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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 - giganticats

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1
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: November 26, 2023, 01:59:02 PM »
Is there a working version somewhere?
on the discord i believe there is

2
Mods / Re: [0.96a] Random Assortment of Things
« on: August 04, 2023, 09:18:46 AM »
may i make a request of an even higher system multiplier of 300%?

3
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: July 30, 2023, 11:22:40 AM »
Since this question keeps coming up and since I still can't work on the mod, I took some time to think about it today. I'm ok with independent compatibility patches, provided:

- Any such update should be made available with the understanding that I do not explicitly endorse it beforehand, and without the expectation of me vetting it before or after it gets uploaded
- It should have its own version number for clarity in case of any future, fork-induced, bug reporting complexity

Hope that makes sense. I don't want this to become an excuse to force the mod out of hiatus (eg. requiring my direct involvement and oversight) which is why I am taking this hands-off approach. There might be an official stopgap update at some point in the future too, but again, nothing has been locked in that this point, so this is what I'll do for now.

This is nice to hear and I think a sensible approach.
Well, for anyone that wants to play with Blackrock in 0.95.1a I'll put the link to my patched version here:
https://drive.google.com/file/d/1vGXPTcAC1sFiwphizRN9TE-8hNU7h1wK/view?usp=sharing
It basically plays and functions the same as in 0.9.1a, just that it now works for 0.95.1a
I gave it its own, somewhat arbitrary version number, so that should cause no trouble.
It also needs GraphicsLib, MagicLib and LazyLib just like before.

everyone who wants to continue using this mod in 0.96a just download this and change the version number

4
Mods / Re: [0.9.1a] Sylphon RnD 1.0
« on: February 12, 2023, 08:06:49 PM »
This still working on current version? Would love to have it in my current playthrough.

theres an updated version somewhere deep in the mod-updates area of the starsector discord

5
Mods / Re: [0.95a] Adjusted Sector
« on: August 05, 2022, 08:51:27 AM »
so i want to lower my constellation count to 180, but i dont know how much to lower each setting by to get the most out of /an good amount of features(ruins, derelicts, remanants, breakers, sad) in my sector
without one feature taking over the other.

what should i change the settings to?

my current settings:
Quote
{
   
   "plugins":{      
      "newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
   },
   #Change the number below to increase or decrease the size of the Sector
   #"sectorWidth":164000,
   #"sectorHeight":104000,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":184000,
   "sectorHeight":124000,
   "AdjustedSectorConstellationCount":225,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":8,

   "sectorConstellationRemnantMin":55,
   "sectorConstellationRemnantMax":75,
   "sectorConstellationRemnantSkipProb":0.75,
   # zero means - they wont spawn
   "sectorRemnantPresenceLow":0,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":50,
   "sectorConstellationRuinsMax":80,
   
   "sectorDerelictMotherships":10,
   "sectorDerelictCryosleepers":10,

   # this field controls the amount of Coronal Taps, default = 2
   "sectorCoronalTaps":15,

   # this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
   "minNonCoreGatesInSectorMod":50,
   "maxNonCoreGatesInSectorMod":100,

   # this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
   "XIV_LEGION_NON_SALVAGEBLE_MIN":0,
   "XIV_LEGION_NON_SALVAGEBLE_MAX":0,
   "XIV_LEGION_SALVAGEBLE_MIN":3,
   "XIV_LEGION_SALVAGEBLE_MAX":5,
      
   #Random number of arcs apply to map
   #Vanilla value 20
   "AdjustedSectorRndArcs":20,

   #Generate hyperstorms options.
   #"true" for generating hyperstorms, "false" to not generate hyperstorms.
   "AdjustedSectorHS":true,

   #Accessibility will be base - 1 at that many light-years from center of mass
   #"accessibilityDistFromCOM":50,
   #"accessibilitySameFactionBonus":0.50,
   "accessibilityDistFromCOM":50,
   "accessibilitySameFactionBonus":0.5,

