@Meceka: Thank you for the commentary! I may post my responses to specific points if I don't end up being too tired.
Heyy how's it going
Newer player who added your mod last week, been playing with it since. Just got to the point where I have a system worth taking, and man, I gotta say, the default mod settings are not the level of difficulty I have in mind when playing Star Sector.
Is there any chance of getting in game difficulty settings before you start the game, or maybe a context menu in game where you can adjust the difficulty on the fly? Almost any game I've played in recent years has an adjustable difficulty slider, and you've actually removed the one that was built into StarSector itself. I would really appreciate it.
Even if you name the 50% invasion strength, 50% Enemy FP per level tier "For babies like Brandon" I'll be happy.
Love
Hello!
In addition to what Mudstone said, you can edit various difficulty options in the config files, mainly Nexerelin/exerelin_config.json. In particular, search for 'invasion' to find invasion-related settings which you can tweak to make invasions smaller or less frequent (keep in mind that this also affects NPC invasions, and if those are too small they'll never succeed).
So, how exactly do you add mining functionality to ships? Do you write their id and mining power in the nexelerin modsettings file?
I tried to edit a few values, and while they do work, i can no longer "List all mining stuff" since it just pops out a runtime exception and/or a nullpointer exception. Not a big issue but a bit finnicky to remember the new mining strengths i assigned.
If the dialog is throwing exceptions it means something's broken in the config. Check the error in starsector.log as soon as it happens and post it here, I may be able to figure out what's going wrong where.
So I enjoy your mod very much, and it seems that i found an error, not very important when starting new game, it seems as when I chose in the options no Dmods, in the files of my save it's checked "true" anyway, and my vessel has dmods... maybe a bug !
Thank you for your amazing work !
Thanks!
Hmm, the d-mods thing shouldn't appear as a true/false value, and I'm pretty sure the setting worked in any case every time I've tested it.
Which starting faction/fleet did you pick? Some special starts could have ships with D-mods (specified in the ship variant data or mod code), regardless of the setting; e.g. SWP's Notre Dame or Underworld's Infernal Machine starts. Either that, or it's the suspected bug with some other mod messing with Nex start options that I haven't tracked down.