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Messages - –Phase–

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Blog Posts / Re: Simulator Enhancements
« on: March 14, 2024, 06:58:58 PM »
Not sure if anyone has suggested this yet, but it would be great if you could use the simulator to test out weapons you don't actually have in your inventory. That way, you can test out any configuration without needing to hunt down the weapons first, then once you've found a loadout that works, you can then proceed to actually finding those weapons and putting them on your ship.

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Mods / Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« on: February 15, 2022, 10:04:02 AM »
Yeah, I'm just never updating the mod after these changes. Predetermined traits for each ship completely negates the entire appeal of the mod, the thing that made it fun to use in the first place. It was nice using the combat ratings system to determine which ships are doing best in battles and which need to be adjusted for better performance, and having the well-built ships get rewarded with good traits. This overhaul ruins that aspect completely.

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Mods / Re: [0.95.1a] Transponder Off 1.1.1 - QoL for campaign layer
« on: January 08, 2022, 05:00:32 AM »
Great, thanks!

1.1.2 bugfix is out - fixes a rare crash in auto-salvage when you load a save sitting on top of a salvageable debris field. Now comes in two flavours:

Vanilla settings edited: https://github.com/jaghaimo/transpoffder/releases/download/1.1.2/transpoffder-1.1.2-default.zip
No vanilla settings edits: https://github.com/jaghaimo/transpoffder/releases/download/1.1.2/transpoffder-1.1.2-no-extra-settings.zip

I'm still getting this crash when starting a new game, since the tutorial starts the player off close to a debris field. I've disabled every other mod I have installed except for this one but it still happens. I'm not sure if the crash is only happening because of the way the player fleet spawns in the tutorial or if this crash hasn't actually been fixed. I'm thinking the former is more likely. Also, if it means anything, turning off the actual "ScavengeAsYouFly" setting seems to fix it, but I guess you already knew that.

4
It seems Alex never bothered to update the Index to list this mod as compatible with 0.95a. Might wanna inform him of that.

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Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: January 11, 2021, 04:05:40 PM »
your feeling is flat out wrong, and disabling drop groups is not possible without weird hacks, so the answer stays no.

Weird hacks huh? Strange how disabling drop groups is much harder than disabling other stuff usually is in mods. Hopefully that'll be addressed in a later vanilla update.

As for the templates, well I guess I can just continue using the worthless things as a cash injection when I need quick money, so at least they're useful for that. Good thing they sell as much as the actual blueprint, so thanks for that.

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Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: January 11, 2021, 02:39:09 AM »
.

First off, I severely disagree with you on everything you said.

Second, Forge Templates are their own drop group and do not affect "loot spawning", as they do not influence the drop chances of blueprints in the slightest. Your perceived situation is in fact just that - imaginary.

Third, you'll have to figure that one out, yourself - you are deviating too far from my vision for the mod for me to support it.

Well, good to know that those templates are at least not affecting everything else from being spawned. Though, I still feel like I'd get more blueprints in general if the templates weren't set to spawn at all. To that end, all I ask for is a line that simply disables the forge templates from spawning. You stated that you were working on a code overhaul didn't you? So just add a true/false line that stops the templates from spawning. I doubt it'd break anything.

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Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: January 09, 2021, 12:14:12 AM »
Is there any way to disable forge templates from spawning? Not only are these worthless things not worth the hassle that's involved with actually getting a ship out of them (a d-modded one at that) what's worse is that they spawn in all the ruins in the sector and saturate the loot spawning. So instead of getting blueprints I can actually use, I get a bunch of useless forge templates, since the templates took the place of actual blueprints when the sector was being generated at the start.

What line do I have to modify to make them not spawn anymore in any future campaigns I start?

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Mods / Re: [0.9.1a] Player Faction Flag Pack Extended
« on: August 04, 2020, 07:59:38 PM »
About time someone made a player faction flag pack. Thanks for this

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