Starpoint Gemini 2

Starpoint Gemini 2

Luckmod
49 Comments
Alan 31 Aug, 2024 @ 9:06pm 
Update! I got a new perpetuum piece! Took like 8 hours...but it's working. joyous.
Alan 31 Aug, 2024 @ 3:59pm 
Clarification after more testing. When you buy an enhancement, it stays in the station's inventory, so you could buy it again. When you buy a fighter, it disappears from the stations inventory, but if you come back later it will be there again.

Old enhancements still do not return, though. The first enhancement I ever got was the Perpetuum hangar enhancement, which I think is the best. Sadly I put it on my first carrier before realizing I'd lose the ability to put it on a titan later. Even with the mod, that enhancement has not returned to stations and has never dropped as loot again. At least not yet after a couple hours farming.
Geek  [author] 31 Aug, 2024 @ 3:06pm 
That is odd. The mod makes no difference between items.
Alan 31 Aug, 2024 @ 2:44pm 
It also doesn't work for fighter blueprints. So far, only confirmed that it works for enhancements (though those are the only ones that disappeared forever, so possibly intended)
Alan 31 Aug, 2024 @ 2:40pm 
This works for blueprints you use moving forward, but unfortunately does not recover blueprints you used prior to installing the mod.
Fezder 6 Jun, 2019 @ 12:25pm 
This is so embarassing. So that's what that hexagon was for, that was the issue! Never though about activating mod manually, I thought installing will be enough. Problem solved, thanks Geek!
Geek  [author] 6 Jun, 2019 @ 12:04pm 
It should work. Did you think to activate the mod in the main menu ?
Fezder 6 Jun, 2019 @ 11:48am 
Should this still work? I installed mod, then restarted game, launches just fine. However, I can't see any significant rise in droprates of blueprints, and they are consumed in process. Tested this way (made save beforehand just in case) built blueprint STRONGHOLD for ship tzar. Then, unmounted it (so it isn't even in use). After redock, changed hip to bishop, and STRONGHOLD is nowhere seen, not in blueprints menu, or in enchancement menu either. Any ideas?
Geek  [author] 6 Jul, 2017 @ 5:07am 
Not exactly - standard heroes have normal loot, SoA heroes will drop a unique weapon, which is not the same as BP.
[VL]sim-M 6 Jul, 2017 @ 5:05am 
heros have in vanila 100% if i´m right (at least while i played vanilla every hero dropped, and yes i made a new game)
Geek  [author] 6 Jul, 2017 @ 3:37am 
Chance is much higher when scavenging derelicts.
[VL]sim-M 6 Jul, 2017 @ 3:20am 
Testet your mod, (lv66) seems like there got something lost or wastet, even a hero didn´t drop any bp
Geek  [author] 1 Jun, 2017 @ 8:22am 
I that happening everywhere or specific places ?
If that is is latter you need DockFix.
Artemis 1 Jun, 2017 @ 7:12am 
After installing this all my blueprints disappeared from the enhancement menu. They were still in my inventory but I couldn't apply them.
Geek  [author] 30 May, 2017 @ 2:50pm 
Mod only increase drop chance from derelicts, more so with scavengers.
The chance increases as you level, up to 100% after 50.
Do not expect to be spoiled if your level is low.
mumhustlar 30 May, 2017 @ 1:18pm 
Drop rates of BP still seem low (played 30 hrs and not even close to one item being complete). Whar are the values for dropping % chance? Could the drop % be increased for exploded ships?
GreenEyedMNST 30 Aug, 2016 @ 11:36am 
Great mod ... keep it up
Khan 22 Apr, 2016 @ 7:54am 
Anyway, thank you for your swift replies. Great mod.
Geek  [author] 22 Apr, 2016 @ 7:50am 
Doubt it.
Wormholes and their connections are placed on the map, they are not generated on the fly.
Khan 22 Apr, 2016 @ 7:48am 
That's too bad. Assuming that doesn't include any hidden/special wormholes, then, yeah, I can live without it. I suppose a mod to implement roving and/or recombinant wormholes would be too much to ask for. Maybe in Warlords?
Geek  [author] 22 Apr, 2016 @ 7:43am 
In vanilla there is 10% chance to end up in *any* wormhole.
That is what I mean by (in)stability.
Khan 22 Apr, 2016 @ 7:36am 
When you talk about wormhole destination stability (which I have not yet personally noticed), are you talking about:
a) a random chance of coming out somewhere other than the proper endpoint
b) wormhole pairings changing over time (e.g. A<->B now --> A<->C several hours from now)
c) wormhole endpoints moving (wormhole A always leads to/from wormhole B, but A, B or both drift around the Gemini system over time)

