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This should fix things in June of 2024. Future people may have to delete more mods from the list. I dunno. There's only 32 mods in the list normally. It doesn't take long to find which is missing. Who knows how this changes your playthrough or grids in game.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2472727971
The win condition is simple. Get to the planet, or more specifically, the lander after visiting the orbital satellite.
i question before i start to look in to it, the program block that have programs on the seem to come up with a error. do i need to look in to the programming to sort this or is it not part of this game.
Okay. Having answered that, being in space where friction is virtually non-existent, and no retrograde thrusters (blame saxel, I simply modified his pod with the vanilla cryopod and small batteries in place of the broken cryopod mod and a small reactor), how would it stop, without you going into the console and playing around with the gyro and the launch thrusters to make it stop?
You can remove mods but will see large chunks of the base disappear, and in the case of the armor thrusters mod, functional parts of the ships disappear.
Were you able to go back to an old version of SE that still had the scenario based scripting enabled, and load Saxel's original scenario, the scripts would still work, giving you the 'win condition'.