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Topics - Sundog

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1
Spoilers concerning the main quest and something you can find in a far-flung system
I was certain there would be some way to use evidence of Project Safeguard as blackmail to help deal with the AI inspection crisis in some way, but I haven't found any way to do so. Even when talking to Daud with inspections imminent, all I got was this:



It seems like word of project safeguard getting out would be much more damaging to the Hegemony than mysteriously losing a few inspection fleets. Am I just missing something?
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2
Mods / [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« on: February 13, 2024, 12:32:22 PM »
Perilous Expanse
(A more challenging alternative to Nomadic Survival)



Change Log and Old Versions (shared with NS)

Compatible with all mods except for Fuel Siphoning and Nomadic Survival (due to overlapping functionality)
Can be added to existing games.
All updates are save-compatible unless stated otherwise.
Integrated with
Version Checker
Can NOT be removed from games in which it was already used.
Configurable by editing the OPTIONS.ini file in the mod folder or using
LunaLib to edit settings in-game.


In the base game, all you need to easily access the entire map is a single, cheap fuel tanker.
This mod changes that by making resource management and survival an integral part of exploration.


Perilous Expanse makes the sector seem much larger.
Not by increasing distances and travel times, but by making it necessary to find ways to refuel during long expeditions.
It drastically limits how far you can travel without refueling, but it also provides several new ways to obtain fuel.
This makes expeditions to distant stars a matter of careful planning or clever improvisation rather than just bringing more fuel tankers.
Several parts of the map may even seem unreachable until you unlock new abilities, learn new tricks, discover helpful artifacts, or figure out new ways to craft fuel.

Features:

Everything from Nomadic Survival


This mod is essentially an alternate version of Nomadic Survival with different default settings and a few additions.
  • Survey planets to discover sites where operations can be conducted to exploit or exchange resources.
  • Siphon fuel from nebulae.
  • Embark on extended expeditions to collect valuable Anomaly Data.
For a gentler experience that adds to exploration without overhauling it, go with Nomadic Survival instead of this.

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Overhauled Fuel Economy

  • Maximum travel range is drastically reduced. Not only does traveling through hyperspace require twice as much fuel, but the drive field anomaly cannot be prevented (unlike Nomadic Survival). This means tankers will gradually lose their usefulness the further you travel without interacting with a colony (or stabilizing your drive field in some other way).
  • While fuel capacity is limited, it is easier to come by. The base-price of fuel is reduced from 25 credits to 10. This makes it cheaper to buy, but also means fewer resources are required to siphon or craft it.
  • Fuel siphoning is less efficient outside of nebula systems (40% vs 75%). With the default settings you get 10 fuel per unit of supplies in nebula systems, but only 4 fuel in normal systems.
  • The Auxiliary Fuel Tanks hullmod has been changed. Some ships have extremely poor fuel capacity, making them undesirable for exploration with this mod. The new effect alleviates that by benefiting those ships far more than ships with high fuel capacity. It also costs very few ordnance points, making it an obvious choice for ships with low fuel capacity that you want to bring on expeditions.
  • The Bulk Transport skill has been changed to only increase fuel capacity up to 25% instead of 50%. This change does not apply if Quality Captains or any other mod that overrides Bulk Transport is used.
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A Few Other Changes

  • Survey and analyze missions with objectives further than 10 LY from the center of the map now offer additional payment to compensate for increased difficulty and danger.
  • The "spacer start" is enabled as an option for new games. It's a challenging vanilla feature that is normally hidden.
  • The accessibility penalty for distance from other colonies has been halved in order to avoid discouraging exploration of distant worlds. To compensate for this, base upkeep costs are increased by 20%.
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Questions and Answers

Why make an alternative version of Nomadic Survival?
I've wanted to turn Starsector's exploration into a more challenging and dynamic experience for a long time. While Nomadic Survival provides most of the features necessary to do that, I stopped short of limiting fuel range because I knew most players would want the new features without the increased difficulty. But that meant it didn't provide the experience I wanted to create, except with a great deal of tweaking. Without limited travel range, the "crafting system" of Nomadic Survival is merely a novelty, instead of being a necessary part of travelling great distances, as it was always intended to be.

