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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Messages - miles341

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1
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.13
« on: January 27, 2020, 03:27:05 PM »
Hi, I think there is an issue with the ristreza-class front mounted weapon, the gleipnir cannon, it doesn't seem to ever shoot.
I believe that weapon can only fire when the ship system is fully activated.

2
Mods / Re: [0.9.1a] Kingdom of Terra (v0.8) - Dino Babies
« on: January 23, 2020, 03:11:59 PM »
...
 The faction is tied to a planet and a system, which are only created during a new game. So if you add it to the existing game, it won't break the game, but the faction won't exist, so there will be nowhere to buy (most of) the ships. You WILL still be able to find blueprints, and most weapons (plus a couple ships) are available to pirates and other factions. So you will get a partial slice of the content in your current playthrough. Although I might be wrong on some of this info.
...

Additionally, if you have Nexerelin, you should be able to take over a planet and gift it to the faction. Make sure it has a heavy industry before you do, and they will make better quality ships. This gives the faction a leg up in the sector, and effectively adds them fully to your in-progress game.

3
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: January 22, 2020, 06:17:06 PM »
...
All in all I think Scmp did a fantastic job with the planet types and resources. Sadly there is no in game analogue for the farms of Ganymede (see "The Expanse"), as the real limiting factor for Earth's solar system is that only Earth can have a farm. Terraforming the planets will not make the game retroactively apply a farming option, sadly. It would be interesting though if such a thing might be doable once a planet has been rid of all it's negative conditions, like some sort of tavern encounter option, hiring an agricultural specialist or something.

Actually, the DIY Planets mod in this forum has it so when the planet progresses past a certain amount of terraforming, it adds farmland, getting better the closer towards a terran planet you go.

4
Apparently you can't build several of these ships in the custom production tab. I ask for it to build, but it just takes the money from my account, gives me supplies, fuel, and crew, but it never actually gives me the ship, and it stays in the request list forever. IIRC it may have something to do with having no actual pre-designed variant available.

If it helps, the ones it's happening with was one of the mythril cloak mods (The one with the front autocannon I think) and the two lotus flower versions. There might be more, those were just the ones I noticed.
Thank you for the report! You're right, I neglected to add them to default_ship_roles.  Sorry about that! Here's a quick fix, since there are a few things already in the pipeline in the main mod file!

Download hotfix here
Thank you!

5
Apparently you can't build several of these ships in the custom production tab. I ask for it to build, but it just takes the money from my account, gives me supplies, fuel, and crew, but it never actually gives me the ship, and it stays in the request list forever. IIRC it may have something to do with having no actual pre-designed variant available.

If it helps, the ones it's happening with was one of the mythril cloak mods (The one with the front autocannon I think) and the two lotus flower versions. There might be more, those were just the ones I noticed.

6
Mods / Re: [0.9.1a] Stop Gap Measure - Ships for Vanilla
« on: December 27, 2019, 07:27:06 PM »
You mentioned that you removed the cluster launcher, does this mean it will be incompatible with previous save files?

7
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: December 08, 2019, 09:13:23 PM »
Can't seem to find this on the forum; but what is the nanoforge(s) parameter for heavyindustry or oribtalworks?  I.E.  "addindustry orbitalworks prestine_nanoforge alpha_core" only adds an orbital works with an alpha core.  No setting for nanoforges seem to be set for this command (at least to the best of my abilities I have not been able to get any nanoforge type to spawn in with the addindustry command).

Are nanoforges set in the parameters for the addindustry command?  If so, what are they?

BUG REPORTS
1) I noticed a bug with the non-dev version recently released where if you increase the population; the industry max number does not increase with it.  This same thing happens whether I do a "RunCode" command or a simple "addcondition" command.
2) On rare occasions; increasing the population via console command will result in 2 population numbers in the UI.  Let's say you start out with a population of 3 for a settlement.  You use console commands to increase the population to 7.  However when you look at the settlement stats, it shows the 3 symbol still but a new population symbol representing the 7 is now next to it.  This seems to be purely a UI glitch as everything else changes in regards to the increased population.  Leaving the settlement and coming back does not make this glitch go away.
Not sure about the rest, but for the nanoforge issue I might have an idea. Not sure if you copy-pasted the code for adding the nanoforge, but you seem to have mispelled "pristine" as "prestine". Maybe that's it? Otherwise, it might be that the nanoforge code uses "baseItem_modifier" as that would keep them together when ordered alphabetically, so maybe try "nanoforge_pristine"? That logic doesn't make much sense when you compare it to the alpha core which does it the other way around, but I have no idea otherwise... Maybe the ordering needs to be different, like do the core then the nanoforge?

