Also, to streamline things a bit and to remove clutter, you can now select multiples of a specific ship to deploy by clicking on it multiple times – it cycles through “deploy x1” to “deploy x9”, and you can right-click to clear the selection. This removes any need to have more ...
Finally, a skill is needed to use s-mods at all (no skill = 0 s-mods, with skill = 1 s-mod). All changes are optional, and can be disabled viastarpocalypse.json. Important!As of Starpocalypse 2.2.0, the mod is no longer save to disable. In order to remove Starpocalypse from ...
Output directory is: Starsector\mods\Nexerelin\jars Check the include in project build Rename that jar to be ExerelinCore.jar, it is under the Output Layout tab. We want this jar to overwrite the current one in the folder so it needs the same name. Select everything under that Exe...
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Update:… and that’s what I get for talking about hotfixes. New version is up – there was a bug having to do with built-in weapons – using “strip” from the refit screen or loading a variant would permanently remove them. This is now fixed, please re-download the new version if...
Due to the majority of its weapon emplacements being concentrated in one area, and owing to its considerable speed and maneuverability, the Hammerhead benefits greatly from range-increasing hullmods; in general, taking into consideration its relatively weak armor, one is incentivized to employ the ...
Features should remain stable now that this library has reached version 1.0. If I absolutely need to remove something, it will remain under the @Deprecated tag until the next major Starsector release comes out (as you would be rewriting portions of your code at that point anyway). ...
And then we have the skill that lets you build more hullmods into ships – in this iteration, Leadership’s “Best of the Best”. It defaults to removing the cheapest built-in hullmod, but for ships in your fleet you have the choice of which hullmod to remove to get within the new...
Finally, a skill is needed to use s-mods at all (no skill = 0 s-mods, with skill = 1 s-mod). All changes are optional, and can be disabled via starpocalypse.json. Important! As of Starpocalypse 2.2.0, the mod is no longer safe to disable. In order to remove Starpocalypse from...