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Messages - L:atte Mint

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1
Announcements / Re: Starsector 0.97a (In Development) Patch Notes
« on: January 31, 2024, 08:47:14 AM »
Thanks
Fossic Community
So far, I didn't find any evidence that you could sign and represent WHOLE fossic community (remember, fossic is a diverse communities, diversity und equity are our rules)
You should change that sign at the end back to your own name or your own group :)

2
Modding / Re: nutella jar rebalance mod
« on: August 28, 2021, 08:22:53 PM »
conquest
ship system changed to burn drive
fleet points 24 > 34
hitponits 12000 > 800
Conquest:

3
You'd probably want to create a custom submarket plugin, and define a new submarket using it in data/campaign/submarkets.csv
Thx for the reply ;), is that the function named reportPlayerMarketTransaction I need to implement?

4
I'm thinking about creating a submarket, that giving player designed item when player sells their items (for example, AI core),
but I got no idea how to build it with current submarketplugin interface or BaseSubmarketPlugin
I know that I should determine player's action with TransferAction.PLAYER_SELL, but not sure where to implement this...
 ;) Any idea?

5
Hello there! I'm currently working on a mod that may required something very wierd, like a special, unique item (or commodity), that will be dropped only once and later maybe giving some special story with them. Frankly I didn't know how I may achive this, and this may beyond my knowledge scope. Is there anything (file, mod) specific that I could looked into?  ;)

Check out com\fs\starfarer\api\impl\campaign\procgen\themes\MiscellaneousThemeGenerator.java

That details how you can seed one or otherwise limited instances of an item (Legion). From there you would have to generate a mission upon picking up/otherwise interacting with the item. Depending upon what the item is, this can be done multiple ways depending upon if you are using a script, rules or some combination of the two.

Thanks for reply! Gonna check this out asap ;)

6
Hello there! I'm currently working on a mod that may required something very wierd, like a special, unique item (or commodity), that will be dropped only once and later maybe giving some special story with them. Frankly I didn't know how I may achive this, and this may beyond my knowledge scope. Is there anything (file, mod) specific that I could looked into?  ;)

7
Mods / Re: [0.9.1a] Unofficial New Game Plus 0.1.0
« on: September 20, 2019, 09:31:10 AM »
Owwwwwwwwwwwwwwwwwww, this one ROCKS! yep.

8
Mods / Re: [0.9.1a] Cari's Minimal UI
« on: September 13, 2019, 12:10:55 PM »
OH MY GOD, finally someone thought about this! Look at those beautiful purplish colour, they are simply amazing!
Some small concerns, can we install two theme and get a setting tab /or/ internal menu to switch (without restart) which one to use? (Since I like Grey and Purple)
(Ahhh, maybe some crimson theme? (no, Latte you are asking too much ;) ) )

9
Mods / Re: [0.9a] Sylphon RnD 0.9.4c
« on: March 04, 2019, 02:33:20 AM »
Huston, we have a problem!
A null pointer exception was caused by Sylphon RnD 0.9.4c

starsector.log
57298 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
starsector.log END

known updated mod in same time
-LazyLib 2.4d
-MagicLib 0.23 RC3
-Neutrino Corp 1.85 RC3&RC4
-Tahlan Shipworks 0.3.3d

All the mod I have installed:
-Approlight(pretty new)
-Combat Chatter
-Common Radar
-Console Commands
-Dassault-Mikoyan Engineering
-DIABLEAVIONICS
-DisassembleReassemble_v1.6.5
-GraphicsLib
-LazyLib
-Legacy of Arkgneisis
-Lightshow
-MagicLib
-Neutrino corp
-ORA
-PlanetaryShieldAccessControl
-Ship and Weapon Pack
-sylphon
-tahlan
-UnknownSkies
-UpgradedRotaryWeapons
-Version Checker

Just told me if you need any more info  ;)

10
Modding / Re: [MOD] Fairy Empire EN Ver0.32FIX again[0.54.1a]
« on: January 07, 2019, 06:26:31 AM »
Sory for necro, but topic starter was active today
can you please update what perfect mod for 0.9?
i still love world destroyer-class mobile fortress in my heart
Hmmmmm... The author of this mod is no longer updating it, sorry about that.
This MOD origin from a Homeworld RM MOD, if you like it, you may have a look (and prepare your google translate).

11
Discussions / Re: what linux distros are people here running?
« on: December 12, 2018, 08:45:09 PM »
Manjaro with i3wm, runs almost perfect (not with 0.9a)

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