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

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1
Mods / Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
« on: December 07, 2022, 11:42:59 AM »
i just started a new run with the 2.5.4 version of ED Shipyards enabled. After a while i had an encounter in my planets bar asking if i wanted a ED submarket installed in my colony. i agreed and now i have these ED fleets doing trade or whatever. But the submarket is greyed out even though i have 100 rep with independents. is this intended? i originally thought i'd be able to buy/sell on those markets.

also thx for keeping this mod alive!
Is your transponder on?

2
Mods / Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« on: September 04, 2022, 11:39:26 AM »
I did some more testing.  I strongly suspect it's an issue with the Field Shield Generator on the Nurse ship.  The Maltese Support drones seem to be behaving fine.  The Salukis sometimes are able to interact with the shield as expected, but then it acts like they're ramming the shield nonstop while they're inside it.  I've been able to see this behavior repeatedly in combat and reproduce it in simulations.  I followed up by testing with a non-phase ship (the Groenendael) and the problem persisted.  You can see the damage tick up from nothing just by being in the vicinity of the Nurse ship's field emitter.

The Retriever's loadout is

Hullmods-
  • Exotica Technologies
    • Plasma Flux Catalyst
    • Drive Flux Vent
    • Equalizer Core
    • Hangar Forge
  • Augmented Drive Field
  • Coherency Amplifier (Apex Design Collective)
  • Integrated Targeting Unit
  • Flux Distributor
The Augmented Drive Field is built in

Armaments-
  • 8x Heavy Quark-Gluon PD (Apex Design Collective)
  • 9x Burst PD Laser

3
Mods / Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
« on: September 02, 2022, 04:58:32 PM »
Something is wrong with the Retriever Nurseship.  Its shield emitter is supposed to be permeable to other ships, but my Salukis are dying running into it.  That or its repair drones are instead killing friendly ships with armor 'repairs' I'm unclear what the damage is from, but my ships are dying to the Nurseship rather than being healed by it.

edit: I'm running a bunch of mods of course, but the ones interacting with the Nurseship directly are exotica tech and it's carrying apex design PD (gluon) weapons and a hullmod

4
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: August 15, 2022, 06:20:28 AM »
Added malware?

5
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 30, 2022, 07:07:54 AM »
I love terraforming in games.  I have since I played MOO2 and Stars!  I'm currently dragging my feet on starting new StarSector playthroughs while I wait for updated terraforming mods.

Gameplay-wise I prefer terraforming that doesn't focus on everything aspiring to perfect Gaia worlds so much as terraforming that shapes and reflects being perfect to the industries that the location specializes in.  Water worlds are amazing for bio industries, asteroid belts are great for mining, and lagrange points (or stable locations) might be perfect for something like shipyards or research.

I like how vanilla boosts colonies with rare items.  I like the idea of colonies being barely a blip while terraforming is ongoing- crashing a water comet into a planet sounds like something detrimental to pre-existing infrastructure.  I like terraforming being a long term investment, and I like the idea of factions wanting to buy or steal that investment.

I prefer more interactivity with terraforming to less.  I like consequences to choices (can a colony assert it's independence or adopt a faction?  what happened to that decivilized population?).

Basically terraforming in games is my jam.  I totally get it if there's a desire to focus on practical 'quality of life' changes to various playstyles.  I just wanted to throw in there that you have my full throated support if you want to make terraforming itself the playstyle :)

Cheers,

6
Mods / Re: [0.9.1a] Grand Sector
« on: January 20, 2020, 01:38:04 AM »
https://drive.google.com/open?id=1zhhJOzph6tYksekCNWc45u6zc0k-ux7I

my noise texture for the hyperspace storms

note: to calculate size of picture i use divider, by 200 for the map x,y sizes

so e.g. 2560x1440 texture equals approx
"sectorWidth":512000
"sectorHeight":288000

the size of map can be +- 5% then as there is some overlap buffer

i got more resolutions but those are large unprocessed PNGs
while those available for download are already shrinked PNG

also from my observation, it's best if the x,y can be divided by the sector cell size
(and in case of this example those sectors can be divided by sector (stars) count too)
constellation cell size has effect on the density (and thus number) of those on resulting map

Code
"sectorWidth":288000,
"sectorHeight":192000,
"GrandSectorCellSize":3000,
"GrandSectorConstellationCellSize":7,
"GrandSectorCount":1024,
"GrandSectorRndArcs":64,

texture used for hyperspace then was 1440x960
Thanks for this.  I downloaded a one of the textures you posted, but where should I save it and what should I name it?

7
Mods / Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« on: January 15, 2020, 05:08:06 PM »
That was it, I had overwritten instead of deleting first.

Cheers

8
Mods / Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« on: January 15, 2020, 09:08:15 AM »
I get-
Fatal: Weapon spec [vayra_vlrmms_2] not found!
Check starsector.log for more info
I've tried redownloading
I've tried disabling Kadur Remnant, then reenabling.

the log says -
java.lang.RuntimeException: Weapon spec [vayra_vlrms_2] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

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