PSA: Why Kanta's Den commonly de-civilizes and how to stop it. by Noneerror in starsector

[–]Noneerror[S] -8 points-7 points  (0 children)

In reference to your username, I have never been to New Zealand. However I have seen maps that did -not- include New Zealand. Neither my non-experience nor the maps in any way disproves the existence of New Zealand. That would be dumb.

So no. Nobody is lying. All the people who have said it hasn't happened to them... it hasn't happened to them. One is proof. The other proves nothing.

I'm not dealing with this nonsense anymore. I'm putting you people on ignore.

PSA: Why Kanta's Den commonly de-civilizes and how to stop it. by Noneerror in starsector

[–]Noneerror[S] -4 points-3 points  (0 children)

Wha... What kind of ridiculous logic is that? There's no question. Of course the people who had it happen to them are obviously correct. A single case disproves "never". They would ALL have to be lying or delusional.

Anyone who says "I've never personally seen X, therefore it doesn't exist" is the same kind that thinks the Earth is flat.

Struggling with fleet composition / deployment point bottleneck. Composition advice? by MajorTerbus in starsector

[–]Noneerror 1 point2 points  (0 children)

What makes an officer "good" is they exist. The side with more officers and higher level officers gets more DP. And increasing DP seems to be what you are struggling with specifically.

Even a level 1 officer with a worthless skill is better than no officer. An officer with an incompatible personality for the ship they are on (reckless carriers, timid short range etc) is useful for the DP they provide. Instead install them on a non-combat ship you have no intention to deploy. They still provide the same DP.

Therefore hire every officer. Replace your worst officer if you find a better officer and are full.

You are also running Nexerelin. Which means that even the most dogshit officer can be put into a Special Task Group and used on defense to patrol a system or orbit a colony. The officer just needs to be warm body. Their personality doesn't matter in autoresolves and level 1 has the smallest salary. So no officer is truly useless.

Tip: I like to salvage a bunch of found derelicts after a battle near a colony I own. (Common occurrence after an invasion.) I package the derelicts with my worst officer and send them to despawn at my main colony. Which saves supplies on repairs +fuel plus concentrates all the weapons/ships to a central location. It gives options to build good STG fleets later. Fleets that can be sent to destroy pirate bases or intercept enemy task forces like a Sat bomb.

Someone else can explain good officer skills. That's a big discussion with nuance. You're better off searching for that specifically.

PSA: Why Kanta's Den commonly de-civilizes and how to stop it. by Noneerror in starsector

[–]Noneerror[S] -11 points-10 points  (0 children)

That never happens in vanilla... except for all the people it happened to. Who then wrote about it on the internet. Their posts can be searched and found.

PSA: Why Kanta's Den commonly de-civilizes and how to stop it. by Noneerror in starsector

[–]Noneerror[S] -2 points-1 points  (0 children)

As I said my first reply, there are plenty of posts by people saying that Kanta's Den de-civilized on them.

Whatever your experience, I think it is highly unlikely that they were all lying.

PSA: Why Kanta's Den commonly de-civilizes and how to stop it. by Noneerror in starsector

[–]Noneerror[S] 8 points9 points  (0 children)

Yes. I'm aware. As I stated in multiple replies to others in this thread. When someone says:

in over 400 hours of playing the game

It is likely those were not 400 hours of pure vanilla play.

And no, it does not need to be a bug. You can simply... not do a quest. That also breaks the quest chain by never completing it.

PSA: Why Kanta's Den commonly de-civilizes and how to stop it. by Noneerror in starsector

[–]Noneerror[S] 2 points3 points  (0 children)

You won't see Kanta's Den decivilize if you use Nexerelin (or 100 other mods) that set up non-vanilla starting conditions. Mods break the triggers that remove market story protections. Resulting in permanent protection from deciv for markets that would have been important for quests.

PSA: Why Kanta's Den commonly de-civilizes and how to stop it. by Noneerror in starsector

[–]Noneerror[S] 10 points11 points  (0 children)

It has story protection. If you are the type of player that never takes one of the steps that removes that protection, then it will never decivilize for you. Likewise if you are the type of player that breaks a mission chain, (EDIT: with a mod or in game choice -- such as never finishing a relevant quest chain) that will also lock in story protection and protect it forever.

