Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - OmniScrewDriver

Pages: [1]
1
Mods / Re: [0.97a] Ashes of The Domain
« on: March 21, 2024, 01:35:29 PM »
So, how exactly is the new Cryosleeper system supposed to worK?

I've repaired one and sent it to a system with two of my colonies. I was not able to select which planet to park it next to, so, upon arriving in my system, it decided to park itself next to an uninhabited planet. When I interact with it now, I can only select to "Check internal data of this vessel" or "Select Destination", which only lets me select a different star system.

Neither of my planets can build a Cryorevival facility, nor have any new interactions as far as I can tell.

Really not sure what I'm missing here.


2
Mods / Re: [0.9a] Planetary Shield: Access Control (1.0)
« on: March 13, 2019, 07:26:05 AM »
One thing I noticed is that the blueprint description is bugged, kinda.
Looks like you set the description for the shield via scripts (really neat btw), which seems to not want to work for the blueprint? Would be my guess.

Either way, like the idea. Looking forward to trying this out!

3
Bug Reports & Support / Luddic Church not using their own skins
« on: January 02, 2019, 05:41:01 AM »
From what I've been able to tell, the Luddic church isn't using their skins (buffalo, lasher etc.).
Not sure whether this is intentional, seeing as the Church doesn't have access to Heavy Industry.

Adding the "LC_bp" tag to "knownShips" in the Luddic Church .faction file seems to rectify this incidentally.

4
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: October 28, 2018, 05:49:14 AM »
Are the Stenos' Neutrocyte drones supposed to be manned? Seems a bit weird, with them being flagged as drones and all.

5
Im not sure if this has been asked before, but is there a way to disable follower diplomacy (the random events like agreements, weddings and prisoner exchanges) entirely? I would basically like my faction to handle like the independents or pirates. Setting "followersDiplomacy" to false in exerelin_config doesn't seem to do anything and I've not able to reverse engineer how some other factions do it  :P

6
Anyone know how to make the followers faction show up in the intel screen? It's not like it is a big deal but eh lol

You need to edit Nexerelin\data\world\factions\player_npc.faction

Should be a line "showInIntelTab":false, change it to "showInIntelTab":true,

7
Okay, here it is:
Put in Nexerelin/jars
Main download will be updated in a few days; waiting in case anything else that needs fixing comes in.

Sweet, works like a charm. I'm really liking some of the changes made in the last few patches, looking forward to trying these ones out  ;)

8
Not compatible with previous saves!

This includes save transfers?
When I tried to transfer from 0.8.2d to 0.8.3, I got this error
Spoiler
55578 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.captureMarket(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;ZLjava/util/List;F)V
java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.captureMarket(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;ZLjava/util/List;F)V
   at org.dark.transfer.console.commands.LoadSave.deserializePlayerData(LoadSave.java:1897)
   at org.dark.transfer.console.commands.LoadSave.runCommand(LoadSave.java:2133)
   at org.lazywizard.console.Console.runCommand(Console.java:255)
   at org.lazywizard.console.Console.parseInput(Console.java:317)
   at org.lazywizard.console.ConsoleOverlayInternal.checkInput(ConsoleOverlay.kt:290)
   at org.lazywizard.console.ConsoleOverlayInternal.show(ConsoleOverlay.kt:97)
   at org.lazywizard.console.ConsoleOverlay.show(ConsoleOverlay.kt:34)
   at org.lazywizard.console.ConsoleCampaignListener.advance(ConsoleCampaignListener.java:36)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


Edit: I just realized this might have less to do with Nexerelin and more to do with Save Transfer  :-[

9
Bug Reports & Support / Infinite Salvage bug
« on: May 17, 2017, 12:02:04 PM »
Not sure whether this has already been reported or not but a quick look around the bug section didn't reveal any similar reports so here goes. I managed to break salvaging  :-[

Here's how, I;

-entered a debris field,

-miss clicked on a empty slot in my hot bar,

-managed to correctly hit clicked Salvage

and that's where things went bonkers. Clicking the empty slot paused the game, hitting Salvage unpaused it, while also causing the salvage dialogue to pop up. I now was in a dialogue while the game was still running in the background. Sadly I couldn't move my fleet around, though I did see the messages "breaking orbit" and "entering orbit" pop up so something was nonetheless happening.
For some reason I was also able to pound the field of scrap into more scrap, although my men didn't seem to understand my orders as pressing "give the order to fire" didn't actually do anything. Can't really blame them to be honest  ;)
Proceeding with normal scavenging procedures only made it worse, as no matter how many times I salvaged the same field (following the same steps), I kept getting exactly the same amount of salvage (metals, supplies, fuel etc.)
I originally encountered this on a modded build, tested and verified (for myself) that it also happens on a unmodded build. I started a new save with tutorial, followed the same steps and boom, holds were full  :-\

Don't really know what's going on here, but it sure isn't kosher as one could easily load up their holds with supplies and fuel from just one debris field, never needing to make port again.


Pages: [1]