Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)
Bugs found so far:2) the mod's detection radius in hyperspace is so large it's straight up useless there
The only mod I found so far t hat handles hyperspace brilliantly is Neutrino Detector MK2, that in hyperspace points you toward slipstreams.
Quote from: Harpuea on April 04, 2021, 10:33:45 PMWhat other ability mods are you using?I have the following:- Boggled Terraforming and Station Construction which adds the ability to build stations, 4 abilities added.- Kenington's Capture Officers and Crew, adds an ability that lets you deal with your "prisoners". 1 ability added.- Techpriest's Supply Forging, adds the ability to create supply from scrap metals. 1 ability added.- Sundog's Fuel Siphoning, adds the ability to create fuel from supplies. 1 ability added.Maybe there is a hard limit to the number of abilities?
What other ability mods are you using?
@CMP01, not sure what you mean, but ctrl +2 or 3 or etc gives you extra ability bars (or the next/prev buttons on the UI)@OP, slight bug, this does not detect the Automated Shipyard from IndEvoTHanks again
I hope the author has not abandoned SC and will update this mod for version 0.96a
Quote from: Versil on May 06, 2023, 08:33:13 AMI hope the author has not abandoned SC and will update this mod for version 0.96aMod appears to function properly with just changing the version number. No conflict with .96 changes.