i only know about this mod:
Alternate Ringless Gates - Repacked For LU:
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i only know about this mod:
Thanks! Do you know yet whether 2.1 will be compatible with existing games?Hector0x wrote: ↑Wed, 13. Dec 23, 06:49Welcome and thanks.
Destroying all Xenon stations should turn the sector abandoned.
3/0 Miners:
First number are your current Miners. Second number is the automatic replacement quota that the empire automation wants to fill up. Your setting just means that you have assigned them manually and no Miner will get produced automatically. Clicking on the number opens a menu where you can set these quotas up.
The origin galaxy start is currently busted. Factions are not expanding properly. Will get fixed in 2.1.
Your pirate base distribution seems to be coincidence.
savegames will be compatible. Including that NPC claim rate fix for the origin start.SheepleShooter wrote: ↑Fri, 15. Dec 23, 07:51Thanks! Do you know yet whether 2.1 will be compatible with existing games?
I had this issue too and reported it on page 16 of this thread. I worked around this problem by using the cheat menu to remove the product from the Outpost in question. There were two Impulse Ray Emitters listed and I had to remove the correct one to solve the issue. Removing both worked too. You don't really need IRE's with the new update anyway.Darkternal wrote: ↑Sat, 23. Dec 23, 18:35I have Outpost full of resouces. But there are only meat on station information screen, EC and ore on Outpost manager -> Logistics -> Storage screen, and another set of recouces on Station Parametres screen (also there are about 20 IRE price adjustment options there, may be it is the key to the problem). I can see some of my resources only on the factory screens of Otpost manager.
Save. Outpost: Arteus' Clouds.
Updated: It happens if I recycle Solar Power Plant in outpost's system. Uploaded save X02, using which u can test the bug yourself.
These template errors usually mean that there is a ship missing in the game files. At a new gamestart Mayhem spawns each ship type once and equips it to save the loadout.
I fault installing mayhem a couple of times before. This installation where you should install mod on mod on mod on game blowing mind for the first time. I suggest the author to pin link to your self installable repack.
You were correct, it seems I never installed the Mayhem "Graphics pack". I downloaded the Mayhem ZIP and assumed it came with everything that was needed for the install, as the guide I followed effectively glossed over that step; I found that step by reading the readme inside the Mayhem ZIP. Kinda strange that a necessary graphics folder is not within the official Mayhem ZIP, but whatever lol. EDIT: Also strange that my folder with strictly a LU + Mayhem installation offers no errors when ran without the graphics pack! Good thing I chose to go with ZH, else my Mayhem game woulda been bugged out at some point.
i need clearer instructions how to replicate this. I spawned jump beacons in 2 adjacent sectors and told a fleet leader to go through the warpgate. But he always takes the beacon path (even if the distance is longer which can be a slight inconvenience). His followers stay close to him.
Yes. I was piloting leader ship (led the fleet to ambush pirate m7 flagship at the gate)
Thanks for your bug report. If you plan to continue from this exact moment i recommend to briefly teleport out of the sector. This will update the faulty turret scripts.