At least it's just a link to git and not some shameless 3rd party website trying to hit you up for money with annoying patreon popups etc. -I saw it uploaded here on the nexus and wanted to say I played around with it last night and love it and also thanks for uploading it here.
That's not a good reason. At least say "this is a plugin," like the bare minimum for BepInEx mods should be to give some tiny hint of which of its three folders to put it in lol.
And because nexus mods is a really bad site that treats modders and everyone else for that matter extremely poorly. And that many modders leave this platform as soon as they get enough recognition? Assuming people will know enough about their mods to seek them out on other sites.
Any particular reason the last update made here was February 2021 and the last update on the Github was November, 2022? Yet.. your latest comments responding to the Github bugs were as far as August this year, yet no patches or updates since? Does this mod even work anymore? Lol.
I used better start and the added planets doesn't allow vessels to land correctly. The vessels seemingly don't see the planet and beeline straight for the tower, going through the planet. And then they proceed to hover in place for 10-20min before landing.
Just wondering if anyone here have tested quite a few added planets with Logistics using this mod and its added planets in the starter system
Thanks a lot for this awesome mod, sir! It makes everything I dreamed about for this game ^^ Got a bug (huge error messsage, forget to make a screenshot, sorry). Just tried to remove not-finished belt with Shift key pressed.
anyone thinking about adding Arrakis and the spice melange? so another tier of warp - instantaneous travel - and unlocking pilot ships for transports. maybe adding a new resource - water vapor - and in turn wind traps. just seems to be the right kind of engine to make a dune style game out of it. the game seems to have a scale issue and correcting the scale would make finding arrakis a huge mission goal to expand your territory and production. noticed planetary scale is 1\100th in terms of speed, so your mech says traveling at 2000m\s when in fact it's more like 200,000. distance between starts seems to be again nearly the same, a lightyear is considered ~60AU when it should be a little more than 63k-AU.
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-I saw it uploaded here on the nexus and wanted to say I played around with it last night and love it and also thanks for uploading it here.
Enjoy the mod :D Report me issues on the github that you see please :D
Just wondering if anyone here have tested quite a few added planets with Logistics using this mod and its added planets in the starter system
Got a bug (huge error messsage, forget to make a screenshot, sorry). Just tried to remove not-finished belt with Shift key pressed.
Did not have time to update it yet because i'm working on the next release but i'll get there eventually x)
noticed planetary scale is 1\100th in terms of speed, so your mech says traveling at 2000m\s when in fact it's more like 200,000.
distance between starts seems to be again nearly the same, a lightyear is considered ~60AU when it should be a little more than 63k-AU.