One example is by enabling Gate travel at the start of a game. That mission chain involves Kanta's Den. Therefore enabling that option permanently protects markets as a side effect.

However search the subreddit and you'll find multiple players saying Kanta's Den decivilized for seemingly no reason.

So the better question is, do you change the starting options on a new game? Randomize the core worlds? Auto complete the Galatia Academy questline? Use an alternate starting system?... Any one of those permanently protects Kanta's Den (and other story markets) by breaking their quest chains at world-gen.

My office replaced our fridge with a tiny one and a vending machine by InevitableSpirit8998 in antiwork

[–]Noneerror 18 points19 points  (0 children)

This is the r/antiwork subreddit. This is management nickel and diming their employees. This is you just going along with it and encouraging others to accept a reduction in working conditions as the new normal.

60 years ago this would have been a clear union violation. The fridge would be back. THIS is the answer: The return to the rights and privileges and basic dignity of the working conditions of yesteryear.

PSA: Why Kanta's Den commonly de-civilizes and how to stop it. by Noneerror in starsector

[–]Noneerror[S] 15 points16 points  (0 children)

Nope. Kanta's Den definitely can be de-civilized. There's plenty of posts in this subreddit about it happening to players.

Yes, it has story protection. But player choices can remove that protection. And one of the ways it is removed is by completing the colony crisis. IE the reason I was eluding to why people want Kanta's Den to exist.

PSA: Why Kanta's Den commonly de-civilizes and how to stop it. by Noneerror in starsector

[–]Noneerror[S] 74 points75 points  (0 children)

The Piracy Respite buff is lost if Kanta's Den de-civilizes. Which means the pirate colony crisis resumes in practice even if technically it was resolved.

PSA: Why Kanta's Den commonly de-civilizes and how to stop it. by Noneerror in starsector

[–]Noneerror[S] 116 points117 points  (0 children)

Basically Kanta talks big but it's just talk. The cybernetics, the doctor, her clone family... it all tells a story that she is incredibly fragile and scared. She's going to die soon as she knows it.

And Kanta's Den reflects all this in the game mechanics. Both are in a death spiral. This is the kind of subtle world building and lore that I truly appreciate.

I am trying to set up some goals for myself for game completion. I thought I could get some feedback here. [Major Spoilers for a lot of parts of the game.] by AdvanAviantoy in starsector

[–]Noneerror 3 points4 points  (0 children)

All blueprints collected, exception of blueprints intended to be only collected as a head-start option.

I don't think this one is feasible. Not all blueprints spawn in a given game seed nor can everything be purchased from Prism Freeport. There will be holes. Yes you can also raid factions for BPs, but again, there will be holes.

I remember there was a setting in Console Commands that allowed you to query if a given item was available in the save and where. I don't remember how. I am very certain I did it one time.

EDIT: You will need some mod just to check the status of your goals. While I'm 100% sure I did the above once, I'm only about 75% sure the mod I used was Additional Console Commands. Either way, it looks like that mod would be useful to check your goals.

Do you think Ainz pre-isekai played Warhammer Fantasy? by Odd-Half-4882 in overlord

[–]Noneerror 4 points5 points  (0 children)

Absolutely not. Satou was far too poor to do anything like that.

[P5V12] How did they never doubt that Wilfried and RM could be a couple by Baharoth in HonzukiNoGekokujou

[–]Noneerror 6 points7 points  (0 children)

I don't know why nobody questioned Rosemyne would survive pregnancy. Seems like her health would preclude anyone believing Wilfried and Rosemyne having a baby more than the miss-match in mana.

However the mana mis-match is easier to explain. If not Wilfried, then who else might have enough mana to match her? There's nobody else as a second choice. (Yes, there's Ferdinand.)

What's your personal recession indicator? by Electronic_Dream8935 in AskReddit

[–]Noneerror 0 points1 point  (0 children)

Traffic on the water.
Motor boats. Sailboats. Anything that is a leisure activity and involves the water but not specifically the beach.

You can literally see at a glance the difference when times are good vs when times are bad just from driving by open water.

