just curious how does this mod function with the new big fleets and stuff in multiplayer if I play with other people who do not have the mod? do they still see the big fleets and battles? or will stuff be missing and weird for them?
And I've been suffering for the second hour already - What did I break? Why doesn't it work for Sentinels? Thank you very much for the fix. Life has become a little more joyful.
Gave this mod a try but had to quickly remove all mods affecting starship controls because they made it impossible to land my starship. Pressing E never initiated the landing sequence but instead just made my starship accelerate backwards, making it impossible to land once I had taken off. It was not an issue of the landing site being obstructed either, but didn't play long enough to check if it was possible to land at trading posts or other set landing locations. I am not using any other mods that should affect starship controls so it doesn't seem like a compatibility issue, and the problem went away after I removed all the mods affecting starship controls. Hopefully this is just another issue that only affects my game but if anyone else encounters this issue removing the mods affecting starship controls should fix it.
That issue aside I am enjoying the other parts of this mod, great work!
Hi , that issue is not related, it is a vanilla ( base game ) bug that happens randomly. I ve seen base game players randomly having it. On my end i didnt had it yet with this mod. It's surely unrelated, you can give it another try :)
Ah I see, I'm glad to hear it's an actual game bug and not some weird mod related issue. I am still using the other parts of this mod, but I might give the starship control ones another go then :)
I am not entirely certain if this affects all other similar ships or just the one I'm currently using (I don't have others of the same type to test) but:
As of right now the "spaceship controls" part of this mod doesn't seem to affect my "Sentinel" type ship.
An easy way to test it is to just try to accelerate up to pulse engine speed without actually pressing the pulse engine key (space by default) - the effect does work as intended on other ships (non sentinel) but not on this one, where I can only reach the regular limit.
Idk if I posted in the right section. Ever since relics, a couple of mods in this pack will crash the game. For instance. The 1.5 effect multiplier mod will breka the game when activating the vigilant stone that spawns the stone guardians. Hope you can check it out. Looking foward to trying the planet generation pack!! Thank you for your dedication to the modding scene. I read through your profile one night and it seems this is your passion which is pretty cool to someone like me who has no clue what theyre doing when it comes to modding, lol. Thanks again, Redmas!!
Yes , you posted it right, no worry. Thanks for informing me with the issue. i 've updated the mod, please let me know if you still see other issues :)
Bonjour, normalement tu as toutes les infos necessaires, la manipe est facile. Juste faire attention car la methode a changé depuis 2025, donc attention a ne pas faire comme avant. En gros, maintenant, tu as un fichier depuis lequel tu gères tous les mods, et un repertoire ou tu met tous les dossiers de mods ( ceux que tu as téléchargé ) directement dans le meme repertoire, tu peux egalement ajuster les valeurs a ta guise, si le modeur, comme je le fais , te met un fichier de mod dans un format editable :)
I dont know well what dud s mods are doing. But you can store all both mods on your mods folder and group them by functionallity ( by renaming them ), and pick only one at once ( basically test all, and change at your convinece / will ). For instance, in this pack i did several versions of the features of my mods, and named them with the same mod name but with the term "VERSION" to have a visual that this is an alternative version, and that you must pick olny one at once. then, you change that at your will. this what i do : i sometimes prefer the colorfull version of space and sometimes the dark version, etc. All of this is now possible, more than ever, with the new mods structure :)
what is compatible and incompatible ? if you want that anwser : you will have to check the scripts of both mods and see if they share same block of codes or same mbin / EXML files.
25 comments
Pressing E never initiated the landing sequence but instead just made my starship accelerate backwards, making it impossible to land once I had taken off.
It was not an issue of the landing site being obstructed either, but didn't play long enough to check if it was possible to land at trading posts or other set landing locations.
I am not using any other mods that should affect starship controls so it doesn't seem like a compatibility issue, and the problem went away after I removed all the mods affecting starship controls.
Hopefully this is just another issue that only affects my game but if anyone else encounters this issue removing the mods affecting starship controls should fix it.
That issue aside I am enjoying the other parts of this mod, great work!
It's surely unrelated, you can give it another try :)
I am still using the other parts of this mod, but I might give the starship control ones another go then :)
As of right now the "spaceship controls" part of this mod doesn't seem to affect my "Sentinel" type ship.
An easy way to test it is to just try to accelerate up to pulse engine speed without actually pressing the pulse engine key (space by default) - the effect does work as intended on other ships (non sentinel) but not on this one, where I can only reach the regular limit.
i 've updated the mod, please let me know if you still see other issues :)
je copie et colle les fichier dans mod c est sa ? et apres
Juste faire attention car la methode a changé depuis 2025, donc attention a ne pas faire comme avant.
En gros, maintenant, tu as un fichier depuis lequel tu gères tous les mods,
et un repertoire ou tu met tous les dossiers de mods ( ceux que tu as téléchargé ) directement dans le meme repertoire, tu peux egalement ajuster les valeurs a ta guise, si le modeur, comme je le fais , te met un fichier de mod dans un format editable :)
But you can store all both mods on your mods folder and group them by functionallity ( by renaming them ), and pick only one at once ( basically test all, and change at your convinece / will ).
For instance, in this pack i did several versions of the features of my mods, and named them with the same mod name but with the term "VERSION" to have a visual that this is an alternative version, and that you must pick olny one at once.
then, you change that at your will. this what i do : i sometimes prefer the colorfull version of space and sometimes the dark version, etc.
All of this is now possible, more than ever, with the new mods structure :)
what is compatible and incompatible ? if you want that anwser : you will have to check the scripts of both mods and see if they share same block of codes or same mbin / EXML files.