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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Author Topic: Permanantly remove Luddic Path?  (Read 1628 times)

OrangeBlueHue

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Permanantly remove Luddic Path?
« on: October 14, 2021, 12:33:08 PM »

I am aware that you can hold yourself under a certain threshold of points to avoid sleepers, but that is not how I want to play the game. Is there a way to permanently remove Luddic Path from the game via gameplay means or through some editing of the code? I find them as an extremely unfun game mechanic and would rather deal with regular disruptions and AI inspections.
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Megas

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Re: Permanantly remove Luddic Path?
« Reply #1 on: October 14, 2021, 12:36:06 PM »

No for unmodded games.  They are an immortal zombie faction like pirates.

If you want to avoid cells, interest on each of your size 4+ colonies must never be eight or more.  That means no more than one colony item, no hypershunt tap at all, and no alpha core admin.  Some industries add interest too.
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OrangeBlueHue

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Re: Permanantly remove Luddic Path?
« Reply #2 on: October 14, 2021, 12:42:28 PM »

Do you have a mod suggestion that removes them? Preferably one that I can add to an existing game?
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Alex

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Re: Permanantly remove Luddic Path?
« Reply #3 on: October 14, 2021, 12:54:14 PM »

You could just edit data/config/settings.json and set "minInterestForPatherCells" to some high value, say 1000 or so. That should  (I believe? never actually tried it) remove Luddic Path *cells* from all colonies after a few days, though the Luddic Path itself will, of course, remain.
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OrangeBlueHue

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Re: Permanantly remove Luddic Path?
« Reply #4 on: October 14, 2021, 01:03:02 PM »

You could just edit data/config/settings.json and set "minInterestForPatherCells" to some high value, say 1000 or so. That should  (I believe? never actually tried it) remove Luddic Path *cells* from all colonies after a few days, though the Luddic Path itself will, of course, remain.

That's exactly what I was looking for! Thank you so much for this.
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SafariJohn

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Re: Permanantly remove Luddic Path?
« Reply #5 on: October 14, 2021, 02:33:35 PM »

I think the real solution is to make the smugglers for Pather cells actually the Luddic Path faction, instead of them sneaking through willy-nilly as "independents".
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Pax_Empyrean

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Re: Permanantly remove Luddic Path?
« Reply #6 on: October 21, 2021, 09:33:43 AM »

I think the real solution is to make the smugglers for Pather cells actually the Luddic Path faction, instead of them sneaking through willy-nilly as "independents".

I hadn't *** off the Luddic Path yet so I haven't seen them, but they really shouldn't be able to just waltz in as "independents."
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