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Messages - Dostya

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Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 16, 2020, 02:52:46 PM »
Improved cargo screen performance when taking or leaving a VERY large number of items

Much appreciated. Thank you.

Maximum post-Collapse colony growth limited to a maximum of colony size 6

Sick of all those systems filled with size 10s within a decade, huh? :P

Are there any plans for a story mission to break this?

Mods / Re: [0.9.1a] Adjusted Sector
« on: May 15, 2020, 02:48:25 PM »
I made a post here asking for a suggestion of a config and it turned into a mess of edits and incomplete thoughts, so I'll repost a better message here

I want a config that is basically vanilla, but bigger, with a similar star density to vanilla or a little more dense, with a similar aspect ratio to the default settings, that barely ever lags in hyperspace (it can stutter a little in the map and intel), has nearly the exact same ratio of derelicts, remnants, and ruins to vanilla (excluding cryosleepers), and is noticeably bigger. I use both SAD and DME so please adjust those accordingly. Specs: GTX 1660 ti (slight OC), Ryzen 2700x, 16 GB RAM (6 allocated), 6 GB of VRAM, windows 10, 64 bit. I tested and it seems 160 constellations is almost good enough but it can lag in hyperspace. Thanks a lot in advance!

The settings file includes many comments on what vanilla settings are, and what isn't commented in the settings file is commented in the OP. Multiply the vanilla settings by the number of stars you've set divided by the number of stars in vanilla and round the result up to whole numbers.

Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: November 09, 2019, 09:07:42 PM »
With regards to the Ravager Mk. 3: I thought I was going crazy when I kept losing my ships' shields while I effectively fed two combat capitals to a [REDACTED] because of it. Now I need to go rethink my farming strategy. Thanks, I hate it.


Modding / Re: [0.9.1a] Langly's Terraforming
« on: September 28, 2019, 10:24:16 PM »
You might think about having this terraforming mod add farmland as terraforming progresses. Poor Farmland at Terran Eccentric, and Adequate Farmland at Terran if the planet doesn't already have equivalent or better Farmland of some variety. It wouldn't be terribly imbalanced as food is pretty easy to come by, but it would be flavorful.

Modding / Re: Mod Request : Increased Flagship Ordanance Points
« on: August 30, 2019, 12:09:02 AM »
The only thing that the player has access to that the AI doesn't is AFAIK buildings, barring Nexerelin on that last one. Everything else, to the best of my knowledge, is mixed into a randomizer somewhere. In terms of creating an event or a quest, assuming you're willing to get into scripting, not overly difficult. You will need to script the effects of any new hullmod. Adding in a means of increasing flagship OP is far more difficult since you'd have to add to the API outright instead of taking advantage of existing tools. I'd advise looking into the vanilla mission generators in\com\fs\starfarer\api\impl\campaign\missions\ as well as the tutorials in Modding Resources to get into script compilation. As well, you should hop into the Discord channel and ask around in the modding channels when you get stuck. Vayra's gotten into adding a mission and bounty framework in Vayra's Sector that'll probably be easier than coding from scratch, though you'll have to hit him up on questions about that since I haven't even glanced at it.

I really do recommend the Discord. You're hitting the limits of where I've gone in Starsector and there are many tools, resources, and much willing help in the rest of community available to call on. Have fun.

Modding / Re: Mod Request : Increased Flagship Ordanance Points
« on: August 29, 2019, 07:24:54 PM »
Absent modifying the game with some dedicated compiled scripts, not to my knowledge.

Modding / Re: Mod Request : Increased Flagship Ordanance Points
« on: August 29, 2019, 06:31:50 PM »
Did the rest of the error look roughly akin to this by any chance?

53209 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: data.characters.skills.scripts.SDL4 cannot be cast to com.fs.starfarer.api.characters.ShipSkillEffect
java.lang.ClassCastException: data.characters.skills.scripts.SDL4 cannot be cast to com.fs.starfarer.api.characters.ShipSkillEffect
at com.fs.starfarer.loading.SkillSpec$SkillEffectSpec.oO0000(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

EDIT: Actually, I'm all but certain it did. Reviewing the API it looks like you can increase ordnance points fleetwide, but not on a per-ship basis. Sorry for the waste of time.

Modding / Re: Mod Request : Increased Flagship Ordanance Points
« on: August 29, 2019, 10:21:58 AM »
What you're asking for is possible isasmuch as you can create a skill that'll give the flagship of whoever's using it more ordnance points. It is not possible to limit it to the player, so you'll be prone to running into AI ships that have as much ordnance as your ship does. You can manage it fairly simply. I'm going to run through modifying an existing skill because it's easier all around, but you can delve deeper if you want.

Go into starsector-core and open, go down the path until you're in\com\fs\starfarer\api\impl\campaign\skills\

Open up ship design - one of those skills involves changing ship ordnance points. Also, you now know where to find script implementations of everything in Starsector so there's that. Now, go into starsector-core\data\characters\skills (not in the zip file). Add a new folder named scripts.

Pick out the skill you think this'll fit in. Now, without some shenanigans you'd need to compile a new .jar to make this work, but we can slot it in pretty easily thanks to Starsector's previous implementation of skill scripting. You'll want to add

{"type":"SHIP", "script":"data.characters.skills.scripts.flagshipordnance"},

 to the line of whichever level you want the flagship skill to take effect in.