Perilous Expanse could have been some sort of settings preset or mod pack, but I thought it would be best to make it a separate mod for several reasons:
  • While providing many of the same features, both mods have completely different goals and audiences.
  • Being able to add features and change settings that wouldn't make sense for Nomadic Survival.
  • Saving settings independently for each mod with LunaLib, preventing saved Nomadic Survival settings from overwriting the Perilous Expanse defaults.
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Can I switch between Perilous Expanse and Nomadic Survival?
Yes. The number of ordnance points used by any ship with Auxiliary Fuel Tanks installed will change, but that should be the only issue.
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Do settings for Nomadic Survival affect this mod?
No. Both mods provide the same options, but your settings are saved separately for each mod.
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How do I undo the changes to accessibility and upkeep?
Open "Perilous Expanse/data/config/settings.json" and remove the lines for the settings you don't want this mod to change.
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How do I get rid of the changes to Auxiliary Fuel Tanks?
Delete "Perilous Expanse/data/hullmods/hull_mods.csv"
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Can I undo the Bulk Transport nerf?
No. You'd have to switch to Nomadic Survival to get rid of that.
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Will mods that are integrated with Nomadic Survival also work with Perilous Expanse?
Mostly.
Any additions to the files in "/data/config/nomadic_survival" (such as new operations) will work for both.
Both mods use the exact same code, but they have different IDs, so if a mod checks for one ID it should generally check for both.
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3
Bug Reports & Support (modded) / CTD while navigating intel
« on: February 10, 2024, 10:01:50 PM »
Game crashed after clicking an intel item in the "new" tab. I haven't managed to reproduce it.

Stack trace
6966339 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.õ00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.tagsChanged(Unknown Source)
   at com.fs.starfarer.campaign.command.oO0O.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Mods
Several of these are my personal/WIP/unreleased mods. The ones that add intel items are starship legends and perilous expanse (which is basically nomadic survival. They share the same .jar)

{"enabledMods": [
  "lw_console",
  "sun_flexible_officer_management",
  "sun_flux_reticle",
  "sun_hyperdrive",
  "lw_lazylib",
  "lunalib",
  "sun_new_beginnings",
  "sun_perilous_expanse",
  "sun_personal_vengeance",
  "sun_ruthless_sector",
  "speedUp",
  "sun_starship_legends",
  "sun_bl_tweaks",
  "sun_tweaks"
]}
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I found two other reports with stack traces that seem to be the same as mine, but with names that are different due to obfuscation in different versions. My crash was with 0.97, but both of these seem to be with 0.96 based on when they were reported.
https://discord.com/channels/187635036525166592/619635013201428481/1157511269780295821
https://fractalsoftworks.com/forum/index.php?topic=20836.msg421796#msg421796

In the second report, wodzu_93 lists two mods in common with me: LazyLib and LunaLib. Neither of these touch the intel UI afaik, so I suspect that this is either a very rare vanilla issue or, more likely, it's caused by intel items from multiple mods that do the same thing wrong (e.g. changing their tags in an unsupported context). That's assuming the stack traces are actually the same, which I can't think of a way to check.

4
It's one of the bounty hunters sent by TT, if that's relevant. Other fleets in the system behaved normally.
Spoiler
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Game is modded, but not with anything I think might cause this.

Also! Does the "We have 'business' to discuss" conversation with station king at a pirate outpost pertain to the pirate raid crisis? It seemed to, but I saw the option for it long after the pirate raid was dealt with.

5
In the screenshot below, the effective hazard rating is listed as 234%, but it is listed as "x 2" for the upkeep multiplier calculation. This is in spite of the first tooltip saying "The hazard rating results in a x 2.35 upkeep multiplier"
Spoiler
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Also note 234% on the main screen vs 235% / 2.35 in the tooltip.
I used dev mode and console commands in a fresh new game, so that might be part of why this happened. I did allow time to advance for a few months without dev mode active, but nothing changed. The population growth rate reduction from hazard rating seems to be consistent.

6
People often post things about Starsector that make me think "it's a shame no one on the Fractal Softworks team will ever see this." This is a place for everyone to re-post such things.

