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

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Topics - theDragn

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1
Title is kind of self-explanatory, I suppose. When you have two neural link ships, swapping between them will reset the strafe lock toggle to off. I tested with the "invert behavior of strafe/auto-turn keys" setting both on and off.

This part isn't really a bug but perhaps along the same line of thought- is it possible to have strafe lock default to on if we have the "invert strafe/auto-turn keys" setting enabled?

2
Bug Reports & Support / Shock Repeater fails to target armor modules
« on: November 18, 2021, 12:25:20 PM »
Shock Repeaters create an arc to a seemingly-random location around the firing ship when targeting a ship with no weapons or engines (such as station armor modules). This appears to be a bug in EngineAPI.spawnEmpArc(), not something specific to the shock repeater, since I can replicate it just by calling that method.

3
Mods / [0.97a] WhichMod 1.2.2a
« on: July 25, 2021, 04:10:45 PM »
Have you ever posted "which mod is this ship from?" Well, have I got the mod for you!
WhichMod


This mod adds the mod title to the descriptions of all weapons, ships, fighters, and hullmods added by mods.

Example:


Also has the option to use abbreviations instead of the full mod name, and will let you choose the abbreviations. Look in the settings file for more information.


Spoiler
1.2.2a: version number update for 0.97. No other changes.
1.2.2: version number update for 0.96 compatibility. No other changes.
1.2.1: confirmed it works fine with 0.95.1a and updated compatible version number in mod info
1.2: now works on hullmods too
1.1: fixed an issue where it could add the mod title multiple times if you saved and loaded. No clue what was causing that, since descriptions aren't saved, but it's fixed anyway.
RIP to the old janky python script.
[close]

4
General Discussion / question on temporal shell
« on: July 22, 2021, 11:42:59 AM »
Okay so this came up on the discord- Temporal Shell has a blue effect, which makes sense, because if your timeflow is sped up, you would appear blueshifted to an outside observer. The question is, was this intentional or is it just a happy coincidence?

5
Mods / [0.97a] Furry Portrait Pack v1.18
« on: April 03, 2021, 05:43:20 PM »
Furry Portrait Pack

We've got, what, four anime portrait packs? Time for something different.

This mod adds around a hundred assorted furry and scalie portraits. All are sourced from members of the Starsector community.
Seriously, have you ever seen the replies to Alex's twitter posts? Furries everywhere.

Download here.

(there would be a preview here but it looks like github finally cracked down on using them as a bootleg web host)
All images are used with permission.

Are you a furry? Do you have art you'd like in this pack? Submissions are currently closed.
Spoiler
If you want to put your own portrait in here, you can either replace one of the existing images in /graphics/portraits/ (easiest method) or add a new one by placing your image in /graphics/portraits/ and adding a matching entry to /data/world/player.faction (open with any text editor). A 128x128 PNG will give you the best results.
 
[close]
Giving all factions all portraits:
Spoiler
Copy and past the contents of this mod's /data/world/factions/player.faction into all the other .faction files, replacing what's already there.
[close]

Furry Portrait Pack by theDragn is licensed under a
Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
All art belongs to its original owners, not me. (Except for the ones that are mine. Those do belong to me.)

6
Mods / [0.95a] Remnant Command Transfer 1.0.2
« on: March 28, 2021, 10:06:53 AM »
This mod is effectively defunct with the addition of Neural Integrator, but I'll leave it up for anyone that wants to use it. I don't have plans to update this if/when a Starsector update breaks it.

This is a pretty simple little mod that allows you to transfer command to remnant ships. Presumably, you can find enough room for one person and a little command suite in an automated ship.
This does not remove the requirement for AI core officers- you'll still need one of those to operate the ship; this also means you can't set automated ships as your flagship.
Integrating an AI core will still block command transferring. (The code that handles that isn't moddable, unfortunately)

Download:


Changelog:
Spoiler
1.0.2: Removed the version file because it's broken. Not sure why but it's not like this mod will change, so it didn't really need one in the first place.
1.0.1: Fixed the version file saying that it was for High Tech Expansion. Oops.
1.0.0: Initial release.
[close]


Remnant Command Transfer by theDragn is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

7
Mods / [0.95a] WhichMod 0.6
« on: February 18, 2021, 10:53:59 AM »
This is now defunct; see the new WhichMod 1.0 thread here.

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