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without the second update, it'd be extremely difficult
As an example, you would want an Earth-like and its orbit to be free of pirates and have civilian traffic, so you create an Encounter Zone where only the system patrols and neutral civilian traffic spawn. Meanwhile in more dangerous parts of the systems, you can scale the difficulty by adding pirates, skirmish encounters, a boss encounter here and there and ect.
..then again, we have this mod
Ech can PROBABLY take it on but don't expect snazzy effects
The one thing that is slightly annoying is all the planet/proxy gps locations that get added to the gps list. I play with a full solar system, so the gps list gets very cluttered, and I like to add my own gps markers when I find valuable resources or structures.
If there was a way to hide the RSS planet/proxy gps tags from the list I think it would a really good QoL improvement. Maybe a toggle that hid them, so they could easily be brought back up if needed.
it may be a issue on your side or that mods broken
I can't find the planet ore settings in the generated world.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2841960221
-Enabled laser antennas to work between planet zones. Set range to unlimited on the block and connect as normal. Power and line of sight requirements are disabled.
I have tested it only in creative, but it seems to work with little config file tuning. At least it can work over those huge distances. Yes, it is material and energy beast.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3313236685
And mod useful for personal traveling between very through interstella dummy space. I warn not ty use it during zone transitions. It result in RUD :-)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2640137506&searchtext=fsd
I share your frustrations with inter-proxy-space communication.
I really do hope the author comes up with at least some way of enabling communication. I used to adore building satellite networks between planets and remote-controlling drones and stuff from some central base, but that's simply not possible here. Networks bound to single planets are, but truly remote network connections aren't. If a drone even gets nicked by a proxy space, it will get sucked in and you'll lose connection, unless you get lucky and it drifts out and in to your own space again.
I don't know if it would work here, but the Stargate mod did something to let radio signals pass through the gates, and perhaps something similar could be applied here?
I'm imagining some invisible, powerless, infinite-range, no LOS laser antenna at each real and proxy planet, relaying signals between proxy and real space, but that only gets you so far...
There's gotta be SOMETHING which can be done, right?
I would like to know how addon treating unmaned automated vesels. Is automated dron heading outside of the planet totaly out of range of the player also teleported to the dummy space? Before I'll try to write interstellar navigation script, I need to have some things clear.
If I can manage movement between bodies, communication might be possible using "data pads".
Can you please provide more details about the ‘weather override bug’? What did it do?
Is it required to start a new game to take advantage of the most recent fixes/changes?
a fork COULD be made for it though
Great! Thanks!
-Stability updates for zone transition. Possibly reduced subgrid issues.
-Fixed weather override bug.
-Added special objects: Death Star, Majora's Mask moon, and Halo ring.
-Added Death Star laser particle.