8
Is there a way to buy or sell stuff in player-controlled colonies? I need some supplies but can't get any since I can't buy them from my own colony.
you need to build a commerce first (takes 1 industry slot), then you'll be able to trade in your colonies.

Or if you just need supplies and fuel, you can build a Waystation. Doesn't let you sell stuff, and only allows you to buy supplies/fuel and whatever the colony produces, but doesn't cost an industry slot and improves accessibility, as well as being cheaper. Also the supplies will be cheaper, as it always sells at base price, eg. 100 per supply, 30 per fuel.

9
Hello. I'd like to start with well-deserved praise for this mod making Starsector a lot more replayable and entertaining. The different factions waging war against each other, conquering each others planets as well as making new colonies are all very welcome additions.

There is, however, one issue that I keep having. Whenever I get notifications about attempted invasions or raids, even after I prevent those by defeating the fleets, the notifications remain in my "Important" tab in the Intel screen, forever. This has been less annoying during a playthrough where I was having my own faction, however, during another one, where I had a commission, when I'd open my intel screen, and the "important" tab in particular, the entire map would be riddled with notifications about stuff that has been long, long dealt with and should not be cluttering my map. This is bothersome due to obstructing the view of actually currently relevant information or any contracts that I've accepted. Any idea how to deal with this?

Also, a question. I haven't messed with the randomly generated sectors yet, since I'm trying to prune out my current modded factions to keep just a few that seem worthwhile. Can anyone tell me if the randomly generated sector also includes free storage spaces? Like the abandoned terraforming platform in Corvus, right next to the independent base.

In the Intel screen, you can click on the gold ! mark in the top right of the entry on the left hand side. That removes the important flag, and you should no longer see it when you re-enter the important tab. I don't believe there is a way to do it to all of them at once, so it might take a while, but that should work for you.

10
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: November 14, 2019, 02:59:16 PM »
IBB bounties are seperate from the factions IIRC, so you should still be able to get the ship.

11
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« on: November 04, 2019, 09:53:30 PM »
For the sake of testing i cheated myself into a rm-r and a falken. Lmao these things are beyond broken, pop a shield bypass on the rm-r and it literally turns into an unstoppable hit and run GOD.
Are these ships obtainable without cheating?
Yeah those ships look pretty interesting, I would also like to know if you can get them without cheating. I already know how to get the Unsung, does anyone know if there is a similar way to get the RM-R and the Falken?

12
Modding / Re: Looking for recommend/ mega mods/ quality of life mods
« on: November 04, 2019, 09:48:38 PM »
Snipped

Agreed with most of this list. I tend not to use Junk Pirates though, as I believe they look too different to the rest of the ships.

Also, the International Bounty Board (IBB) is actually part of Ship/Weapon Pack, not Vayra's Sector, which actually adds a different bounty system entirely.

Any reason not to suggest Nexerelin? Too much to add for a enw player perhaps?

Other than that, I use most of these mods myself, among others. (Except for Borken. Need to look into that one and maybe get the new 4chan version)
Ah, thank you for that correction, I'll change that now. The other mods I use are listed by crimson sky gaurdian (like nex).

Borken has some seriously unique weapon mechanics (TENTACLE SHIPS!), on top of the storage service. It's pretty good.

Fair enough. Borken looks pretty interesting, but I just started a new save and have like 5 hours in it so far. I don't really want to start a new game, this is like the third time in a week :( I just keep adding new mods that need a fresh save.

13
Modding / Re: Looking for recommend/ mega mods/ quality of life mods
« on: November 04, 2019, 06:26:38 PM »
Snipped

Agreed with most of this list. I tend not to use Junk Pirates though, as I believe they look too different to the rest of the ships.

Also, the International Bounty Board (IBB) is actually part of Ship/Weapon Pack, not Vayra's Sector, which actually adds a different bounty system entirely.

Any reason not to suggest Nexerelin? Too much to add for a enw player perhaps?

Other than that, I use most of these mods myself, among others. (Except for Borken. Need to look into that one and maybe get the new 4chan version)

14
Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime-
« on: October 29, 2019, 10:14:21 PM »
There are versions floating around that are updated for 0.9 and are translated. You might have to go searching around for the link though. Last I saw, there was a pastein link posted in /ssg/ that you could try and find.

15
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: October 21, 2019, 04:05:14 PM »
Concerning the IBB, do multiple bounties show up at the same stations as time goes by or are they distributed all at once over all existing stations/planets? i've started to run dry on bounties but i haven't gotten them all yet.

They show up randomly to random stations over time, you could get all of them from a single station from what I know. I believe the IBB guy only shows up on certain faction's stations though, mostly Independant, and I believe maybe Hegemony? But they seem to spawn mostly in the same order.

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