Found a bug. If your outside the sector at the end of the month, you don't get your monthly report. Instead it rolls over to next month.
Aww YES. Bless you Kentington. This was exactly what the next step after the campaign should have been. Uh, just to inquire though, any potential issues with adjusted sector or other mods that affect procgen that we should worry about?
Hi! Could you share a link to a previous version that is compatible with 0.9.1a? If it's still available and not too much work. I'm holding onto my 0.9.1a campaign until most of my favorite mods will update. Which are almost all of the mods. Yeah, I'm sick. Sickly in love of Starsector. :D
Hi! Could you share a link to a previous version that is compatible with 0.9.1a? If it's still available and not too much work. I'm holding onto my 0.9.1a campaign until most of my favorite mods will update. Which are almost all of the mods. Yeah, I'm sick. Sickly in love of Starsector. :D
I got two groups of two so maybe the first group would have been defeatable (at large losses) but not the second.
one bug: tried emergency burning into a gate with a neutron star and i got knocked out before the warp happened and when i returned the connection was severed and it took 28177777172 fuel to return to galactia LOL
So, funny story, I ran into the random planet encounter where you can give a population a hundred supplies and machinery to create a new Independent colony and out of the goodness of my heart I went and did it. Then I went and bought and sold stuff from their market and because I was a super bleeding heart I even activated the in-system comm-relay for them in the hopes that there were other polities nearby that would hear them. So I got home and all the planets had negative a bajillion accessibility for, in retrospect, bloody obvious reasons. I reloaded the save and all was well again, but it was a good lol of a bug.
ran into this aswell but i saved my game before i realised and now i cant revert to a previous save is there a way to fix it?you can use "Console Commands" mod and teleport using the command goto "GoTo Corvus" will teleport you to Corvus system
how does going to corvus help me?ran into this aswell but i saved my game before i realised and now i cant revert to a previous save is there a way to fix it?you can use "Console Commands" mod and teleport using the command goto "GoTo Corvus" will teleport you to Corvus system
ran into this aswell but i saved my game before i realised and now i cant revert to a previous save is there a way to fix it?
how does going to corvus help me?ran into this aswell but i saved my game before i realised and now i cant revert to a previous save is there a way to fix it?you can use "Console Commands" mod and teleport using the command goto "GoTo Corvus" will teleport you to Corvus system
The replayability potential of this mod for any playthrough is unfathomable, this is such a cool idea. Even just being able to open randomized systems with REDACTED and loot in them is already big.
also if u visit a foreign sector and don't survey the planets then sometimes a blueprint mission guy will give u the blueprints in the sector you already left if that makes sense
Can we get a mod version compatible with 0.9.1 as well ?
You need to complete the main story quest to get the janus device, once you have it you need 5000 fuel and go to any gate and you can travel into a random new system.Yea, about that...
BtS has an interaction with Legacy of Arkgneisis which causes the intel board to keep references to LoA bases that are no longer accessible once the system is despawned.
DMing Gwyvern I'm led to believe that the LoA market script works within a close range to the core worlds.
If the generated systems are placed further away from the core worlds then LoA shouldn't create bases that become inaccessible once the system despawns.
I would also advise adding a tag to any systems generated by this mod, that other mods can look for to ignore for various special mechanics.BtS has an interaction with Legacy of Arkgneisis which causes the intel board to keep references to LoA bases that are no longer accessible once the system is despawned.
DMing Gwyvern I'm led to believe that the LoA market script works within a close range to the core worlds.
If the generated systems are placed further away from the core worlds then LoA shouldn't create bases that become inaccessible once the system despawns.
Honestly I would recommend spawning these fake systems far off the map altogether, it shouldn't matter since they're accessed via gate it shouldn't matter but having these systems exist within the standard sector bounds will create issues with any script trying to locate random locations at the campaign layer.
this mod looks absolutely epic. but reading through i saw the bugs, have they been addressed?
I sure hope it's still being worked on. Anyone found the cryosleeper yet?Well, i found the cryosleep after i finish the academy quest, it was my first gate as well after the quest. So it's just the chance of finding one.
Is anyone else having difficulty with acquiring the Janus Device?The Janus Device is a vanilla item that is awarded during the Galatia Academy questline.
EDIT: So I took a look through all the mod files to see if I could find the item ID for the Janus Device and load it into my game with console commands, but I couldn't find it anywhere. Does anyone know the item ID for the gate scanner?
Figured out why the not-pirates are appearing in main sector and fighting the pirate faction.