To start, two recent posts from reddit:
Thank You
This game is brilliant, I'm really digging Starsector

7
Nomadic Survival



Change Log and Old Versions

Compatible with all mods except for Fuel Siphoning and Perilous Expanse (due to overlapping functionality)
Can be added to existing games.
All updates are save-compatible unless stated otherwise.
Integrated with
Version Checker
Can NOT be removed from games in which it was already used.
Configurable by editing the OPTIONS.ini file in the mod folder or using
LunaLib to edit settings in-game.


Nomadic Survival makes exploration more interesting by adding sites to planets that allow you to perform various operations.
It's a mod about crafting the resources you need instead of returning home to restock.

It also adds a (completely optional) challenge that dramatically limits the usefulness of fuel tankers.
This makes it necessary to scavenge, steal, and craft fuel as you go.





For an extra challenge that overhauls exploration to make it more dangerous and dynamic, I recommend using Perilous Expanse instead!


Features:

Planetary Operations
Planetary operation sites are revealed once planets are surveyed, and give you the option to acquire one type of commodity by sacrificing other commodities. Typically this is most useful for converting vendor trash like metals and organics into things you need, like supplies and fuel. Sometimes you'll find opportunities to free up cargo space by converting low-value resources into high-value ones. Every once in a while you'll even discover ways to turn a profit, especially if you consider how operations that are near each other might be used together. Currently, there are over 50 planetary operation types to discover.

Planetary type and conditions determine the operations available on each planet. If a planet has plentiful volatiles, there's a good chance you can extract them. Habitable planets are likely sources of food. Decivilized worlds are often home to communities that will trade with you. Some of the abandoned factories and smelters found within ruins can be made operational. Operations of the same type can also be different, having variations in cost, yield, and skill requirements.

Rare sites: Most of the sites you'll find will be the kinds of things you'd expect; exposed outcrops of ore, remnants of civilization, or waypoint stations where you can refuel or resupply. But some of them will be unusual, sometimes granting valuable data. Discovering one-of-a-kind sites will even grant a story point.

Surveyors found at dockside bars can often be persuaded to divulge information about the planets they've explored, revealing the locations of several useful sites.


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Intel Logging
Under the "Planet Ops" tag in the intel screen, you can find a list of each of the planetary operation sites you've discovered. Each entry provides details about how the operation works. The list is sorted by distance from your fleet and can be filtered by commodity type.


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Fuel Siphoning
The "Siphon Fuel" fleet ability gives you the option to convert supplies into fuel at nebulae. It works in any nebula, but it works best in the few nebula type systems scattered across the sector. With the default settings you get 4 fuel per unit of supplies in nebula systems, but only 3 fuel in normal systems. This makes nebula systems great places to refuel, but also allows you to get fuel at a higher price in an emergency.


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The Drive Field Anomaly
This mod is about living off the land of the various planets found throughout the Persean Sector. You can always stock up on enough fuel and supplies to circumnavigate the sector three times, but I find that it is much more enjoyable to acquire the resources I need as I explore. The drive field anomaly is a (completely optional!) game mechanic that provides an incentive for that playstyle. To dramatically oversimplify it, the anomaly causes certain conditions to convert your fuel into Anomaly Data, a new commodity that takes up no cargo space (making it as good as credits as long as you live long enough to sell it).

Anomaly data can be acquired by performing certain planetary operations, but the best way to get it is by studying the drive field anomaly. Unfortunately, this means allowing the anomaly to interfere with your drive field, and therefore your fuel supply. As you travel further through hyperspace, the anomaly will advance to increasingly dangerous stages and drain your fuel at a higher and higher pace. This will continue until you dock at any market, which will reset the anomaly to its initial, harmless stage. Thankfully, fuel stored in military-grade ships is protected from the increased fuel consumption caused by the anomaly. Ships with militarized subsystems suffer half the effect. This means tankers become less useful the further you travel.

To compensate for this effect, fuel lost due to the increased consumption rate is replaced by anomaly data of equal value. If you make it far enough you will also begin to accrue data simply for traveling through hyperspace. More data can be collected in this way by increasing the sensor strength of your fleet. With the right fleet, it can be very profitable to mount prolonged scientific exploration expeditions.

