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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - shovelmonkey

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1
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« on: September 26, 2023, 11:48:18 AM »
I recompiled all the Seeker java scripts, fixed MagicLib import calls and methods to use the newer ones(fleet/captain spawning were using old methods). As far as I can tell everything functions as it should. Changed some hull probabilities so factions don't get spammed with Seeker ship designs. This should function in 0.96 without issue, at least I haven't had a crash so far.

https://drive.google.com/file/d/1Q7GWZMN5LYWSXPx4WZ1aaspmKizxXQoz/view?usp=drive_link

I'm also trying to update Scy Nation but the Phased Mine Torpedo crash is really hard to figure out...

Wow, very nice. I was missing this.  :)

2
Mods / Re: [0.95.1a] Adjusted Sector
« on: September 06, 2022, 10:20:55 AM »
Glad to see an update on this, I came back at just the right time! I literally cannot play without this. Many thanks!

3
Mods / Re: [0.9.1a] Cari's Minimal UI
« on: November 09, 2021, 12:19:43 PM »
Update to 1.0.3, updated version for 0.95

Love it! You may have forgotten to update to thread title to reflect the update!

4
Mods / Re: [0.95a] Seafood Shipworks 0.0.7b
« on: November 01, 2021, 11:37:39 AM »
These look great! Let the mod list grow!

5
Mods / Re: [0.95a] Adjusted Sector
« on: October 15, 2021, 03:55:52 AM »
I know its probably not but is this save compatible?

I don't suppose adding it would break your save...BUT...you only see the effects of it on generating a new sector  :P

6
Mods / Re: [0.95a] BigBeans Ship Compilation
« on: September 03, 2021, 12:24:46 PM »
Getting a crash wish this latest version.

starsector.log is here : https://drive.google.com/file/d/1uv5NfdQtHAbXyTYqFZtQfps1YVZcftwq/view?usp=sharing

The error seems to occur around line 171314, didn't redact the file to demonstrate the game working before I updated to the latest version of your mod and after disabling it.

If I am mistaken please let me know, I'm not a programmer, just a player... 8)

FYI love the ships!

7
Mods / Re: [0.95a] Adjusted Sector
« on: August 29, 2021, 12:58:32 PM »
How does this interact with Galatian Academy quest ? Is it compatible ? Cause Nexerelin disable the quest if we use randomize sector generation. (I actually didn't know that in my previous run that explain why I didn't understand much about this new story thing).

I want to use your mod cause I getting tired of hyper storm that really I HATE, no sense in science and annoying gameplay (IMO). Would like a simple mod that just remove hyper storm... I didn't find any option core settings.

Academy quest still works fine.

8
Mods / Re: [0.95a] Adjusted Sector
« on: August 04, 2021, 12:52:53 PM »
So thanks to Nerzhull_AI I've managed to tweak settings the way I want them to be (sector is less "saturated" with stars which now tend to be organized in longer clusters/contellations a bit away from The Core)

Here are my settings:

Quote
Spoiler
{   
   "plugins":{      
      "newGameSectorProcGen":"data.scripts.SectorProcGenMod",
      "newGameCreationEntryPoint":"data.scripts.world.SectorGenMod",
   },

   "sectorWidth":164000,
   "sectorHeight":164000,
   "AdjustedSectorConstellationCount":250,
   "AdjustedSectorConstellationSize":850,
   "AdjustedSectorConstellationCellSize":6,

   "sectorConstellationRemnantMin":50,
   "sectorConstellationRemnantMax":70,
   "sectorConstellationRemnantSkipProb":0.15,

   "sectorRemnantPresenceLow":1,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":80,
   "sectorConstellationRuinsMax":100,
   
   "sectorDerelictMotherships": 8,
   "sectorDerelictCryosleepers":80,

   "sectorCoronalTaps":10,
      
   "AdjustedSectorRndArcs":20,

   "AdjustedSectorHS":true,

   "accessibilityDistFromCOM":150,
   "accessibilitySameFactionBonus":1.0,

   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,

   "BladeBreakerThemed_ConstellationMin_AS":13,
   "BladeBreakerThemed_ConstellationMax_AS":25,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}
[close]

It's for sure less demanding than preset delivered with the mod but it works for me :)

I hope you don't mind, I've borrowed this preset to use as my own. I like it quite abit.  :D


Also, glad to see the return of Nerzhull_AI and thanks for his detailed explanation of how things work!


9
Mods / Re: [0.95a] Adjusted Sector
« on: March 31, 2021, 05:20:43 PM »
This satisfies my need for more. Thank you, sir!

10
General Discussion / Re: vmparams and the settings.json file
« on: March 31, 2021, 08:04:46 AM »
I have questions about this myself. Consistently getting low ram warning running a few extra factions. I've adjusted both xms and xmx values in vmparams to 8192m which should be allocating 8gb and should be PLENTY according to this thread:https://fractalsoftworks.com/forum/index.php?topic=8726.0 .

I have 64gb of ram in my system so I have plenty to work with or is there some type of cap? Or do we need to modify additional files as OP asks?

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