Missed a couple of posts the first time:
Inconsistency: when docked at an outpost the tooltip for the 'storage' tab says there are no storage fees, but if you actually put items in the storage then the outpost shows up on your monthly income reports as having a storage fee based on the value of items. The only way to store stuff for free is to put everything in pseudo-colony's local resource stockpile, but that only works for commodities.
Hmm, I'm not getting any storage fee from outposts, although I think people have reported this exact issue before. Maybe one day I'll figure out what's going wrong.
...also is it intentional that outposts function as a spectacularly kludged playercolony* in that they let you refit ships without the "refit in space" CR penalty?
*having a waystation but no spaceport, you can't install/swap logistic hullmods but somehow even though there isn't a dock the refit screen lets you 'restore' to wipe D-mods???
Not intentional, but it's just how the game works and I don't think I can change it. (The exact same effects are seen with abandoned stations)
I stumbled upon the minWarWearinessForPeace in the config file, but the description just says float. What does this setting do?
It's how much war weariness the faction needs to consider making a ceasefire/peace treaty offer to another faction (see the Diplomacy profiles section in intel screen for how much weariness each faction currently has).
Found a minor text bug. When an agent is detected manipulating the political process, the agent's faction should lose standing with the two targets, in this case H.M.I and United Pamed. The text instead shows one of the targets twice, but the standing impact looks correct.
Thanks, fixed!
A question about agents, is there somewhere specific I should be looking for them? I know I saw some for hire in the beginning of the game but now I swear I've been to every core world 3 times over and can't find a single one.
Just keep checking bars I guess, they ought to turn up eventually.
Hey, Histidine I have a question I'm currently making a mod with minimal scripting, etc. I wanted to know how the Prism Freeport works in terms of blueprint exchanges and ships sold on the high-end market. My mod has no faction attached to it, it's kind of you find it, you use it type of implementation for exploration, kind of like seeker only blueprints and no remnant has them. However, I wanted players to be able to exchange other blueprints for bp's from my mod do I need further implementation besides >data>config>prism? or does it take every BP unless blacklisted anyhow? Also for the ships sold on the HEM do I need further implementation or its like before unless blacklisted in the CSV? I noticed a paragon was for sale once, are ships literally randomly selected at each market refresh, or is there a rarity system in place because I haven't seen a Paragon on sale since.
EDIT: Do BP packages get exchanged too or just single item BP's? Just to be sure. And can I make a ship exclusive only to the independent HEM market like the ship has no bp at all and will only be sold on the market rarely?
- Blueprint trader sells BPs for any ship with a "rare_bp" tag, unless it's blocked in the CSV or by having the "no_drop" or "no_bp_drop" tags. It never sells packages, although it will buy them from the player.
- For each ship on the high-end seller, it just picks a random whitelisted faction in the game, then a random ship role (small freighter, large tanker, medium combat ship, etc.) then generates a ship with that faction and role.
If the resulting ship is prohibited for whatever reason (aside from the blacklist, there are FP thresholds for each size class, and it can't have D-mods), it tries again.
It doesn't care whether blueprints of the ship are technically available, just needs to be known to a faction.