This page was last updated on 31 December 2024, 5:33PM
Changelogs
Version 4.3.3
Added Dunn 11/21/31 Engines that were missing (Named Dunn-X in Astrodynamics now). Special thanks to Izlagor on Discord for pointing out their absence.
Version 4.3.2
Removed "ShipTypeStarborn" keyword from Predator and Avenger ships, to fix docker animation hijacking when docker was installed beneath the ship.
Converted cloak & grav drive animation hooks to new, custom Perk and assignments, bypassing the need for ShipTypeStarborn keyword.
Avengers are NOW EDITABLE & SELLABLE... but have larger crew & passenger capacity thanks to hidden stat buffs, so it may not be necessary.
Predators & Avengers are now flagged as Mantis & Freestar Ranger faction & Vanguard faction. Go... police the galaxy.
Blue Starborn-style grav drive animations that used to fire on ships which had X-series grav drives installed is now gone, and for now can't be brought back. This is due to the need to remove the ShipTypeStarborn keyword as mentioned above. This keyword triggers the animations. If I can find a way to bring it back optionally (your option) in the future, I will. For now... it's gone
Version 4.3.1
Fixed bug with Terminal that had incorrect conditions for when the Predator option should display for lower level characters.
Version 4.3.0
Compressed & renamed Ship Engines in build menu.
Compressed & renamed Ship Landing Gear in build menu.
Added Nova 1-power Engines to all classes.
Added SA-4x 1-power Engines to all classes.
Added DarkStar Predator, a new ship you can claim at Level 75+ & NG+20, OR Level 125+ if you're pre-NG or under NG+20. Use the Control Slate, or Terminal, to acquire the ship. It CAN be sold & modified, so be careful or you might lose it.
Added Game Setting changes to increase ship module limits from 130 to 250. Enjoy :)
Ship Technicians will now respond to the Avenger and Predator ships as if they were Starborn.
Version 4.2.0
Streamlined slate-issuing quest, and script
Injected slates into Jemisson Mercantile inventory
Cleaned up and adjusted names & descriptions of items/ship parts to reduce confusion when future DarkStar mods are published
Flattened CLASS scaling of existing Ship Weapons to the lowest class available originally. IE: if a weapon started as Class A, it will now stay Class A through all tiers rather than scaling up to Class B and C.
Reduced ship weapon option visibility to only the highest Mark version unlocked by the player. If you have unlocked a Mark 10 ship weapon, that is now the only version that will show in the build list as a NEW part to be installed (existing ships with lower tier weapons will still show a limited supply of those lower tier weapons in the list when removed, until you save an exit the builder).
Version 4.1.1
Fixed Protector shield Port variant stats, all tiers.
Merged Terminus builds into 1 slot, with flips.
Merged Kiosk builds into 1 slot, with flips.
Added Sunk/Low/Standard Shipbuilders in 1 slot, with flips. Similar to Terminus without workbenches, clutter & outpost storage.
Added Small Shipbuilder. Just like the vanilla Small pad, only allows Small ships to land.
Added Magellan C1 bridge to flips.
Added Hull value to ship weapons that were missing the value.
Version 4.0.7
Remove faction mission boards from Terminus. There's no way to make them work in all systems, and I get constant bug reports about them. Use another mod that adds mission boards as buildable to your outpost, if you want them.
Renamed DarkStar Utility Box -> DarkStar Linked Utility Box, to signify its inventory is linked to your build menu
Added DarkStar Unlinked Storage. Buildable at outpost. Now attached to Terminus where Bounty board used to sit. Infinite storage that does not link to build inventory. A safe place to stash equipment you want to keep/save
Added the ability to craft 1 of each at outpost (not on ship): TerraBrew kiosk, Chunks kiosk. Tranquilitea kiosk, TA Kiosk, and Starborn Services kiosk. If you wish to constantly re-roll inventory in the TA Kiosk to buy DarkStar Quantum Harness, you can now do so by destroying & rebuilding a kiosk several times in your outpost, rather than sleeping 24 UT hours over and over.
Cleaned up some stray overrides that CK injected into the mod without my knowledge. Mostly relating to Red Mile and Taiyo habs, for some reason.
Version 4.0.6
Added more ships to Terminus sell menu. Will only show on new or rebuilt Terminus.
Version 4.0.5
- TA & Starborn Kiosks are now forced to adhere to 25 hour inventory reset. You may need to re-place your Terminus. Lodge Starborn merchant will reset if you rest on Venus for 7 UT days. - Renamed: DarkStar Terminus -> DarkStar Terminus - sunk. - Added: DarkStar Terminus - low :: Starts 4 coordinates taller than DarkStar Terminus. - Added: DarkStar Terminus - std :: Starts at standard Landing Pad height. - DarkStar Transfer Link Container now has the proper build limit. - X-series equipment, cargo & fuel given the correct filter. Should now show on starborn vendor (den), not mortal vendor (clinic). - Fixed rate of fire on all Turrets. Go forth and lay waste. - Added: WD10X Ultra engines to Class A, B and C in both M-series and X-series versions. Faster than normal engines of their tier, and 1 power each so you can install 12. - Ship Fleet Max Size is now set to 25.
Version 4.0.4
Recompiled from CK. Hopefully fixes saves?
Version 4.0.3
NEW FEATURES -- Build on top of the DarkStar Terminus! -- Build 100k storage modules at your base! -- Transfer links now function with DarkStar storage modules! -- DarkStar Utility Box's inventory is now available when building & crafting! -- Starborn NG+ rewards will now enter your inventory, rather than being default equipped. This removes a hard link to the Starborn Rewards leveled list, and reduces the chances of mod conflicts.
Version 4.0.1
Updated terminal UI to properly display enable/disable toggles.