Remove the "makesPirateBases":true, tag in beyond_red's faction file, so they don't spawn pirate bases.
I've run into an interesting problem, after I went to another sector and came back whenever I use a story point to assist in a ground raid I am teleported to an active gate.
... anybody else run into anything like this?
First off, love the mod.
Interesting issue though:
After a little while of using it, I exited the gate into a neutron stars system. After exploring it, I went back to the gate and instead of waiting for it to come out of the beam, I just eburned at it, activated it, got blown out of the gate, and now I'm stuck in an episode of the 90's TV show Sliders, cursed to forever wander between randomised star systems never able to return home, and when I hit return to sector, I end up back in the neutron star system, not my home system.
Apparently its just under 13mil fuel to use the gate to get home normally..
Any ideas how I can get home? or do I have to setup home on the 1 planet in the cursed remnant infested neutron star system, and try to save up 13 million fuel..
In that case you should probably use console commands to give yourself infinite fuel and attempt to use the gate
In that case you should probably use console commands to give yourself infinite fuel and attempt to use the gate
Googling Star 'Sector Console' it only comes back as a mod? Is there a console outside of the 'Console Commands' mod?
In that case you should probably use console commands to give yourself infinite fuel and attempt to use the gate
Googling Star 'Sector Console' it only comes back as a mod? Is there a console outside of the 'Console Commands' mod?
First off, love the mod.
Interesting issue though:
After a little while of using it, I exited the gate into a neutron stars system. After exploring it, I went back to the gate and instead of waiting for it to come out of the beam, I just eburned at it, activated it, got blown out of the gate, and now I'm stuck in an episode of the 90's TV show Sliders, cursed to forever wander between randomised star systems never able to return home, and when I hit return to sector, I end up back in the neutron star system, not my home system.
Apparently its just under 13mil fuel to use the gate to get home normally..
Any ideas how I can get home? or do I have to setup home on the 1 planet in the cursed remnant infested neutron star system, and try to save up 13 million fuel..
1. I love Sliders.
2. congratulations, you have become starsector, forget about everything you've left behind, this is your home now, just make sure your crew don't splinter off in different factions trying to kill each other.
If there was a homeworld style mothership that acts like a mobile colony, being stuck roaming random gates forever does actually sound like a playthrough in its own right.
Probably a dumb question, but how do you go about deleting the "return gates" from previously visited systems? I'm starting to have a sizeable backlog in my game.Spoiler(https://i.imgur.com/WHyeq31.png)[close]
Burning question: can I tow away "normal" cryosleepers found in the sector?
When in a foreign sector, planets that generate with Vast Ruins now have a chance to include a special mission. You'll know it by the distress signal. Securing the cryosleeper requires lots of marines, or a story point and an alpha core (not consumed). If you manage to actually repair and launch it, at tremendous cost in supplies, fuel, and heavy machinery, it will be added to your fleet
I've noticed a weird interaction between tech mining industry and this mod.
If tech mining is "improved" with story point, and you are in a "unknown" star system at first day of the month, then tech mining will generate several months worth of loot, depleting itself faster. It doesn't seems to occur with non-improved industry. Nothing game-breaking, just weird.Spoiler(https://i.imgur.com/5HB5qdx.png)[close]It's only becomes concerning, if tech mining depletion is turned off. ("techMiningDecay":1) But who would do that?
I've noticed a weird interaction between tech mining industry and this mod.
If tech mining is "improved" with story point, and you are in a "unknown" star system at first day of the month, then tech mining will generate several months worth of loot, depleting itself faster. It doesn't seems to occur with non-improved industry. Nothing game-breaking, just weird.Spoiler(https://i.imgur.com/5HB5qdx.png)[close]It's only becomes concerning, if tech mining depletion is turned off. ("techMiningDecay":1) But who would do that?
It's not just that, the production queues that you have will also get finished. I had an order for 2m worth of stuff, and with 225k production, it should've taken 8-10 months to finish. I believe tech-mining adds a secret production order that draws from a random pool. Likewise, one of the terraforming mods adds an industry to 'mine' AI cores.
I went away for a month or two, and when I returned I had like 50 alpha-cores, my not improved tech-mining was empty, and my order was finished. I trashed the ship, dumped the cores, and covered the whole dig-site up of course :D I guess these distant gates are not just taking us far away in space, but also in time :D
Friend and me seem to have the same issue, but we aren't sure 100% it's this mod (more like 98%). I play with nex, he without, and most of our mods are same.
