Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 85 86 [87]

Author Topic: Starsector 0.9a (Released) Patch Notes  (Read 468348 times)

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23986
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #1290 on: January 28, 2019, 09:40:27 AM »

seems tag_data.json doesn't work ???
Code
{
"originemMission":{
"name":"????"(Chinese character),
"color":[150,50,255,255],
"width":119,
"putFirst":true,
"sort":45,
},
}

Code
    @Override
    public Set<String> getIntelTags(SectorMapAPI map) {
        Set<String> tags = super.getIntelTags(map);
        tags.add("originemMission");
        tags.add("immortallight");
        return tags;
    }

Oh, oops - it was not reading the "name" field from the file at all; fixed!
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #1291 on: January 29, 2019, 11:16:43 AM »

Any idea when we'll see 0.9.1?  I was hoping to be able to do a full review and release of the things I've got sitting on my computer at some point :)  Been busy working on a game of my own and a bunch of other stuff has been going on IRL, so I haven't been paying much attention these last two months, so I apologize if it's right around the corner, etc.
Logged
Please check out my SS projects :)
Xeno's Mod Pack

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23986
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #1292 on: January 29, 2019, 11:37:45 AM »

Soon(tm) - making good progress and all that, just a lot of stuff. Might actually post up some patch notes in the near future!
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #1293 on: January 29, 2019, 11:39:21 AM »

No problemo!  Sorry I haven't given much feedback lately, just been busy :)
Logged
Please check out my SS projects :)
Xeno's Mod Pack

Igncom1

  • Admiral
  • *****
  • Posts: 1496
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #1294 on: February 04, 2019, 03:50:48 AM »

I think this might be a spoiler, but I have to ask:

Spoiler
What is the deal with the cryosleeper ship? It was protected by a drone battleship that I have never seen before which was awesome! And it say's it'll give me a bonus to pop growth with some vague warning about side effects? It is a good thing to colonise around?
[close]

But it could be a mod thing, so I dunno.
Logged
Sunders are the best ship in the game.

Megas

  • Admiral
  • *****
  • Posts: 12117
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #1295 on: February 04, 2019, 05:49:50 AM »

Sleeper ship and the Guardian can appear in a no-mod game.  All it does is unlock cryo-revival industry for population boost for that planet only.  Sort of like Aquaculture for food on water worlds.  Aside from that, it does not make the planet any better for colonization.  If the sleeper ship spawns next to a crappy planet (with 200+ hazard), it is still a bad planet to colonize.

Player does not need sleeper ship when max growth incentizes provide a gigantic chunk of growth.
« Last Edit: February 04, 2019, 05:59:32 AM by Megas »
Logged

JP

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: Starsector 0.9a (Released) Patch Notes
« Reply #1296 on: February 28, 2019, 01:43:21 AM »

I first learned about Starfarersector through Totalbiscuit's coverage all those years ago. (May he rest in peace.)
Since then i have been reading dev blogs entries, patiently waiting for the colonizing feature.

Now that it arrived, i am blown away. All the wait was worth it. This is amazing.

Thank you so much for your passion, dedication and continuous work, Alex and David!
Logged
Pages: 1 ... 85 86 [87]