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Vagus, you cannot edit the cost in-game, but you can try to modify the script file on your hard disk, just make sure you do not change the file size while doing so. e.g. if you see 60000 value, change it yo 10000 or replace the last zero with space character.
I just wanna make sure I'm reading the operations modes right. If I enable salvage mode: The ship will pick up all existing satellites (normal) THEN redeploy advanced satellites?
Additionally, it would be extremely helpful to have an option to remove satellites already marked with a single asterisk (*)—without requiring manual renaming. I currently have thousands of satellites named with *, and renaming them individually would be a massive time sink.
Any feature that streamlines the removal of existing satellite coverage would be a welcome performance boost.
Would it be possible to introduce an alternative option for satellite coverage—perhaps a single satellite per sector with a 450 km range, or up to three to ensure full visibility when zoomed out? This would drastically reduce the satellite count and help improve performance for players who prioritize smooth gameplay over strict realism.
I wouldn’t be asking for this if performance weren’t such a concern. A toggle or optional mode for “performance-friendly coverage” would be a welcome addition for many of us.
After digging a few pages of comments:
Ship will receive a new module which allows them to manufacture normal/advanced satellites at a fixed 6000/60000 credit cost.
Does this still apply?
My recommendation is to use advanced satellites when you are placing resource probes.
In order to fix this properly i would need to rewrite heavily the current program structure to deal with the resource probe calculations separately. Perhaps during my summer vacation, or if 'TheLich' provides a patch, then it happens sooner.
any ideas?
Continue to next sector now works fine - sector will be chosen if any of this:
1. deploy satellites selected
1.1. coverage is set to at least 1 and there are no satellite in anchor points (or if use advanced, but there are usual satellite there)
1.2. deploy at gates/factories e.t.c is set and there are no satellites (or usual if advanced is set)
2. salvage satellite/probe is set and there are satellites/probes to salvage
Probe will be deployed if deploy probe is set and there are resources in sector
If deploy and salvage are set, job will not chew satellites/probes deployed by it. This is achieved by renaming satellites/probes ([*] is added in front of object's name). If player will desire to salvage them - he can mass rename them in property window - just rename to any name without [*].
"Deploying satellites will cost you 60k credits each, while resource probes will only cost 10k.
You do not need to purchase satellites/probes, these ships will use on-board manufacturing system."