After we unlock the endless systems from gate options, from that point onwards, game will freeze at certain point, on first of january after monthly report for colony, or maybe on 1st of some other month, but it defo happens on january for both of us. If we dont unlock the systems, nothing bad happens. Freeze happens even after reloading game several months backwards, at same point, effectivelly perma screwing your save.
It happened at least on 7 different saves for both of us before we concluded to not unlock the systems, and since then we're fine. Did anyone else experience the same thing? (It worked fine on 0.95a iirc, but after 0.95.1 update no)
p.s. i checked logs, and there is literally never any error or any sort of exception at the break point
That's literally the only way you can fix the freeze, by alt+f4-ing the game and restarting :) so yeah we tried that
(the fps drop happens to us too, after about 2h of gameplay, less if exceed vram limit)
That's literally the only way you can fix the freeze, by alt+f4-ing the game and restarting :) so yeah we tried that
(the fps drop happens to us too, after about 2h of gameplay, less if exceed vram limit)
How many of these extra systems do you reckon you and/or your friend generated before the freezes became debilitating?
Friend and me seem to have the same issue, but we aren't sure 100% it's this mod (more like 98%). I play with nex, he without, and most of our mods are same.
After we unlock the endless systems from gate options, from that point onwards, game will freeze at certain point, on first of january after monthly report for colony, or maybe on 1st of some other month, but it defo happens on january for both of us. If we dont unlock the systems, nothing bad happens. Freeze happens even after reloading game several months backwards, at same point, effectivelly perma screwing your save.
It happened at least on 7 different saves for both of us before we concluded to not unlock the systems, and since then we're fine. Did anyone else experience the same thing? (It worked fine on 0.95a iirc, but after 0.95.1 update no)
p.s. i checked logs, and there is literally never any error or any sort of exception at the break point
I've just ran into the exact same issue, been trying to figure out what's been causing it , no errors in the log but seems that it may be this mod causing it, went through one gate myself and now on the 1st of Jan the game simply freezes, bit annoying as I'm in cycle 238 and was really hoping I wouldn't need to start a new game.
Did you find any workaround to this issue?
Hey, dk if anybody else is aware, but this mod kinda breaks DIY planet's "Scarred spacer" quest.Nope, i dont have this problem at all. Well, im not using mods feature much
Terraforming rigs can spawn in generated systems, making them inaccessible.
I know they are different mods, but they are by the same creator, and other vanilla quests break in a similar manner.
So i found where sectors are but i have a question.
Why they are still there and why its so far away?
I've been playing with this mod for a while and it works fine, if your having crash problems check the log to make sure its not an incompatibility, i had to stop using my courier ports because they were having problems when I generated a random system
wouldn't that cause slowdown issues? because I haven't had those from this modI've been playing with this mod for a while and it works fine, if your having crash problems check the log to make sure its not an incompatibility, i had to stop using my courier ports because they were having problems when I generated a random system
It works fine in terms of functionality but the problem is that it doesn't clean up after itself. The systems you visit don't get deleted despite now being inaccessible.
wouldn't that cause slowdown issues? because I haven't had those from this modI've been playing with this mod for a while and it works fine, if your having crash problems check the log to make sure its not an incompatibility, i had to stop using my courier ports because they were having problems when I generated a random system
It works fine in terms of functionality but the problem is that it doesn't clean up after itself. The systems you visit don't get deleted despite now being inaccessible.
wouldn't that cause slowdown issues? because I haven't had those from this modYes, yes it does.
wouldn't that cause slowdown issues? because I haven't had those from this modYes, yes it does.
Namely, a hyperspace slipstream will eventually try to path there and enter an infinite loop, creating the biggest slowdown: A full lockup.
I've been told that this mod bricks saves but I've had it installed for a while, but haven't actually used the gate mechanics yet. Should I uninstall it then? Will it break my save if I remove it?Uninstalling it will also brick your save.
I've been told that this mod bricks saves but I've had it installed for a while, but haven't actually used the gate mechanics yet. Should I uninstall it then? Will it break my save if I remove it?
ok so, I was going back by the gate but the neutron star push me away so the mod think i already go back to main sector.
This cause me to be able to warp out the system. and it revealing that all my previous random generated star is still exist.
So I assumed this could relate to issue other are having when generate too much system. (0.95.1a)
https://youtu.be/kyZCTK2eDCM
Namely, a hyperspace slipstream will eventually try to path there and enter an infinite loop, creating the biggest slowdown: A full lockup.
From what I've heard, he's currently working on his own game. So I guess his mods here won't be updated any time soon.