B and / or C would make for a much more interesting universe, but if it is just A then I suppose I'm not missing out on much by using this mod as it is (which I otherwise very much want to do)
I suspect you are talking about A
Geek  [author] 22 Apr, 2016 @ 7:12am 
It is a change too small for a different version.
Khan 22 Apr, 2016 @ 7:04am 
Could you post a version that removes the "wormhole destination is stable" part, and maybe even increases the chances a little? Random arbitrary loss of troops or money is just annoying, but potentially coming out of a wormhole jump somewhere unexpected is, to my way of thinking, another matter - yes, it can be annoying, but it can also be interesting, and helps make wormholes feel wild and untamed as they should be. Wormholes are, after all "the adventurer's T-gate", and when I don't want to deal with that kind of uncertainty there are T-Gates, T-Drives and Riftways.
Geek  [author] 21 Apr, 2016 @ 4:18pm 
Undock events resulting in an arbitrary loss of troops or money are disabled.
Getting through a wormhole can damage the ship, but not kill troops.
Wormhole destination is stable.
Khan 21 Apr, 2016 @ 4:06pm 
Can you be a bit more specific about the "decreases severity of bad events" part?
きつね 11 Apr, 2016 @ 3:57pm 
Working perfectly, thanks for the hard work
Geek  [author] 6 Apr, 2016 @ 11:10pm 
These mods should be compatible with each other.
Geek  [author] 6 Apr, 2016 @ 10:54pm 
The *blueprint* is not removed. If you only have one sample, the *item* will disappear from the dockyard list when you buy it, but you can undock/redock to buy another *item*.

I will do some testing for compatibility.
Widrea 6 Apr, 2016 @ 10:34pm 
I have what is most likely a "stupid" question but when you said "Completed blueprints are not removed after one use."was literal? when i use a completed Blueprint its still removed. Still havent had chances to experiment with all the mods im trying to use yet and if it helps ill provide a list of what im useing atm tho:
Luckmod - Geek
Dockfix - Geek
UpgradeModEng - Graviton
UpgradeWeapons - Graviton
Hardcoreupgrade+ -Graviton
Are you aware of any incompatability issues with useing these mods at the same time? As im able to find time il will try to start troubleshooting this on my own, but i know almost nothing about what im doing lol so any feedbak would be much appreciated. Will post any info or if i figure out what is causing this. Thanks.
Tiderian 22 Jan, 2016 @ 6:18pm 
Thanks.
Geek  [author] 26 Dec, 2015 @ 2:07pm 
So, I decided to create another mod to fix the issues with those places.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=584693163
Geek  [author] 26 Dec, 2015 @ 10:42am 
A few places do not load the assemble function as well ; not a mod issue.
Geek  [author] 26 Dec, 2015 @ 6:23am 
A number of blueprints are not available in vanilla. Luckmod should not change that (alone).
Can you tell me the items ?
Geek  [author] 25 Dec, 2015 @ 1:10pm 
It is fully compatible. None of the DLC affect loot.

The mod is balanced - you will not get a lot of pieces at early on, so that you do not get overpowered.

< level 20 low chance (= vanilla)
level 20-50 chances improve gradually
level >50 high chance, up to 100% for scavenging
Geek  [author] 6 May, 2015 @ 3:35pm 
It is definitely possible to have multiple blueprints, even in vanilla.
What the mod does is to make it happen (a lot) faster.
BalaGi 6 May, 2015 @ 3:23pm 
Never mind. Needed to restart the game to build again...
BalaGi 6 May, 2015 @ 3:08pm 
Building Blueprint systems only worked once for me. The second finished blueprint i am not able to build in stations... maybe cause the first, already used one was not removed?
Tabasco Sauce 17 Apr, 2015 @ 10:34am 
Thank you so much! Blueprints were pretty useless before subscribing to this!
Old Ben 25 Feb, 2015 @ 2:02pm 
Great thanks, will subscribe again.
Geek  [author] 25 Feb, 2015 @ 1:56pm 
It works absolutely fine with any version of the game (OK, maybe not pre-release, but who still play that ?)
Old Ben 25 Feb, 2015 @ 1:53pm 
I will assume based on the Mod date, it does not work with the DLC ?
Geek  [author] 26 Jan, 2015 @ 12:19am 
Lucid Vertigo 25 Jan, 2015 @ 8:58pm 
Could you give link for a manual download.
Jono 21 Jan, 2015 @ 9:00am 
thats for any mod nut just this one*
Jono 21 Jan, 2015 @ 8:59am 
Sometimes it wont show up until I play the game for a few mins... then like magic it'll be waiting for me under the mods option in-game
AeternoSolus 20 Jan, 2015 @ 8:23pm 
I just reinstalled this game and subscribed to several mods and found I had to close steam down and restart several times for all the mods to be installed. I even rebooted a couple of times to be sure all the services were closed. As Geek said the Workshop for SPG2 is a little finicky.
Geek  [author] 19 Jan, 2015 @ 1:18am 
The workshop seem to work in a odd fashion for SPG2.
Did you launch the game after subscribing ?
Cic 18 Jan, 2015 @ 3:39pm 
For whatever reason this mod isn't downloading for me despite being subscribed. Anyone else having luck with it?