't exceed a certain limit.
Centralization Bureau:
We got a notorious min-maxer on the discord who loves this thing to death cause it's effectively OP if you set up your colonies correctly - but yeah, it's not everyone's cup of tea.
Embassy:
This is hilarious to me - I was told, just yesterday, that embassies are useless and I should rework them. I got the feeling they might be in a good place
Privateer Base:
I'll add a toggle, good point - especially with RE.
Requisitions Center:
Give the AI core effects another look - I think you might be missing the point of the building. This can, if properly applied, source super rare faction weaponry for you.
Engineering Hub:
I'd call that a case of "doesn't fit your style". It's to supplement specific blueprint acquisition, but it was never meant to replace the other ways to get them - unless you desire that.
Courier Port:
I thank you for the feedback - but really can't relate to that. The setup is as streamlined as it can ever be in Starsectors limited GUI modding options, and it's rather straightforward, even, for something as complicated as this. I will concede, however, that the system currently has teething issues due to weird bugs - which are on their way to get squashed.
Regarding the Derelicts - you are missing out, in my opinion - but I have already heard that some people do not consider them worth it, since they require a departure from the usual colony game. They might not be for you, but it doesn't detract from the fact that they are rad af[close]
Just to confirm, i assume you didn't install Industrial Evolution mid playthrough, cuz i have seen that causing it's own fair share of issues. If so, then considering running a quick experiment on a new save with console commands to check if the problem persists.I definitely didn't start this run without 1.8. I might have updated to 1.8.b after starting, but unless my memory fails me, the chances of that are low.
It's a problem I alone seem to have, though, so I'm in no rush to fix it. I think I'll just throw the useless BPs into a star and use the console to replace them with appropriately-sized ones that work.
I think it would help if you let us know what you're trying to put in specifically.As you can see, it's accepting literally nothing EXCEPT the Tarsus BP I just added using console, which is extra weird because it's right next to a Tarsus BP I found while exploring.Image[close]
I assume that the now-discontinued Common Drops mod I still had on for some reason messes with loot generation somehow.
It's probably my own fault for carelessly turning on NINETY FIVE(95) mods. The game's barely Starsector anymore. It's a wonder it doesn't crash every time I hop into hyperspace, so I guess clashes like this are to be expected.
I built an Engineering Hub and dismantled a few Pomeranians(from ED Shipyards) to get 100%, but I can't place anything in my Industrial Supply Store. It just says "Can not be stored here." in red text for everything, blueprints included.
DarkOmegaMK2 seems to have had no issues trying out the Engineering Hub, so I'm guessing it's a problem on my end?
"nex_raidBPOnlyUnlearned":false,
you really need to improve the colony building ai. its really the only major problem with the mod as they quickly start flooding the food and ore markets and then dont build any of the industries and miltary to use the materialsThey start with farming and mining on new colonies because those are cheap and good, but larger colonies do frequently build larger industries in my experience.
I just noticed the new update talks about templar tweaks: I thought that mod was in hiatus (the forum says it is up to date for only as far as .81a)