   #If SAD is enabled, you can change the amount of SAD-themed constellations
   #"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
   #"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,

   #If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
   #"BladeBreakerThemed_ConstellationMin_AS":3,
   #"BladeBreakerThemed_ConstellationMax_AS":5,
   #"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
   "BladeBreakerThemed_ConstellationMin_AS":13,
   "BladeBreakerThemed_ConstellationMax_AS":25,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}

6
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
« on: April 23, 2022, 01:45:35 PM »
after playing with this mod for a bit i can safely say that these ships are really op

7
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
« on: April 21, 2022, 02:16:09 PM »
ive been playing starsector for years and i think this is some of my favorite ship art ive ever seen. the sprites are gorgeous, on par in sprite quality as the other top ship mods like diable and blackrock 

8
Mods / Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.2
« on: September 28, 2021, 10:47:12 AM »
is it possible to use this mod without the faction? just have the ships show up randomly instead or in shops?

9
never mind i figured it out, when using nexerelin, fuel siphoning and supplies forging at the same time it doesnt show

10
i cant figure out how to activate it, i cant find the hyperspace button in the commands ether

11
Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« on: April 21, 2021, 03:03:43 PM »
update causes a crash when starting i noticed, when i reverted it back to the mods previous update it didnt crash when loading

the error is "Fatal: Ship hull spec [MMS_Shuttlepod] not found!"

12
Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« on: April 21, 2021, 02:51:32 PM »
update causes a crash when starting i noticed, when i reverted it back to the mods previous update it didnt crash when loading

13
Mods / Re: [0.95a] Adjusted Sector
« on: April 19, 2021, 03:18:08 PM »
hello, i have a question, my current settings are
        #"sectorWidth":164000,
   #"sectorHeight":104000,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":164000,
   "sectorHeight":104000,
   "AdjustedSectorConstellationCount":200,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":8,

   "sectorConstellationRemnantMin":40,
   "sectorConstellationRemnantMax":70,
   "sectorConstellationRemnantSkipProb":0,
   # zero means - they wont spawn
   "sectorRemnantPresenceLow":1,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":25,
   "sectorConstellationRuinsMax":40,
   
   "sectorDerelictMotherships":16,
   "sectorDerelictCryosleepers":36,

I'm asking about the min and max volumes, does the min and max mean that the amount will be somewhere in-between the two numbers? also if it does, does that mean that if "sectorConstellationRuins" spawns lets say 37 of them in my sector, does that mean that there will be more remnant stars spawning to make up for it so the max possible amount is in play? also what would be the best amounts to fill up the sector with a reasonable amount of things with my current "AdjustedSectorConstellationCount":200?

also as the above comment states yes there is almost always a gap of stars next to the top right of the core worlds

Another question is if its possible to set it so more things are able to spawn like remnants and ruins throughout the sector other than just near the core worlds? I'm using a huge amount of Constellations so I'm able to have more remnants and ruins in the game even though there is a huge amount of stars being unused by these settings, would it be possible to set it so I could have remnants and ruins and cryo and such through the whole sector not just around the core worlds so I don't need so many Constellations?

for example: https://imgur.com/a/ZkFXZuQ (the red circle is the area where stars/constellations rarely/never spawn) (everything outside the orange area almost never has anything but domain probes and few low tier derelicts, the 2 warning beacons outside the orange circle are added by mods/missions)(I'm playing nexerlin with vanilla core worlds)

14
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.2
« on: April 18, 2021, 10:25:46 AM »
is this meant to be played with a mod that increases the max level? or just the standard 15 levels?

15
Mods / Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
« on: April 02, 2021, 02:12:45 PM »
Hi

the download link takes you to v0.7.2a ... not v0.7.3

7,2a is not compatible  with 0.95a ...

is there a link to the newer version somewhere please?

Rick

check the msg above your comment

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