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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.96a] Radiant Prototype  (Read 85065 times)

Reshy

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Re: [0.95.1a] Radiant Prototype
« Reply #30 on: December 01, 2022, 06:19:46 PM »

Not sure if this is a bug or a feature, but I noticed you start with the blueprints inherently, rather than finding them in the world (but you can still find blueprints of them).
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Dhunt05

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Re: [0.95.1a] Radiant Prototype
« Reply #31 on: December 01, 2022, 07:00:20 PM »

Not sure if this is a bug or a feature, but I noticed you start with the blueprints inherently, rather than finding them in the world (but you can still find blueprints of them).
You start with them, but you can still find them. the reason why you start with them is i run 250+ mods in my runs so the likely hood of me finding them is small so i just let the player have them. either way you still need industry to build them and you can get them from the AI now anyways.
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Reshy

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Re: [0.95.1a] Radiant Prototype
« Reply #32 on: December 05, 2022, 07:35:22 AM »

Alright, I wasn't sure if that was intended behavior or not.
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nathan67003

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Re: [0.96a] Radiant Prototype
« Reply #33 on: June 11, 2023, 08:04:57 AM »

Are there config options to disable the Radiant spawns in fleets (like TT ones)? As well as a config option to NOT start with the blueprints learned?
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I have some ideas but can't sprite worth a damn and the ideas imply really involved stuff which I've no clue how to even tackle.

GunnerSaboTonk

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Re: [0.96a] Radiant Prototype
« Reply #34 on: September 13, 2024, 12:57:00 PM »

Are there config options to disable the Radiant spawns in fleets (like TT ones)? As well as a config option to NOT start with the blueprints learned?

Just rename the hegemony.faction, luddic_church.faction, tritachyon.faction and player.faction files into something like 111player.faction at Radiant Prototype 1.2/data/world/factions.
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N3N

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Re: [0.96a] Radiant Prototype
« Reply #35 on: September 14, 2024, 06:59:22 AM »

Are there config options to disable the Radiant spawns in fleets (like TT ones)? As well as a config option to NOT start with the blueprints learned?

Just rename the hegemony.faction, luddic_church.faction, tritachyon.faction and player.faction files into something like 111player.faction at Radiant Prototype 1.2/data/world/factions.

So does this mean it still works in "0.97a-RC11"?
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GunnerSaboTonk

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Re: [0.96a] Radiant Prototype
« Reply #36 on: September 17, 2024, 07:59:07 AM »

Are there config options to disable the Radiant spawns in fleets (like TT ones)? As well as a config option to NOT start with the blueprints learned?

Just rename the hegemony.faction, luddic_church.faction, tritachyon.faction and player.faction files into something like 111player.faction at Radiant Prototype 1.2/data/world/factions.

So does this mean it still works in "0.97a-RC11"?

Yea, works just fine for me
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N3N

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Re: [0.96a] Radiant Prototype
« Reply #37 on: September 17, 2024, 11:42:31 AM »

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