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

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Messages - EdisonTrent

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General Discussion / Turning off/hiding the UI in the main menu
« on: January 27, 2022, 08:06:16 PM »
I've been seeing some really neat things that I want to screenshot and use as wallpapers, but a quick search of "main menu turn off the ui" didn't have any useable results that I could find and I wasn't able to find anything in the settings that would let me force it off. I really only know enough of the Starsector code to change numbers around and maybe turn one thing into something else if I can copy/paste the code together.

2
I haven't said thank you for this mod yet, so thank you very much for this mod. Combines some of my top five favorite spaced based games together.
Now if only FTL could get colony management and/or multi-ship battles.....
Although I would absolutely just end up loosing even more crew to them exploding, being on fire, getting shot, or asphyxiating.
Or all four.

3
Mods / Re: [0.95.1a] SpeedUp 0.7.2
« on: January 20, 2022, 04:01:07 PM »
There is. In game's settings (esc -> settings), second tab - you can make campaign speed up to behave as a toggle.
Well look at that. Thanks, I'll just go be blind somewhere else then.

4
Mods / Re: [0.95.1a] SpeedUp 0.7.2
« on: January 20, 2022, 07:02:16 AM »
This is very awesome for combat, not just for regular battles but also for simulation testing.
Is there a way to add/change the speeding up during the campaign to be a toggle setting as well?
I looked in the ini for both Starsector and this mod, but didn't find it/didn't know what I was looking for exactly.

5
Might want to change your date to 1/7/2022.  ;)
But thank you for the fun faction to play with.

6
Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: January 06, 2022, 05:43:55 PM »
It's been quite a few months since I last played and this was actually one of the big reasons why (industrial revolution was a must have). I had planets that I really wanted more stuff on and just could properly use/install/access the industries because they would get shoved off screen and I couldn't reorder them or find any mods that let me see them.

So thank you very much for this.

7
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: January 30, 2021, 06:04:46 AM »
Thank you very much for continuing to work on and support your mods in these trying times.
Conquering Optimizing the galaxy is one of the few ways I can relax and take a break from reality.

8
So I've got a handful of mods that add new structures that can be built and I've run out of room on the colony management menu to actually interact with them, such as upgrading/downgrading, AI cores and forges, etc.

Is there any way to make that menu scrollable or even just a way to change the order things are listed in?
I'd be fine even with just saving, exiting the game, going to the save file, rearranging the structures/industries, going back into the game and then interacting with them if it is possible.

9
Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: March 14, 2020, 02:26:34 PM »
I'll also be checking back here as I accumulate new mods.
A spacefaring greenhouse is right up my ally for SciFi "should haves" regarding interstellar tech.

10
The Pseudo-randomness of Diablo style loot, but with an ability to be carefully managed by your own performance (or config settings).
Perfect to add to a more in depth playthrough now that I've gotten used to the base game.

11
Mods / Re: [0.9.1a] Leading Pip 1.8.3
« on: March 14, 2020, 01:29:12 PM »
Ah, exactly the kind of interface/gameplay features I've been looking for before I get too far in the game.
Things like this, a ship's computer doing some basic target leading velocity math, is one of those type of things that I feel should either be in a space action rpg by default or should have an in universe reason for why it doesn't exist.

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