It's worth paying close attention to the "Drive Field Anomaly" intel item if you want to learn to take advantage of the anomaly. The anomaly is rather complicated, but I've done my best to explain things clearly and provide relevant info. In the screenshot below, my fleet has a total of 553 fuel, but only 283 of it is stored in militarized civilian ships. Once I have only 270 fuel my fleet's fuel consumption will return to normal, regardless of the anomaly stage.


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Tips:

For Extending Your Expeditions
  • It's important to keep your fleet's supply/fuel consumption as low as possible while still bringing the ships you'll need to accomplish your goals.
  • Industry is your "survival" skill tree, but don't neglect the others because...
  • Combat is a great way to replenish resources, especially if your fleet can efficiently dispatch pirates.
  • You can find out about new bounties by claiming or building comm relays.
  • To get analyze/survey mission postings from relays you own you'll need to have a comm sniffer installed in a relay of the posting faction.
  • Take note of survey/analyze mission postings that have useful or valuable targets.
  • The best reason to investigate distress calls is to loot the pirates who will probably ambush you.
  • If your cargo holds are nearly full it is sometimes best to wait until later to explore those ruins or salvage that mining station. I recommend using Captain's Log to keep track of where such things are.
  • Stabilizing cargo pods is a cheap way to invest in your future, but don't fixate on always retrieving them. That stack of 1k metal is only worth about $30k.
  • Effective use of slipstreams can significantly improve your gas mileage.
  • Gas giants often have operation sites for getting volatiles and fuel. It's often worth it to survey them for this reason alone, as long as your fleet can do so without spending too many supplies.
  • This mod pairs well with the mining feature from Nexerelin, enabling you to refine ore instead of selling it.
  • If you're running out of storage space, consider performing operations that give you anomaly data, which takes up no space.
  • Fuel that exceeds your storage capacity can automatically be converted into data at any time by clicking the toggle found in the fuel tab of the Drive Field Anomaly intel.
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For Dealing with the Anomaly
  • Remember that fuel lost to the anomaly is compensated for. The anomaly reduces your travel range, but shouldn't increase the cost of travel too much.
  • The fuel cost of leaving a system via jump-point, transverse jump, or gate is not affected by the anomaly.
  • The various fuel sources you'll discover can be thought of as "stepping stones" to extend your range.
  • The surveyors you'll meet at dockside bars will often reveal the location of fuel sources in areas you haven't explored yet.
  • If the primary purpose of your expedition is to gain data, you'll want to have a high ratio of sensor strength to fuel consumption.
  • Unsurprisingly, exploration themed ships like the Apogee and Odyssey are great for exploration.
  • It might be worth installing auxiliary fuel tanks on combat ships to increase your reserve of protected fuel.
  • Militarized tankers still have excellent travel range, but it's not worth bringing too many.
  • Sometimes it can be useful to scuttle a rundown tanker once its fuel is depleted, using it as a one-way ticket.
  • Your fuel range indicator is adjusted to compensate for the anomaly, but the additional variables make it even less precise than before.
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For Stabilizing Your Drive Field
"Stabilizing your drive field" refers to resetting the drive field anomaly to its harmless "inert" stage. By default, you can do this at any time by toggling the "Prevent the Anomaly" button in the "Drive Field Anomaly" intel item. These tips are for the masochists who choose to disable that option.
  • In addition to markets, you can stabilize your drive field by interacting with a black hole in dire (or carefully planned) situations.
  • It is useful to know the location of Pirate and Pather bases so they can be used to extend your range.
  • Distributing your colonies throughout the outer reaches has disadvantages, but it will make exploration much easier.
  • If you're using Nexerelin, you can construct outposts that stabilize drive fields, in addition to stocking fuel and supplies.
  • Otherwise, it might be worthwhile to establish temporary way-station colonies sometimes.
  • In addition to costing much less fuel, using a gate doesn't advance the stage of the anomaly.
  • If you have a topographic data chip, you can right-click it to instantly stabilize your drive field.
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For Surviving Desperate Situations
  • Suspend repairs if you're low on supplies, unless you're planning a last-ditch battle to get more.
  • It's important to always have a plan for getting home, and to recognize when you need a new plan as soon as possible.
  • The sooner you decide to scuttle ships, the fewer ships you'll need to scuttle.
  • Don't forget about distress calls. They're a great way to lure-in hapless victims or greedy pirates.
  • Respeccing your character costs one story point. Sometimes that's a small price to pay for the skills you'll need to get back to civilization.
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Questions and Answers:

