Shortest Trip to Earth

Shortest Trip to Earth

Fight For Universe: Bleeding Edge
42 Comments
WarStalkeR  [author] Jun 27 @ 10:18pm 
@[NCE] McDerp, yeah - support for any modded ship should added manually and recompiled. But I finished this mod long before any ship mods were added to the Steam Workshop.
[NCE] McDerp Jun 27 @ 1:52pm 
the mod is incompatible with the mediator ship mod, as a heads up for anyone looking through here!
WarStalkeR  [author] May 28 @ 10:10am 
@-₪EPIC₪- Fail, good to know, thanks!
-₪EPIC₪- Fail May 28 @ 2:26am 
I used 5.4.23.3 and it was fine. :manthumbsup:
WarStalkeR  [author] May 28 @ 2:03am 
@-₪EPIC₪- Fail, it should be BepInEx 5, as 6 has different API as far as I know. When this mod was created and finished - it was done with BepInEx 5.1, but in theory it should work with any 5's - but test it at your own risk.
-₪EPIC₪- Fail May 27 @ 8:38pm 
do we neeeed to use the much older bepinex version?
Akio Jul 9, 2024 @ 2:15pm 
Thank you! it works now
WarStalkeR  [author] Jul 9, 2024 @ 10:44am 
@Akio, I've migrated the ModPack to GitHub and updated the link in the Simple Installation Instruction. Enjoy!
Akio Jul 9, 2024 @ 6:37am 
hmmm im trying it on chrome and still says "This content is no longer available."
MarvinEhre Jul 6, 2024 @ 3:01pm 
@Akio yes, if they arent working, try opening this page in a browser and than try the links again. The steam client can be a bit iffy with links.
Akio Jul 6, 2024 @ 2:55pm 
is this mod still playable? links arnt taking me anywhere
i.mopman Feb 20, 2023 @ 4:52am 
Figured it out, your excellent mod is unfortunately not compatible with my favourite ship, the Mediator ( Mod) battleship.
WarStalkeR  [author] Feb 18, 2023 @ 7:49am 
@i.mopman, stange. Like, super strange. So far it saved properly without any issue.
i.mopman Feb 18, 2023 @ 7:44am 
So I decided to play anyway even without the save game option since this mod is great and this time I loaded from the /steamapps/common/shortesttriptoearth/ application file from your mod and my missing save was back. So since I started the game from doing that there might be an issue that requires me to continue starting the game from the application file rather than from Steam. I just wanted to let you know since I am very happy I can play from saved games again.
WarStalkeR  [author] Feb 18, 2023 @ 2:41am 
@i.mopman there should be. Mostly, save happens, when you exit to main menu.
i.mopman Feb 17, 2023 @ 8:41pm 
Great mod but once you exit the game there is no saved game?
Waladil May 2, 2022 @ 3:34am 
The slower combat is nice, but in many ways its gone too far and is too slow. Trying to fight through shields is an absolute slog, really encourages the use of shield-ignore weapons. And of course the critical hit system means you absolutely positively need enough PD or else your modules will die a lot faster than your ship with the huge health pools. Boarding is relatively effective, even though it's hard to micromanage it. I also found an exploit in that enemy crew will board pods in an attempt to pursue your troops as they leave, so you just need enough health, until your PD can tear them apart in space. Hey, you gotta invest a lot in PD to avoid errant crits, might as well use it right.

Finally, could you do anything about the end of sector message? The numbers tick up slowly and when you found over 450 modules in sector 1 it takes a hot minute. Yes, I ground a lot.
(2/2)
Waladil May 2, 2022 @ 3:34am 
Just wanted to drop some feedback. While I like a lot of the ideas, I feel like the balance is a bit out the window in a lot of ways. I'm playing on the hardest of the non-IDDQD modes, on Endurance, with a bunch of Fate upgrades (points from the main game crossed over). I feel like the starting tech you can have with upgrades is too good, with strong everything from weapons and defenses, to greenhouses, labs, and a factory. The factory and greenhouses in particular make it immediately possible to fly around and generate resources indefinitely.

However, it largely feels like flying around for very long times is encouraged if not expected or required, because even with those high quality laboratories, the research system is SLOW. Mostly the reverse engineering. I made reverse engineering 100x faster, which was overkill (I think somewhere around 10x faster the default setting is correct). Marking up should probably be somewhat faster if you don't expect people to grind it, too.
(1/2)
WarStalkeR  [author] Apr 21, 2022 @ 2:21pm 
@Akio contact me at https://discord.gg/iceberginteractive → Shortest Trip to Earth → #modding (just ping me there directly via @ feature). I will try to help you to resolve the issue.
Akio Apr 21, 2022 @ 7:03am 
My game doesn't seem to save either did yall find a way to fix?
WarStalkeR  [author] Dec 12, 2021 @ 12:42pm 
@Protozoid contact me in Discord, at STTE's modding channel with more details.
Protozoid Dec 12, 2021 @ 12:27pm 
Game doesn't seem to save. I can't resume after I exit. Am I missing something?
danayel Oct 26, 2021 @ 3:53pm 
want to be clear though that I really like this. My feedback seems all negative, but the things I mentioned stuck out because the rest is great. _But_ now I realise it's designed for multiple playthroughs, the decisions make a lot more sense.

