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Mods / Re: Cebby Ship Pack [V 1.1.1]
« on: October 27, 2021, 03:04:36 PM »
is there ever going to be a version without the little fursona creature on the midline hulls?
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Well, I can understand why. That is probably the best choice in terrafoming aspect, as it is close to that category.
Problem is, it could host spice industry. Being mostly "cold" and mostly with no "habitable" it is unlikely they should.
On the other hand - that is a minor issue. Player always able to ignore that option at its will.
Well damn that sucks. Maybe the dev can add that in? After all i cant turn a world into an outright fortress/ economic powerhouse AND manage it without a scrollbarCan you add a menu scrollbar to colony structures/industries? I have gotten to were i can make so many industries that i cant see em all. And yes you are not limited in terms of how much you can build AND you get all the bonuses still. plz add the menu scrollbat yto our colonies structure list or make it into a listThat's hardcoded.
what mods interfered with it?Strange, because I had this mod running fine on its own (in v0.9.1a BTW). There were definitely certain mods that I had do disable due to an abrasive relationship with it though.the error i get trying to use your ai rebal
Disable all your mods and re-enable one by one to find the culprit.
i did. This was the culprit
the error i get trying to use your ai rebal
Disable all your mods and re-enable one by one to find the culprit.
Hi - sorry about the trouble! Would you mind being a bit more specific about what the issue is? Does the game crash? If it crashes, what's the error message? Does it hang? If it hangs, what does the screen show when it hangs? In both cases, what are the contents of starsector.log (found in starsector-core)?