For Mod Users
Can I add this mod to an existing game?
Yes, and the planets you've already surveyed will have operation sites added to them.
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What options does this mod provide?
You can use LunaLib or edit NOMADIC_SURVIVAL_OPTIONS.ini in the mod folder to change a few miscellaneous things. You can also change how specific planetary operations and anomaly tiers work by editing the files found in mods/Nomadic Survival/data/config/nomadic_survival/
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Does this mod conflict with any other mods?
This mod already includes Fuel Siphoning, and they can't be used together.
Perilous Expanse is an alternative version of this mod, so only one should be used at a time. It's safe to switch between them.
I'm not aware of any other incompatibilities.
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Can I remove this mod from my game?
No. Future versions may have the option to do so.
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How is it determined if a ship has protected, militarized, or vulnerable fuel storage?
  • If a ship has the Militarized Subsystems hullmod then it will have Militarized fuel storage
  • If a ship has Civilian Grade Hull but NOT Militarized Subsystem then it will have Vulnerable fuel storage
  • Any ship without Civgrade will have Protected fuel storage UNLESS it has a higher base fuel range than an Apogee (100 light years, the highest non-tanker travel range in the base-game). In that case, it will have Militarized fuel storage.
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Does marine experience affect how many are lost during operations?
No. The same number will be lost regardless of their experience level, but they do earn experience from operations. It would be neat if experience made a difference, but it would require a great deal of extra code to make it work well.
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Why are organics required to produce fuel instead of just volatiles?
Because I think it's a more interesting recipe, basically. If the only input was volatiles then it would be too easy to carry the ingredients for fuel in cargo. As for a lore reason, it's because industrial-scale fuel production can efficiently reuse the organics that would typically be consumed. Or something.
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Does this mod have any known issues?
Nothing major, but the intel screen isn't meant to filter and sort large lists, so the operation list may be a bit slow sometimes if you've discovered many operations.
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For Mod Authors
I'm happy to help with integration in any way I can, so feel free to ask for clarification/help/etc.

How does integration work with this mod?
By merging data from any of the csv files found in /data/config/nomadic_survival/.
No code required. See this post to learn how file merging works.
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How can I add new planetary operations?
By adding a planetary_operations.csv file to your mod and adding an entry to it.
Here's an example mod: https://github.com/NateNBJ/NomadicSurvival/releases/download/v1.0.0/Nomadic.Survival.-.Example.Operation.zip
Note that operation site locations are determined the first time a game is run with Nomadic Survival, so newly added operation types will NOT be added to planets in existing games.
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Can I override content from this mod?
Yes, entries with identical IDs will be overwritten. For your mod to overwrite Nomadic Survival instead of the other way around, your mod will need to be listed after this one in the launcher's mod list.
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How can I test to make sure something is working the way I expect?
Start a new game with your mod, this mod, and Console Commands running and use the "survey all" command to reveal all planetary operation sites. To quickly travel to a site, activate dev mode, select it in the intel list, and click the "Go to Planet" button.
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How can I prevent surveyor bar events from appearing at markets owned by my faction?
By adding a surveyor_event_blacklist.csv file to your mod and adding your faction's ID to it.
Note that surveyors never appear at markets that are not shown in the faction intel list.
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About Nomadic Survival
Source Code

Thanks
Alex and the rest of the Fractal Softworks team, for this excellent game and its outstanding modding API.
LazyWizard, for making this mod much easier to test using Console Commands.
kazi, for the guide on setting up Intelij IDE

Permissions
All assets from this project may be used without obtaining explicit permission as long as...
No laws are broken and Fractal Softworks' terms of service are not violated
The original authors of any code or assets used are credited
Nothing taken from this mod is used for nefarious purposes
[close]

8
Inspired by feedback for ruthless sector as well as other suggestions for addressing the same problems (e.g. https://fractalsoftworks.com/forum/index.php?topic=23746.0).