I still think shops are too $$$$ though :p

I have combat worked out too now. First time I ever bothered to board a ship! (now do it most fights) my assault cannon combat droids make a mess of things.
danayel Oct 26, 2021 @ 3:48pm 
research: ok, spanning playthroughs makes more sense. Sector 4 and I have an imperial lab too now so 6x lvl 10 scientists going flat out and still only have 4 or so things craftable. 152 in the backlog though. :D more playthroughs is good.

expensive: seeing things in the 10s of millions now. I can see the logic for the black market idea. But I have only been able to afford a single mushroom bay all game.

can't load: It was a mod conflict. One of the new ships - even though I wasn't even using it
WarStalkeR  [author] Oct 25, 2021 @ 12:11pm 
Also, how much modules you will be able to research depends on ship you've chosen (and amount of module slots in it). You do need to remember that game is intended for multiple playthroughs.

For blueprints for fate points. You need to carefully look for perks descriptions. It says whether you need to reverse engineer it or you will get it from the get go. Furthermore, modules were completely rebalanced, DIY modules that were in vanilla game are no longer DIY in mod.
WarStalkeR  [author] Oct 25, 2021 @ 12:11pm 
@danayel, if you see very expensive module (several hundred Ks) it means that it is black market module as its tier is too high for current sector.

Entire combat was resigned to take much longer than vanilla battles. In addition, due to the length of the battle, you have enough time for additional tactical maneuvers (such as boarding parties and building additional nukes).

Research spans over all playthroughs. It means if you unlocked and/or reverse engineered module, you will be able to craft it in next playthrough as well. And 2 sectors - you're barely started playing game.
danayel Oct 24, 2021 @ 10:57pm 
Research seems nigh-impossible to complete. I have had 3 ppl in mark IV labs researching for an entire 2 sectors and haven't finished a single thing. The lvl-I also counts down in % while the others go up.

Given that it doesn't seem you can change the order of module research or craft anything at all without it, getting <1/2 a random blueprint per sector seems kind of harsh. You will only be able to research 4-6 random modules by the end of the game.

I was also supposed to get some blueprints with some of the fate point choices at the start, but what I got instead was something put onto my research queue.

Are there supposed to be any basic crafting items? I don't even have the usual DIY ones. I especially miss the diy nukes because you don't find them in stores often.
danayel Oct 24, 2021 @ 10:57pm 
Where do I find the logs?

It's really hard to get enough money (several hundred k) to buy modules. Even with more drops from fights you spend most of your resources on ammo. This is because lasers only takes 10x as long to kill things due to low damage and fast shield recharges. I have 2 combat modes now, with a laser "clean up" mode to conserve ammo but it takes so long I literally leave the game and go make a coffee or tidy up or something while it pounds the ship for several minutes.

10s of k for purchased modules instead of 100s seems more reasonable. I might be able to by a couple per sector then.

*sigh* short comment limits :-(
WarStalkeR  [author] Oct 24, 2021 @ 6:12pm 
@danayel, please post error logs in the discord channel.
danayel Oct 24, 2021 @ 5:40pm 
hmm I can't seem to load games. It crashes and boots me back to the start screen with no continue option.

It's great until you need to shut down the game though. Thought battles can take a loooong time just slowly grinding down the disabled enemy ship HP with lasers.
777ImpaledDemons Oct 20, 2021 @ 5:58am 
A shame you cant add something to avoid the clutter of getting so many modules from battles,

ill try to get the mod to work on my linx laptop with BepInEx, mind if i add you so this comment section wont turn into a chat
WarStalkeR  [author] Oct 20, 2021 @ 4:36am 
@Supreme stone gamer, I haven't tested it on Linux, so I don't know. But source code is available via URL provided in the description, you can try to adapting it specifically for Linux (since as much as I remember BepInEx has version for Linux).

Adding something akin to mass salvager isn't really possible in short term, it requires a lot of other changes, while my mod is mostly expansion and/or rework of already existent features.
777ImpaledDemons Oct 20, 2021 @ 2:17am 
also you didn't respond to my suggestion about adding a mass salvaging tool or something like that, is that possible if so that would be very good, since you get lots of modules that will be useless in the later sectors
777ImpaledDemons Oct 20, 2021 @ 2:16am 
ah, good to know, also another thing, does this mod support linux, tried to load it on my linux laptop since my gaming pc broke down, but it acts quite weird
WarStalkeR  [author] Oct 19, 2021 @ 9:27pm 
@Supreme stone gamer. Mod was designed for Full HD resolution minimum, if it still goes out of the screen you need to decrease UI scaling - I can't do anything beyond that, since I have't modified UI code directly, nor intend to do it - they is very difficult job.

As for the grindiness, it is intended to be so, because once module is unlocked in current playthrough, it will be available in next playthroughs as well.
777ImpaledDemons Oct 19, 2021 @ 10:18am 
researching is also very grindy even with like 3 research stations
777ImpaledDemons Oct 19, 2021 @ 10:18am 
Some things needs to be fixed, like mass selling/salvaging stuff so your inventory wont get flooded and some ships have inventories that go out of the screen, and make it so the numbers of everything isn't so damn high
WarStalkeR  [author] Oct 11, 2021 @ 11:15am 
You're welcome!
Tnx Oct 11, 2021 @ 8:58am 
Thank you for creating this mod!
WarStalkeR  [author] Sep 25, 2021 @ 2:30am 
@flitzkinburg, there are two ways to uninstall mod:
1) Just remove files you've added.
2) Delete entire game folder and "verify integrity" to completely restore vanilla files.
flitzkinburg Sep 24, 2021 @ 9:14pm 
How do I uninstall?
WarStalkeR  [author] Jul 12, 2021 @ 11:05am 
Updated to be compatible with 1.3.7 version of the game.