hi,
is there a (future?) reason i can't start/join Knights of Eva?
The Knights of Eva were originally Luddic Path, but due to lore reasons I split them off as their own seperate faction. I then kind of forgot about them, as I thought folks would just see them as an extra luddic path sub-faction and wouldn't press too hard. I do plan on reworking the Knights of Eva at a future point, perhaps as a Luddic counter-weight to HMI in the area, and flesh them out as a faction, but for now, I haven't done too much with them.
I noticed the Aurora (S) still uses the old Aurora sprite.
Well it is a prototype; a lot of the other prototypes use old sprites as well.
Latest update added maxwell scientific? is there anything relating to them or are they basically placeholder for now?
Though I do have to ask, is it intended that several systems have a Maxwell scientific station? I'd get it if they were a faction, but it's impossible to remove their stations...and I'm a bit possessive with my systems.
Maxwell right now is just a neat little station where you can go and trade AI cores for goodies near Remnant systems, and three of them are around for ease of access. I have considered making the stations destructable...but I honestly don't know how to do that. Also, in the current version the markets are bugged, so you can't access the full range of goodies, but this will be fixed in the next version. Speaking of-
Hazard Mining Incorporated 0.3.8c: Maxwell FiddlingNOT SAVEGAME COMPATIBLE, but if you're currently in a save then hold off on updating; this only changes very minor things.Changes
-Fixed Maxwell systems appearing surveyed on start of the game
-Enable access to all Maxwell submarkets (for some reason only one market was available, instead of the intended four). This should also make it clear what is required to access and use Maxwell Markets
-Fixed certain features of Maxwell Markets that were nonfunctional
-Fixed a weird fleet spawning bug in Mess and some hidden content systems
-Fiddled with fleet spawning in Obsidian a touch, should hopefully see less random capitals.
Download HERE.So I'm trying to change the location of the Dieman system in Brighton Federation to fix an overlap with another mod, but editing the starmap.json isn't doing anything. Is the location affected by a different file?
In order to change the location of Brighton, you'll need to change it's position in the code. Which means you'll need to go to the Dieman.gen file, change the coordinates, and then rebuild the mod in a SDK.