Officers can be a significant expense until we get an empire up and running that churns out credits, but the only way to manage that cost is to permanently fire them. In practice, this leads to new players unintentionally bloating their expenses before they can afford it. Those of use who know better will weigh the long term cost against the benefits of hiring new officers, and may avoid deploying officers to avoid giving them a raise, but it's always a bit weird and annoying to find a level 7 officer that won't be able to pull their weight for several years.

Making officers cost much more money to deploy than to simply keep around is the simplest solution to these problems that I've thought of.

9
Modding / Is this too dark for Starsector?
« on: January 10, 2022, 04:33:07 PM »


Think Starsector's atmosphere is dark enough that this wouldn't be too out of place? Seems pretty cruel to subject crew to the player trying to be a "cool boss"

Also, trying to match the quality of David's prose (and art for that matter) is an exercise in futility. That guy needs to take it down a notch so mod makers have a chance of creating content that isn't out of place in the game /rant

10
Bug Reports & Support / Built-in Shield Shunt Exploit
« on: December 20, 2021, 09:16:57 AM »
More of a neat exploit than a bug, but...
Adding a makeshift shield generator allows you to add a shield shunt, which is automatically removed if you remove the generator- unless the shield shunt was built in first:
Spoiler
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Also, I haven't found a single change in 0.95.1 so far that I don't appreciate!

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Modding / Toggle Strafe and Turn to Cursor Mod
« on: May 06, 2021, 09:46:42 AM »
Would anyone here be interested in making such a mod?

0.95a added two new methods to the API that make it easy to make a mod that toggles the "Strafe and Turn To Cursor" setting mid-combat:
Code: java
Global.getSettings().setAutoTurnMode
Global.getSettings().isAutoTurnMode
I've already added this feature to my flux reticle mod, but I've had two requests so far to be able to disable all functionality other than auto-turn toggling. I think a better solution would be to create new mod just for this (mostly for "marketing" reasons, as "flux reticle" doesn't exactly make it clear that this feature is part of the mod. I'd make it myself, but I prefer not to maintain mods I don't use, and I thought this might be a good coding exercise for another mod author. The flux reticle source is freely available as an example: https://github.com/NateNBJ/FluxReticle/tree/master/src/flux_reticle

Any takers?

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Generally, the new raiding system does its job just fine, but it turned out to be much less exciting than I was hoping, and it has a few problematic quirks. My suggestions:


Complications and Opportunistic Objectives
Unlike ship battles, raids are never tense or exciting because success is a foregone conclusion, with gains and losses both being very predictable. Raids basically boil down to a complicated financial transaction. We have a variety of ways to get "discounts" for the cost of raids, which I think is great, but raids themselves are much like a cheaper version of using the black market. I think raids should be more eventful and unpredictable, with interesting, difficult decisions to be made. To this end I suggest raiding events: simple, randomized text events that occur after we commit to raids. For example, raids could be complicated by ambushes, mishaps, opportunistic objectives, or bad intel. Events would display a blurb and prompt us for orders about how our marines should react to the situation. Functionally, this would usually be a choice about which resource should be sacrificed in order to achieve the objective (e.g. green marines, vet marines, commodities, relationship, credits, etc. Ground support ships might even be attacked, risking permanent damage or destruction). In most cases we should have the option to abort the raid to avoid any meaningful losses, or spend SP to achieve the objective without significant losses. Events shouldn't be all bad, of course. Sometimes opportunities should arise to allow us to achieve an additional, secondary objective. For example, our marines might discover Pearsian League prisoners while raiding Jangala if there are currently hostilities between Heg and PL, and we could choose to rescue them for PL rep at the expense of some fuel (due to the surgical bombardment necessary to accomplish the goal). Other opportunistic objectives could be blueprints, ships, weapons, or anything, really. Some events might make us choose between our original objective and a different, emergent opportunity. It might take some tricksome wordplay, but I think it would be possible to make events like this very diverse without custom events for each combination of sacrifices and/or objectives.


