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  • [0. 98a] Industrial. Evolution - Campaign content expansion
    All Industrial Evolution cross-mod features are opt-in and work off whitelists This means that if you want a feature to not work, you don't have to do anything If you wish to opt in for them, please fill out the lists and place them into:
  • [0. 98a] Industrial. Evolution - Campaign content expansion
    Go to the Industrial Evolution mod folder, then data -> config -> settings json Open in a text editor and make sure this line is switched from true to false: "Enable_IndEvo_Artillery": FALSE with an appropriate credit cost scaling to the distance Tugs exist in the Starsector universe, so I imagine it'd be possible to tow these artifacts
  • [0. 98a] Industrial. Evolution - Campaign content expansion
    Re: [0 9 1a] Industrial Evolution 1 8 b - Colony content expansion « Reply #372 on: October 01, 2020, 07:37:50 PM » i find it annoying that the industry ruins even after being restored still take up a slot and cant be gotton rid of for other things
  • [0. 98a] Industrial. Evolution - Campaign content expansion
    Re: [0 96a] Industrial Evolution 3 3 a - Campaign content expansion « Reply #2027 on: August 15, 2023, 09:05:52 AM » Hostile Activity they introduced is quite badly balanced, since if you have 1 patrol station or 10 with cryo engines and alpha in a sytem doesnt change anything
  • [0. 98a] Industrial. Evolution - Campaign content expansion
    Industrial Evolution does not work with 0 98a yet and required a dedicate patch - a version change will not work
  • [0. 98a] Industrial. Evolution - Campaign content expansion
    Re: [0 95 1a] Industrial Evolution 3 2 c - Campaign content expansion « Reply #1947 on: July 22, 2023, 09:03:11 AM » Hey completely new to everything in front of me (Still new to Starsector, PC, and modding any game whatsoever) and i only ask when this mod will be updated to 96 because I don't know where else to look for announcements on mods
  • [0. 98a] Industrial. Evolution - Campaign content expansion
    Re: [0 95 1a] Industrial Evolution 3 2 c - Campaign content expansion « Reply #1752 on: February 09, 2023, 01:29:50 AM » Is it just me or does the link to the Compatible version of Tahlan industries not work?
  • [0. 98a] Industrial. Evolution - Campaign content expansion
    Found a fix for this, if you have this problem, go to Starsector mods Industrial Evolution3 0 a data weapons and find IndEvo_cryoartillery wpn and open it with notepad or linux equivalent of it then change the line :
  • [0. 98a] Industrial. Evolution - Campaign content expansion
    Re: [0 95 1a] Industrial Evolution 3 2 c - Campaign content expansion « Reply #1870 on: May 18, 2023, 01:29:43 AM » Hello, I have tried this mod on starsector ver 0 96 to see how compatible it would be with the current version, and so far I have gotten a CTD when accessing the galatia academy research tract and clicking "show input" for one
  • [0. 97a] Industrial. Evolution 3. 3. e - Campaign content expansion
    Any and all features of Starsector should lead the player into combat That is the single central gameplay driver Commerce circumvents, disrupts and damages that driver, and is as such, is an active detriment to the game Commerce should be removed «





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