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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - NikoTheGuyDude

Pages: [1] 2 3 ... 16
1
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 05, 2024, 03:37:27 PM »
If it helps, I run java 23, with the listed mods.

2
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 05, 2024, 03:36:05 PM »
Yes, the music bug always happens for me. It happens even when I call up the armaa contact on menshan, I have to literally close the game to get it to stop.

3
It just feels kinda crappy to force myself into the strategic view and out of my ship when I want to give some commands to my fleet. I dont really know why this was even done to begin with, but I'm guessing the game would only get better without it.

4
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 04, 2024, 09:14:05 AM »
The new mensan (or whatever the ARMAA planet is called) music doesnt stop when you leave. It persists even to the title screen

5
Mods / Re: [0.97a] More Military Missions (v0.4.2)
« on: March 03, 2024, 03:16:18 PM »
you may want to change the faction of the enemy fleets from remnant to a generic "hostile" faction, its causing issues with exotica where fleets are all spawning with lvl 9-10 adv flux conduits

6
Mods / Re: [0.97a-RC11] More Planetary Conditions 3.0.2
« on: February 29, 2024, 05:20:24 PM »
Pre release has been updated yet again because I'm stupid. I've personally tested this one, so it should work wonderfully.

7
Mods / Re: [0.97a-RC11] More Planetary Conditions 3.0.2
« on: February 28, 2024, 05:28:30 PM »

8
Mods / Re: [0.97a-RC11] More Planetary Conditions 3.0.2
« on: February 28, 2024, 05:09:04 PM »
Note, the command is untested, as I dont have a save with this bug

Currently, if I try to use this command with the Console Commands mod, I get an error that it is campaign-only.
I don't have any colonies with an overgrown nanoforge, but I DO know about the existence of one, and so far only know of one that exists in my entire System.

My issue is as it stands, I need to load my save to use the command, but I cannot load it due to getting the Intel error when trying to load.

Didnt know it was on load. Ill cook up a solution.

9
Mods / Re: [0.97a] AI Tweaks
« on: February 28, 2024, 04:30:50 PM »
Whats the performance impact for this mod? Has it been sampled (If you dont know what I mean, you can download visualvm and sample starsector to see the performance cost of specific methods and such)?

CPU wise it's on par with vanilla, maybe slightly faster. So anywhere between 1% to 4% of total CPU usage, depending on battle configuration. My code allocates more memory though (maybe that's a Kotlin thing?). Measured with Intellij profiler.

I try to optimize the code. For example, AI Tweaks uses a custom bounds collision checker that's about 5 to 6 times faster than the one in LazyLib. I use the saved cycles to run more logic more often, for better fire precision.

I believe you, thanks for such a nice mod.

10
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: February 28, 2024, 04:06:56 PM »
Is using the .bat a strict requirement, especially if jdk-23+7 is renamed to jre, and Miko_R3.txt renamed to vmparams? Additionally, can this be ran through intellij debugger? If so, how? Run the .bat through it?

11
Mods / Re: [0.97a] AI Tweaks
« on: February 28, 2024, 03:56:11 PM »
Whats the performance impact for this mod? Has it been sampled (If you dont know what I mean, you can download visualvm and sample starsector to see the performance cost of specific methods and such)?

EDIT: Brief sampling shows autofire ai has near negligible perf impact

12
Mods / Re: [0.97a-RC11] More Planetary Conditions 3.0.2
« on: February 26, 2024, 07:15:54 PM »
Note, the command is untested, as I dont have a save with this bug

13
Mods / Re: [0.97a-RC11] More Planetary Conditions 3.0.2
« on: February 26, 2024, 07:15:35 PM »
New update, please redownload

3.0.2:
Fixes intel crashes, use niko_MPC_convertObjectsToEnum command if updating from previous versions
Makes overgrown nanoforges a bit rarer
Overgrown nanoforges have 1 less intel tab

14
Mods / Re: [0.97a] More Planetary Conditions 3.0.1
« on: February 24, 2024, 10:57:27 PM »
API change broke it. Ill have to rework some parts of the intel system for it to work.

15
Mods / Re: [0.97a] More Planetary Conditions 3.0.1
« on: February 16, 2024, 07:18:56 AM »
Just a second hand thought. Have you considered having a unique interaction with this and the HMI mod? They have a funny grey goo faction in there that I think would fit amazingly with the Overgrown Nanoforge if both are enabled.

its a goal, yes

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