SUCKos 1.3.2 Test
I adjusted the coordinates to match up with Sarna again - but this time in a ModTek/BTML format mod. I also tossed in the cFixes Star System fixes (things like spelling Camadeierre correctly or fixing Concordat in several systems) to help with the odd ModTek merge mismatch thing (for now)
There is a 2nd folder in there (JK_starsystems) that would add 16 more systems (all detailed). That can be activated by switching the mod.json file for the one that says "Activated new systems and Coord fix".
Please Note : Those 16 new systems will not appear in ongoing career mode, but they might appear in Campaign mode after a map change milestone (they used to, but I haven't tested that yet).
If you activate it and start a new campaign, the new systems will appear. That campaign will then NEED these systems to work, otherwise the save game will be invalid.
Hopefully, at some point, someone will figure out how to make the game ignore missing systems that are removed from the game. Then we could do things like remove the old starsystemdef_Camadeirre.json file and add the corrected spelling for starsystemdef_Camadeierre.json. And this would also allow map mods to be used or removed (as long as you weren't parked at that world).
I did a successful test run with the 16 systems, by starting a new Career, then switched over and played my normal Career (where those 16 systems were not visible) and then went and removed the mod. The new Career would not load (due to missing those systems ) but my old Career still loaded fine.
The mod as is - with just the starsystem folder being activated works perfectly fine, and if it is removed, all that happens is that the systems shift back.