From what I've heard, he's currently working on his own game. So I guess his mods here won't be updated any time soon.Can you say the game?
Anyone experiencing an issue where they can't park a cryosleeper over their planet? I've got one but when I confirm the order to park it, it says in orange: " NullPointerException: null " Would someone know how to resolve this issue?
It is unlikely that you would receive help with this problem as most modders disavow BTS as (at the moment) irreparably broken. However if you were to it would probably help for you to post the "starsector.log" file that exists in starsector- core just after the error occurs. This will allow someone to diagnose the issue
Have you thought about submitting your mod to the Mod Index (https://fractalsoftworks.com/forum/index.php?topic=177.0)? I feel like it'd be a valuable addition there.
I've been struggling to find things to do/explore outside of starting a new game with Augmented Sector, but I feel like this would breathe new depth into the game outside of simple faction warfare and idle attempts at colonization.
it was removed from the mod index because it's more or less a ticking timebomb with the latest update, it will eventually kill your save
puretilt is working on a similar mod called exiled space, it's currently in beta in the unoffical discord (invite link here) (https://discord.gg/a8AWVcPCPr) & has the benefit of not doing that
Have you thought about submitting your mod to the Mod Index (https://fractalsoftworks.com/forum/index.php?topic=177.0)? I feel like it'd be a valuable addition there.
I've been struggling to find things to do/explore outside of starting a new game with Augmented Sector, but I feel like this would breathe new depth into the game outside of simple faction warfare and idle attempts at colonization.
it was removed from the mod index because it's more or less a ticking timebomb with the latest update, it will eventually kill your save
puretilt is working on a similar mod called exiled space, it's currently in beta in the unoffical discord (invite link here) (https://discord.gg/a8AWVcPCPr) & has the benefit of not doing that
Where in the discord can I find the beta?
Where in the discord can I find the beta?
In the advanced_modmaking channel seach for 'Exiled Space beta'
Keep in mind that it's very clearly still in beta as not only is it lacking in polish but I've experinced several bugs/weird in development interactions. Still think it's a good mod though and I'll be keeping an eye on where it goes.
runcode
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.StarSystemAPI;
boolean removedAnything = false;
for (StarSystemAPI system : Global.getSector().getStarSystems()) {
if (system.getLocation().getX() == Float.MAX_VALUE) {
Global.getSector().removeStarSystem(system);
removedAnything = true;
}
}
Console.showMessage(removedAnything);
Just wrote this for someone in the unnoficial discord & they pointed out that it'd be helpful for this thread -
here's a console command that'll remove any BTS-added systems & hopefully save you from the slipstream crash, though you'll have to keep the mod enabled.Coderuncode
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.StarSystemAPI;
boolean removedAnything = false;
for (StarSystemAPI system : Global.getSector().getStarSystems()) {
if (system.getLocation().getX() == Float.MAX_VALUE) {
Global.getSector().removeStarSystem(system);
removedAnything = true;
}
}
Console.showMessage(removedAnything);
So how will this work? Will this just delete systems created by this mod, without touching sector systems? Also console command as in unsing Console Commands mod while in game? And can if it both are yes can I just keep using the mod, jumping to new systems and then using this command to clean up afterwards?
Thank you. Also if I never used BTS feature in my game but have the mod do I have to use the command? And can I safely uninstall the mod without breaking the save and adding Exile Space beta to my current game without breaking it?
Kentington hasn't even logged in to the forums in a year and a half, so take a guess.
This mod remains just as unusable in .96 as it did in .95.1. Do not install it.
Kentington hasn't even logged in to the forums in a year and a half, so take a guess.
This mod remains just as unusable in .96 as it did in .95.1. Do not install it.
Kentington will update the mod to .96, he has just been busy with other projects. I confirmed this by contacting him.
Kentington hasn't even logged in to the forums in a year and a half, so take a guess.
This mod remains just as unusable in .96 as it did in .95.1. Do not install it.
Kentington will update the mod to .96, he has just been busy with other projects. I confirmed this by contacting him.
This mod doesn't need an update, it needs to be first fixed so it doesn't break your game.
Kentington hasn't even logged in to the forums in a year and a half, so take a guess.
This mod remains just as unusable in .96 as it did in .95.1. Do not install it.
Kentington will update the mod to .96, he has just been busy with other projects. I confirmed this by contacting him.
This mod doesn't need an update, it needs to be first fixed so it doesn't break your game.
Nvm its DIY planets that he will update. But he did hand over BTS's source code to someone who desired to fix the mod.