Is it at all possible to influence/define/modify the planet generation at the start of an Own Faction Start before the Picker appears? I'm tired of getting Acid planets and 250% risk planets lol. I'm fine modifying a config file or something if that's an option
There isn't a config for it. Although if you're getting 250% hazard planets it means the picker couldn't find any better (young sector?)
If you start a new game in dev mode, it'll generate a debug intel that'll list all the planets it considered for giving the player.
Recently updated a few mods and began a new playthrough, but after a short time I get this error:
https://puu.sh/JdOKE/556ee96d5e.png
I updated Nexerelin, but I then get this error while attempting to load my save:
https://puu.sh/JdOLg/f73ffa6f80.png
I'm updating from 0.10.2c to 0.10.5, any way to get my old save working? I don't get the error while playing through a NEW playthrough, but I found a juicy water world and lots of blueprints that I'd very much like to keep. I can provide log details if need be.
Updating the mod over such a large version gap may not be possible. But that error in particular will be a bit tricky to deal with (it involves loading data for mining fleets).
One thing you can try:
- Update to
0.10.3i- If you successfully load, go far away from the core worlds and stay there for a while (an ingame week should be sufficient?) so most fleets despawn
- Save game, update to 0.10.5, try to load again
If you can do stage 2 at least, that'll let you continue playing the save.
You can also try staying on 0.10.2c and just setting
nex_vultureSpawnRateMult in Nexerelin/data/config/settings.json to 0, although that may not help if the relevant fleets have already spawned. There may also be other incompatibilities with Starsector 0.95.1.
Hello, I want to ask if this is an error?
You see, Refinery and Orbital works uses the same Nanoforges
But I want to equip both at the same homeworld
I also Check By Adding a Farm and Aquaculture by using Console commands and only one of them is only capable of adding Soil nanites.
And Lastly I notice that Putting any Ai Core on any Production actually crash the Game
Haven't checked the soil nanite code specifically, but I assume it's intentional. Either way, it's vanilla behavior (possibly modified by some other mod) that Nexerelin doesn't touch.
For the AI core crash, it's probably not a Nex error. Post the error message from starsector.log after a crash.
Would it be possible to seperate invasions from raids and stuff, in terms of config?
I want raids to be somewhat common, but invasions rare, but I can't do that when raids use the same point system as invasions.
By default raids always alternate with invasions. A general separation probably isn't gonna happen till I get around to doing the faction strategic AI.
Although there's a few things you can do, like make factions not invade markets they aren't the original owners of.