Would you consider increasing the frequency for these ships to spawn - say for every ship? I really enjoy ship hunting, and with how crazy the variety are with these ships, it would be really fun to sit and see all the different sentinel ships the game produces. ^^
That's really outside of what i intended this mod to do. For me personally, i'd rather keep those ships elusive so when they do show up, you might appreciate the rarity of them. So, no i have no plans to increase the frequency at this point.
Fun mod but a little confused as to why so many different models of interceptors are spawning per system. I've seen up to 4 different interceptors on one planet, but each star system only has 1 model of interceptor...
edit: interestingly, one of the 4 is the correct seed for that star system.
I'm not sure why so many different models are spawning. I may need to check my lua again to ensure i have added them to the correct section. They have the same probability as Royals so 'should' be rare. I'll check!
Love the idea, is there a way to increase the chance to spawn? I have been playing with this mod for a few days and have not even seen one if them, I am wondering if any of my other mods might be conflicting with this mod. As far as I know I don't have any other mods that deal with ship spawning but some people change stuff in mods and don't put it in the description.
Yes it's possible but what impact that may have on other spawn rates (primarily Exotic), i'm not sure. If you are comfortable recompiling using AMUMSS you can change the variable _RobotSpawnWeighting to a higher value. Default is 1, the same as Exotics. Highest value is 100 which would guarantee always spawning.
I myself though, have no intention of increasing this as an optional version.
Heads up to people looking to hunt ships using the NMS exchange or anything using glyphs of crashed sentinel ships, this mod reverts the fix they did to Echoes' bugged out sentinel spawning. You can test this by installing this mod, landing next to a sentinel ship, then deleting it. You should see the ship change.
Nothing gamebreaking, just a heads-up to anyone that finds themselves in the same situation I did!
Can you explain the 'reverts' part of your claim? All this mod does it adds the ship type to the Civilian and Pirate pool so they 'can' spawn natively. I don't even touch the defaults for crash sites. I'm interested in case there is a mitigation i need to address.
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edit: interestingly, one of the 4 is the correct seed for that star system.
I myself though, have no intention of increasing this as an optional version.
Nothing gamebreaking, just a heads-up to anyone that finds themselves in the same situation I did!