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News:

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

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Messages - Fen

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Mods / Re: [0.95.1a] Arkships V0.3
« on: August 10, 2022, 05:48:36 PM »
Very neat

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Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.1.0
« on: July 17, 2022, 11:47:22 PM »
its really great............... but some ship still ha a default shield rather than hexagonal, example sparrowhawk from blade breakers, is this some kind of blacklist or just didnt apply, or just a bug?

Ships need to be manually whitelisted, as per the OP

  • uses whitelist csv to replace shields based on hullstyle (won't affect modded hullstyle ships unless mod adds whitelist csv entry to its config, or user adds manually)

There's another post that includes an easy to use csv that can get you started, here:

yeah you can replace it with this csv courtesy dhunt (contains a bunch, might need to double check) https://cdn.discordapp.com/attachments/908508642976878702/935804133913530388/hex_whitelist.csv

3
2. And what if a mod update isn't just a compatability patch? what about changing content in such a way that it doesn't work with saves on the previous versions? then as soon as you push put the update it will break everybody's saves

Just on this note in particular; one mod for Stellaris, Gigastructural Engineering, does it quite well. When they update to a new major version that will break saves, they turn the current branch into a legacy one and make a new workshop entry.

Sadly, not many other mod developers follow their lead on this, and it is admittedly an annoying thing to have to do.

4
Mods / Re: [0.95.1a] Animal Portrait Pack
« on: July 10, 2022, 02:43:46 AM »
The fennec is a 10/10 from me

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Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: July 04, 2020, 06:49:50 AM »
I always play with randomized core worlds so never cared to solve it, personally xP

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Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: June 30, 2020, 03:48:53 AM »
Can you add a menu scrollbar to colony structures/industries? I have gotten to were i can make so many industries that i cant see em all. And yes you are not limited in terms of how much you can build AND you get all the bonuses still. plz add the menu scrollbat yto our colonies structure list or make it into a list
That's hardcoded.
Well damn that sucks. Maybe the dev can add that in? After all i cant turn a world into an outright fortress/ economic powerhouse AND manage it without a scrollbar

IIRC, it is one of the things planned for 0.9.2

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Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: June 28, 2020, 09:44:13 PM »
Perhaps it’s a bug but I’ve never had it placed in my storage.

It doesn't go into the player storage, it goes into the resources stockpile on the market.

I think you misread their question. They're asking why it doesn't provide any in the player storage, like how the Variable Assembler from Industrial Evolution does. imo the reason is pretty simply that there's little reason to as they're intended to be used for industry upkeep, so it makes sense for you to have to buy them off your colonies, but I'm also not the mod maker xP

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Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: June 24, 2020, 08:36:40 PM »
I understand where you're coming from, but I don't think I can remove the food demand without making changes to core starsector files (which would introduce conflicts with other mods).
Really? Unknown Skies adds two colony conditions that remove drug demand, and if I recall correctly, the "Habitable" condition does the same with a planet's base organics needs, so I had the impression that it was relatively easy. My mistake if it isn't.
What if I implement an arcology-unique building that can produce food without taking up an industry slot?
A food industry that doesn't take an industry slot would be pretty cool and make arcology worlds more distinct, but as someone who plays with Industrial Evolution and other mods that add new structures, I can see myself removing it in favor of farming on a terran world the moment I reach the structure hard cap.
Though, I suppose you can't base your mod development around a problem that doesn't exist in vanilla.

This was gonna be my suggestion too. If it's possible for the arcology project to add a colony condition that counters the food demand, that'd absolutely be the best way to go in my opinion. If it isn't possible, then ah well, I can live without it.

Also agreed on the point about building slots. Whether or not something takes an industry slot isn't really an issue in my opinion, especially with Nexerelin giving us the ability to make colonies autonomous (effectively letting us run as many colonies as we like), it's the 12 slots per colony that's the real problem that has to be worked around. Looking forward to 0.9.2 when that should hopefully be addressed, but until then, that's the real limitation we have to work around.

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If you mean to have a hullmod be permanent on a ship and otherwise not removable, that is straightforward to do. Making a selected hullmod in the refit screen permanent upon selection for a cost (what I'm assuming you mean) would probably be much harder (never tried so I could be wrong though).

Yeah, I mean paying to make a hullmod into a permanent part of a ship.
So for example, paying 250,000 to add Military Subsystems to a ship as a built-in feature, like how some support ships have ECM, ECCM, and/or Relay mods as features.

10
Has anyone attempted to make a mod that lets you build hullmods into a hull permanently? How difficult would that be to do?

Coming in the next Starsector update. (Story points allow you to do this iirc twice?)

Oh, that's pretty cool. Guess I'll catch up with what's coming then, been away from the game for a year or so xP
I hope they make the limit and cost easily accessible to mod.

That's straightforward to do, and it's also going to be a feature of the next starsector update iirc.

That's interesting. I'm surprised no one made it in the meantime if it's pretty straightforward.
I guess the positive side to that is that if it's too restrictive/limited in the next update, it shouldn't be hard to add in another avenue to do it

11
Has anyone attempted to make a mod that lets you build hullmods into a hull permanently? How difficult would that be to do?

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