I think he means the inner side of the jump point. You know, kinda like the Phrygian Immigration Checkpoint added to the Salus L4 Jump Point by Diktat Enhancement.
Oh, I understand now. I'm not sure this would be very interesting or improve gameplay, and the base game doesn't have any stations like this as far as I know.
Not sure, but I think they mean a way to choose the station sprite used, instead of it being either predetermined, or random. So one can "pick and choose" what fits the best, without going to the files each time to change the number setting.
I don't plan to add a GUI option to select the station sprite. I don't have any station sprites besides the ones included in the mod, so it would be pointless unless the player added their own sprites into the mod files.
So... I saw that there were plans for nebula terraforming with the fusion lamp, and for control over terraforming remotely. How is it going? Still a far fetched dream, or are you doing progress? (If nothing else worked for the latter, you COULD add a special contact for the world and do it via there. I used to do that before you patched it, since it was accidental.)
I do plan to add remote control for terraforming in an upcoming patch. I can't provide an ETA right now, but with the new version of the base game being released soon, I think you can expect some updates from me within the next few months.
As for nebula terraforming with the fusion lamp, I have some ideas about an interesting way to implement this, but I don't want to guarantee it will added. There might be technical or gameplay reasons why it doesn't work.
Hello, I've been playing with stable diffusion and found an okay workflow for industry images.
Since Kletka, Chamelion and Domain Arch. are still relying on images that don't fit well, I gave it a spin - feel free to use these if you wish.
https://imgur.com/a/jn3HJUX
Hey, those images are pretty good and match the Starsector art style, but I'm not sure they fit with the industries you mentioned. Something like server racks or network cables might be more appropriate for the Kletka Simulator and CHAMELEON, and an excavation site or a lab might fit Domain Archaeology.
I think they would work great for some other buildings in TASC. Are you OK with me using them for that purpose?
...
TASC supports adding lobsters to water worlds. See the mod guide on the original post.
Don't think it adds it to the demanded economy market though (ie making deficits to sell to), pity that.
Oh well, guess I'll have to live without.
TASC's lobsters function identically to the vanilla ones on Volturn. If you want different behavior, it will be necessary to use another mod for this.