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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.8.1a] Save Transfer 1.11.8 (DEAD)  (Read 97057 times)

MesoTroniK

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Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« Reply #150 on: August 15, 2019, 11:10:12 PM »

Save Transfer truly is dead, there is no way to make it play nicely with colonies. Explained simply and in short think of it this way...

How can you transfer a colony to a planet that does not exist?
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Randy

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Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« Reply #151 on: August 16, 2019, 01:51:33 AM »

how about having it ignore colonys and just have it carry over ships and stuff from the abandoned terra forming platform?
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Cyan Leader

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Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« Reply #152 on: August 16, 2019, 03:59:56 AM »

How can you transfer a colony to a planet that does not exist?

By requiring the player to use the same seed? Just spitballing here, not sure if it'd work.
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Randy

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Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« Reply #153 on: August 16, 2019, 04:12:36 PM »

just have it not save colonies and there you go problem solved
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MesoTroniK

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Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« Reply #154 on: August 16, 2019, 09:49:59 PM »

No having it not transfer colonies isn't workable at all for storage reasons mainly. Sure could have it stuff all of it into abandoned stations but that is half-baked at best.

Having it require the same seed won't work either. Since the seed is only deterministic if the mod list is the same. Well some mods will not alter the result but many will.


Really guys, Starsector's scope has increased beyond the point in which a mod like this is reasonably maintained.
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Randy

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Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« Reply #155 on: August 16, 2019, 10:49:59 PM »

so your telling me its just not possible to ignore colonies and put a big warning on the mod saying only stuff in (insert stations/planets here) will be transferred
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Dark.Revenant

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Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« Reply #156 on: August 16, 2019, 11:51:38 PM »

Frankly the mod was unmaintainable.
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Randy

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Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« Reply #157 on: August 17, 2019, 12:45:40 AM »

"No having it not transfer colonies isn't workable at all for storage reasons mainly. Sure could have it stuff all of it into abandoned stations but that is half-baked at best."
so it is doable and even if we ignore colonies something is better then nothing
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Soren

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Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« Reply #158 on: August 17, 2019, 11:56:43 AM »

If you think it's worth doing, then by all means, do it. But asking other people to continue doing it once they've assessed it as not worth their time is going to run into diminishing returns pretty fast.
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The law, in its majestic equality, forbids the rich as well as the poor to sleep under bridges, to beg in the streets, and to steal bread.

Randy

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Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« Reply #159 on: August 18, 2019, 01:28:02 AM »

Frankly the mod was unmaintainable.

In what way was it unmaintainable?
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Matthew_Collins

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Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« Reply #160 on: August 23, 2019, 05:54:03 PM »

Yeah I can understand not being able to pull over colonies but that's a small price to pay for being able to transfer almost everything else.
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Midnight Kitsune

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Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« Reply #161 on: August 23, 2019, 08:59:05 PM »

Frankly the mod was unmaintainable.
In what way was it unmaintainable?
Just the amount of stuff that SS keeps adding for starters. Plus the changes that happen every update. That and DR has a pretty high stress job as it is, IIRC
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Alphascrub

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Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« Reply #162 on: August 23, 2019, 11:56:36 PM »

Yeah I can understand not being able to pull over colonies but that's a small price to pay for being able to transfer almost everything else.

Eh. Use console commands to import some stuff it bothers you to much. Personally I like coming up with settings, to play from. Honestly I kind of roleplay it. Last time I was a the last surviving combat ship of merchant caravan who decided being a pirate wouldn't be so bad so long as he could still kill pirates. The play through I'm on right now I'm literally role playing a person who broke from the ludic path, only to seek commission in the blackrock navy and create a free port empire that slaughters both pirates, heg and pathers a like while bringing back AI ran colonies for better or worse. Yea I'm roleplaying the *** out of this but console commands let you do it and its kind of interesting. I don't make decisions based on what I would do. I make decisions based on the character I'm playing do.

Either that or just start carbon coping your fleet over. Its kind of boring for me honestly. I would also mention that unless your crashing a lot or really need a new feature there is no need to update all the time (inb4 the hammer falls look people if your crashing a lot chances are its means you need and update or to check your versions). I've got 9 mods that need updating right now according to version checker with a multi colony empire stretching all over the map. Runs fine. I think I've crashed one whole time this campaign to an error I can't seem re create.
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