Go into the scripts folder. Make a new file called

package data.characters.skills.scripts;

import com.fs.starfarer.api.characters.CharacterStatsSkillEffect;
import com.fs.starfarer.api.characters.MutableCharacterStatsAPI;

public class flagshipordnance implements FleetStatsSkillEffect {

public void apply(MutableCharacterStatsAPI stats, String id, float level) {
stats.getShipOrdnancePointBonus().modifyFlat(id, [YOUR NUMBER]f);

public void unapply(MutableCharacterStatsAPI stats, String id) {

public String getEffectDescription(float level) {
return "Increases flagship ordnance points by [YOUR NUMBER]";

public String getEffectPerLevelDescription() {
return null;

public ScopeDescription getScopeDescription() {
return ScopeDescription.SHIP;

That should do the trick. You can apply most of this to modifying current skills, though creating new ones outright is a bit more involved. The usual caveats about untested code apply. I may have made a typo somewhere but if you're familiar with programming syntax errors should be readily fixable - just open up starsector.log in the starsector-core folder and unfuck whatever I messed up.

Ordinarily the ordnance point bonus is along the lines of
stats.getShipOrdnancePointBonus().modifyPercent(id, OP_BONUS);
So if modifyFlat doesn't work copy the old line in and change the bonus to 100f. Or something along those lines. You'll probably want to do some testing.

Mods / Re: [0.9.1a] Scy V1.56 (2019/08/10)
« on: August 28, 2019, 10:36:31 PM »
I'm having an issue with the Ship Supermarket. I've conquered the Prism Freeport and found to my pleasant surprise that the Ship Supermarket is better than an Orbital Works with a Pristine Nanoforge for ship quality. Neat. While it was only Stability 3 for its first couple months, I've since brought it up to Stability 10 where its been for the last half a cycle or so. The -20% low stability at ship supermarket penalty has yet to go away. Am I missing a means of restoring the supermarket's stability in particular, or is this a specific penalty because I'm not the Independents?

Mods / Re: [0.9.1a] Interstellar Imperium 2.1.0
« on: August 23, 2019, 03:41:23 PM »
Disable Interstellar Imperium and start a new game, save & quit, enable Interstellar Imperium, load and play. The faction won't exist and assuming you didn't turn faction respawning on they won't, but you'll have all the stuff available.

Good idea, I'll be sure to take that place as well! Is that all, just the Red Planet and the Cryosanctum? Or am I missing something?

Barring mods, pretty much. There are some folks looking to add on to it though so keep an eye on the modding section.

General Discussion / Re: Interested in this game please tell me about it
« on: August 18, 2019, 01:38:13 PM »
I am very interested in this game and want to purchase it and support the dev but can you please tell me about it? What is it like and is it similar to any other game out there? Is it simple or somewhat deep and complex? I love space games and played Eve Online, Elite Dangerous amongst so many others. Please let me know...

Well, it's neither of those things, nor is it a flight sim of any variety. It's a lot more like Mount & Blade in space. The Sseth video above gives an overview, but if you want to see it played out by someone who's pretty experienced check out Nemo's vanilla playthrough. Nemo's not gone for beep-boop optimal skill but he represents the game well.

If you're looking for a single player EVE-alike you'll want to check out the X series, I believe the current iteration is X4 Foundations though the previous one X3 Terran Conflict has a much more mature modding scene. It's more a flight simulator in the early stages, but you can get to EVEing it up relatively quickly.

If you're looking for an Elite-alike I'm afraid you're out of luck, there's nothing else on the market like it at the moment.

Yeah, in pure vanilla by the time a player is starting up colonies the existent pirate bases are maximum level unless the player knows to actively hunt them. Thus, if they've been mostly exploring, doing personal bounties, and selling the proceeds rather than compulsively hoarding it's likely that the size of the general pirate raiding bases is going to be maximum and at that point it's a matter of a bad dice roll until the swarm descends. Nexerelin handles the problem by having the factions occasionally send fleets out to swat spawned bases which is nice.

There should probably be a tip about manually culling the long-range pirate bases if vanilla isn't going to implement the factions striking back as functionality.

Hmm, I seem to recall hearing of a rare bug with strike fleets not working, but never had the chance to track it down. If you could post the save and specify the immune base(s), it'd be much appreciated; I might be able to debug it then.

I'm pretty sure this is a different bug since none of them are outright immune and it happens to every base I've seen. One or two fleets will go into the system, but then the rest of the fleets go away. Commission a few 1500 strength base strikes on one target and then hang out near the targeted system in hyperspace and watch what happens when the attack approaches.

Possible bug report: So, I've been having issues getting even 1500 power strike fleets to kill a pirate base and decided to go for overkill on my base strikes. I've been buying 5 1500 power fleets and siccing them on every base that annoys me. They've been failing at the same rate one fleet does, so I decided to hang around in hyperspace and see what was going down. My giant doom armada consisting of at least a dozen strike fleets gets to the system, exactly one of the fleets enters the system, and the rest just scatter into nowhere. I can't even track them going home, they just scatter into nothing apparently.

This is kind of a problem, and a giant waste of millions of credits for my strike fleets to just not function. What am I doing wrong?

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