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Chance of a "moon" satellite biome (celestial.config) at a "gentle" star - vanilla math
inner: 66.75%
mid: 2.725%
outer: 66.75%
gate: 27.5%
That accounts for the slots per region, body probability, weighted chance for T1 and T2 (the satellite probability for each is different), and weighted selection of satellite types. Probabilities aren't exclusive so you could end up with multiple "moon" satellites. Granted I did this math at 5AM so forgive any mistakes (beyond staying up so late).
With this mod, you "risk" no moon according to their page LOL. This mod doesn't touch celestial.config. The Outpost already sells fuel. I don't see this as being worth worrying about.
I haven't played in a while but no reason this mod should "stop" working when the game hasn't even updated. But I had to check, and it looks like FU is now doing something unnecessary to universe_server.config
They're adding in "moon" to the necessary planet types - into the array this mod removes. And I suppose that could cause an issue since I'm not controlling for load order against FU, though I could. In the event that their mod loaded after, it would error on the patch since they aren't using a test operation there to see if the path exists.
So they're creating a problem that didn't exist before (for no real good reason). Yes I can fix it :|
by controlling load order in a way that wasn't necessary before.
Also this is probably because it's now completely incompatible with FU.
I'm not sure exactly what you're looking for. The vanilla starting requirements are as follows -
"starterWorld": {"terrestrialBiome": "garden", "terrestrialSize": "small"},
"requiredSystemWorlds" : [{"terrestrialBiome": "forest"}, {"terrestrialBiome": "desert"}]
Now this mod removes "requiredSystemWorlds" so only a "garden" world that's "small" is required. If it was too large, then it could take you a long time to find the gate, etc on the starting world.
If you where not on a "garden" planet to start with, that's even worse. You couldn't get to the Outpost. If using FU as well, you can't start their stuff til you get to a garden world - which you can't fix your ship til you get to the Outpost. I could give you instant access to the Outpost, but that's beyond the scope of this mod and it does not solve the quest line issues - for example you can't fix the ship til unlocking the gate because of how the quests work (finishing one unlocks another).