Why make an alternative version of Nomadic Survival?
I've wanted to turn Starsector's exploration into a more challenging and dynamic experience for a long time. While Nomadic Survival provides most of the features necessary to do that, I stopped short of limiting fuel range because I knew most players would want the new features without the increased difficulty. But that meant it didn't provide the experience I wanted to create, except with a great deal of tweaking. Without limited travel range, the "crafting system" of Nomadic Survival is merely a novelty, instead of being a necessary part of travelling great distances, as it was always intended to be.
Perilous Expanse could have been some sort of settings preset or mod pack, but I thought it would be best to make it a separate mod for several reasons:
- While providing many of the same features, both mods have completely different goals and audiences.
- Being able to add features and change settings that wouldn't make sense for Nomadic Survival.
- Saving settings independently for each mod with LunaLib, preventing saved Nomadic Survival settings from overwriting the Perilous Expanse defaults.
Can I switch between Perilous Expanse and Nomadic Survival?
Yes. The number of ordnance points used by any ship with Auxiliary Fuel Tanks installed will change, but that should be the only issue.
Do settings for Nomadic Survival affect this mod?
No. Both mods provide the same options, but your settings are saved separately for each mod.
How do I undo the changes to accessibility and upkeep?
Open "Perilous Expanse/data/config/settings.json" and remove the lines for the settings you don't want this mod to change.
How do I get rid of the changes to Auxiliary Fuel Tanks?
Delete "Perilous Expanse/data/hullmods/hull_mods.csv"
Can I undo the Bulk Transport nerf?
No. You'd have to switch to Nomadic Survival to get rid of that.
Will mods that are integrated with Nomadic Survival also work with Perilous Expanse?
Mostly.
Any additions to the files in "/data/config/nomadic_survival" (such as new operations) will work for both.
Both mods use the exact same code, but they have different IDs, so if a mod checks for one ID it should generally check for both.