Better Feedback About Consequences
While some costs of raiding are made apparent (marines, rep, economic impact), there are some that are not. I think the risk of decivilization is the biggest downside of raiding, but it isn't mentioned anywhere as far as I know. For something that can permanently make the game world less interesting, decivilization is far too easy to cause accidentally. If hostilities against a market might result in it decivilizing, I think a simple, highly visible warning should be displayed after clicking "Consider your military options."

Similarly, it's difficult to tell whether or not a raid will have a net benefit to the experience of our marines. I have no idea what determines how much experience they gain or how heavy losses need to be for experience to decrease. The actual formula behind how crew losses are calculated is fairly opaque as well. I've read that losses scale proportionally to the number of marines in inventory? I'd have to test that myself to be sure, in spite of conducting dozens of raids. I don't have any solid ideas for improving feedback for this. Might be best to just "eh, oh well"


A Way to Raid in Spite of Idling Fleets
I like how we need to sneak into markets to carry out raids if we want to avoid engaging the defenses, but sometimes that's made impossible by some fleets that can't be lured away or scared off. It's frustrating to wait for a fleet to finish "preparing for patrol duty" and fly off only for another patrol to spawn and prevent raiding. It would be nice if there were some way to get around this. The simplest solution would be to ignore such fleets when checking for defenses. The awesomest solution would be allowing us to raid in spite of defenders, but having defenders attack our raiding party of ships in a pursuit scenario. I know this would basically necessitate an overhaul of the raiding system, but I'm not entirely joking. I'd love to have a reason to put weapons on logistical ships.


Quality Over Quantity
It's strange that the hegemony, an authoritarian empire spanning many star systems, would allow a known deviant like me to waltz up to their most populous world with the capability to permanently cripple its primary industry. Also, the way raiding capability is simply purchased is somewhat uninteresting. Finally, it's simply too easy to make a killing by raiding, which is only limited by money, which we can easily get by raiding. I think all three situations could be improved quite a bit with the right type of gating mechanism. What if markets with structures or industries that improve ground defenses could only be raided with a sufficient amount of a highly illegal resource that is very difficult to acquire, similarly to how surveys require heavy machinery? Predictably, I'm thinking of heavy armaments (I know possible roles for HA in raiding was a hot topic at one point, so I apologize if this exact thing has already been suggested). As it exists currently, heavy armaments wouldn't do the trick, because they are easily acquired and only considered illegal by one or two factions. For HA to work well as an interesting key for raiding well-defended markets, factions would need to treat them like a true threat to their stability. They would need to be very hard to find, even on the black market. More importantly, patrols would need to conduct routine inspections regardless of black market activity, especially if our standing toward the patrol's faction is inhospitable or suspicious. Raiding codes might reduce the amount of HA required to raid a market by a flat amount, perhaps making it possible to raid a market with basic ground defenses without any HA at all.


Done. Thanks for reading and considering!

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Not sure if this belongs in the modded bugs thread or not since settings changes could be considered modding, but commissions award the same amount of credits per enemy ship destroyed regardless of what "factionCommissionBounty" is set to. Tested with only console commands and lazylib

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Bug Reports & Support / [0.95a-RC12] Time travel during "At The Gates"
« on: April 19, 2021, 02:40:58 PM »
Reproduction steps:
  • Get to the point in "At The Gates" where your objective is to "Contact Academician Scylla Coureuse about what she needs you to do"
  • Talk to Baird first instead. This will replay the conversation where you first get the Janus device
  • Immediately open the comms directory and contact Scylla. This will display the portentous "REQUEST DENIED" message instead of the next conversation in the quest chain.
After that you can talk to Scylla, and it seems like you can continue the mission without issue. Not sure if that's actually the case though.

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Repro steps:
  • Open the refit screen for a ship
  • Make sure a non-player officer is assigned
  • Right click the officer portrait to unassign them
  • Hover over the empty portrait area

Expected result: A tooltip will be displayed for the officer that was previously assigned

Issue doesn't persist after navigating away from and back to the refit screen for that ship

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