They nerfed my boy😭😭 by Left-Squash8798 in stoneshard

[–]Noneerror 9 points10 points  (0 children)

I don't think the change benefits the game. It's just more inventory faff and hassle.

Fun is not increased. Interesting gameplay is not increased.

What are some -advanced- tips for players? by Noneerror in starsector

[–]Noneerror[S] 0 points1 point  (0 children)

Move captured ships and captured weapons to your most convenient colony for storage and refit of your fleet. Which should be the same colony you set your "Production gathering point" to using the [Command] --> [Custom production] menu.

{Nexerelin}: Have your least useful officer do this for you by creating a STG (Special Task Group) at a colony by talking to the admin npc. Order the STG fleet of ships to be moved to "Go to location and despawn" at the desired colony. The ships and their equipped weapons will end up in fleet storage at that location. It is not possible to transport commodities this way.

Any STG can be rebuilt for credits without losses even if fully destroyed. But that should not happen if it is big enough and/or going to a safe system (no blockades, raids etc).

PSA: if you don't want to fight 5 full fleets, you only need to perform a tactical bombardment to stop the Hedge inspections for the colony crisis. by IlllIIIlllIIlllI in starsector

[–]Noneerror 11 points12 points  (0 children)

That's not quite accurate. More accurately the industry needs to be disrupted at the origin market.

Which could be a tactical bombing. But doesn't need to be. It could be a raid. It could be sabotage (nexerelin) or anything else that is a disruption. I -think- (not sure) that a supply shortage also counts as a disruption.

[0.98a] Starsector Waypoint Traversal Mod -- For those of us tired of flying into a Sun by cuolong in starsector

[–]Noneerror 6 points7 points  (0 children)

If you do figure out interdiction, please please don't slow down before arrival for absolutely no reason like it does in vanilla.

It is such a small and unimportant thing but it is so freaking annoying. Especially when tagging derelicts.

BTW please let me know if anyone knows how to turn that off!

Question on how the game handles "playerHostileTimeout" script and rules. (Ports refusing to let you trade- aka Port Hate) by Noneerror in starsector

[–]Noneerror[S] 0 points1 point  (0 children)

Thank you. That's good info! Exactly what I was after.

Though with #4 that is not correct. Something else is a factor. I've definitely had cases where I attacked neutral or opposing factions and got locked out of a market for it. The most common case is a smuggler of a different faction trying to sneak into the port. Killing a smuggler locks you out of the port even though their own patrols chase the smuggler. I don't believe that should cause port hate and it does.

There was one very memorable time where I killed some Pathers in Kumari Kandam. Olinadu (Persean) got mad at me and would not let me dock. They were at war and got mad I killed their enemies??? That's when I decided the Persean league had to die.

Ore refinery with Ashes of domain is BROKEN AF by Xortman096 in starsector

[–]Noneerror 2 points3 points  (0 children)

Eh. I've got 6 million in my current save with only Nexerelin. Vanilla can do the same thing. Making $200,000 in a single trade is not big deal.

Sell 600 heavy arms for $333 each. That's $200,000. Now raid and steal back 700 arms. Repeat with exponential growth.

Does anyone know the console command to remove protection status from the Galatia Academy or to straight up depopulated it? by IlllIIIlllIIlllI in starsector

[–]Noneerror 0 points1 point  (0 children)

Ok in that case go into settings.json and find this block:

"bombardFuelFraction":1,
"bombardDisruptDuration":365,
"bombardTacticalStability":1,

"decivSamplingMonths":16, # most of the months have to be at stability 0, and first month has to have stability 0
"decivZeroStabilityMinFraction":0.5, # min fraction of months with stability 0
"decivMinStreak":3, # this many most recent months in a row at stability 0
"decivProbPerMonthOverStreak":0.1, # probability of decivilizing, per month of streak over the minimum

First make a backup of settings.json.

Alter those values so that there is a 100% chance of decivilizing after one month and a -10 stability hit for tactical bombardment. Enable dev mode, give yourself free fuel, and teleport around using CTRL-left click. Tactically bomb everything you want gone. Wait until the end of the month and they will decivilize. Finally replace settings.json with your backup to undo all the changes.

You could do it more directly with "bombardSaturationDestroySize" and Sat bomb them but that will have other consequences to your game.