But, if you unpack the FTL file and edit data\blueprints.xml.append, find this line:
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<sensors power="1" room="3" start="false" img="room_sensors_2.wc____">
And change that "false" to "true" like so:
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<sensors power="1" room="3" start="true" img="room_sensors_2.wc____">
Then repack everything exactly the way it was and mod it in. I think the new modulemanager can even just load the directory you unpacked the ftl into.
I'm not sure if you can have it to start AND have power 0. It may cause issues. But starting with 1 will (obviously) be no problem.
I don't know why they're so rare for you. I know I've bought it before (I like having scanners) but I've not played the new version much except to make sure it doesn't crash. I'm still in the stock-ships-only phase of AE for my own personal play.