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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - Baleg Qhan

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Where does the custom aliases.csv get saved by default? I feel like I have looked everywhere, but I have definitely found it before. Thanks in advance.

2
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: June 24, 2020, 03:36:48 AM »
Thanks for combining your three major mods! I do have a small suggestion, though. It took me a bit to realize they had been combined. I suggest adding Gates to the name. I am not very familiar with this forum. Perhaps you haven't done that because it would require a new thread. Regardless, all of your mods are in my top 10 favorite starsector mods. Thanks so much for your effort!

3
Mods / Re: [0.9.1a] Player Station Construction (v3.0.0)
« on: January 30, 2020, 04:12:03 AM »


No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.

Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?

I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.

On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.
[/quote]
...

Ideally stations would be "under construction" for a period of time during which the player can't build more, but I don't have a quality sprite for a station that's under construction so I don't think I can implement this right now.

I like the idea of having a setting to change the number of stations that can be built, especially for astropoli. I'll look into implementing this.


http://fractalsoftworks.com/forum/index.php?topic=17543.0
[/quote]

Did you see the question about build timer, too? I don't think you addressed it.

4
Mods / Re: [0.9.1a] Player Station Construction (v3.0.0)
« on: January 28, 2020, 09:25:08 PM »
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.

Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?

I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.

On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.

5
Hey Histidine! I don't have a bug or feature request. I just want to say thank you for all of your hard work over the years creating and supporting this mod. My post count is misleading. I've been here since the beginning. Cheers!

6
Mods / Re: [0.9.1a] Player Station Construction (v3.0.0)
« on: January 27, 2020, 04:39:28 PM »
Hey Boggled, I love this mod, but I think I encountered a bug. I was testing the mod, and one of the 3 astropoli I made around a gas giant started at 7 population. Is that intended?

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