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Starsector 0.98a is out! (03/27/25)

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Messages - Pie Guy

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1
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 06, 2023, 05:26:33 PM »
Is there a setting or config file I can change somewhere to make Tundras count as water-rich worlds (can build Ismara's sling, can terraform to water world etc.)?

I MIGHT be mis-remembering, but isn't a tundra a cold desert?
There are a few different descriptions, and that's a valid one-- what matters is that as the tundra is depicted in the game, it's covered in ice and snow. I just want to be able to use it to send water to other bodies in-system for terraforming.

2
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 06, 2023, 04:56:53 PM »
Is there a setting or config file I can change somewhere to make Tundras count as water-rich worlds (can build Ismara's sling, can terraform to water world etc.)?

3
Mods / Re: [0.95.1a] Adjusted Sector
« on: March 19, 2023, 07:36:55 PM »
I'm having an issue where literally every system I explore outside the core worlds has remnant fleets in it. Every single one, without fail. It seems like the kind of problem this mod would cause. Is there a setting I broke somewhere?
Make a save.
Enable devmode
press Ctrl+z
Exit into Hyper
This should reveal every remnant beacon in the sector. Post the screenshot here.

Honestly that's unlikely, since:
1) I'm playing right now and i don't have such issue;
2) The remnant procgen is pretty much on the bottom of priorities for Sector Gen, so something like this could be only if you did very bad things to your setting file. So just in case, post it too.
https://imgur.com/a/hHui7jT

4
Mods / Re: [0.95.1a] Adjusted Sector
« on: March 19, 2023, 07:05:06 PM »
I'm having an issue where literally every system I explore outside the core worlds has remnant fleets in it. Every single one, without fail. It seems like the kind of problem this mod would cause. Is there a setting I broke somewhere?

5
Modding / Re: Mod to control own faction's fleets?
« on: June 10, 2022, 10:51:29 AM »
Thanks for the tips guys, problem is solved. Mucho aprecio, amigos

6
General Discussion / Not all ships in fleet showing up on map screen
« on: June 06, 2022, 09:59:03 AM »
I got frustrated with having to haul a massive fleet of ships (guzzling thousands of supplies and canisters of fuel) to some stupid luddic path base to stop all my colonies from being constantly pestered by the anti-industrial scumbags, and THEN having to throw wave of reinforcement after wave of reinforcement at their stupid *** jerry-rigged combat freighters.

Long story short, I increased the max battle size to 1,000 and max number of ships in my fleet to 60.

I have 37 ships in my fleet, and only 15 are appearing on the map screen while I'm flying around. It would be cool to have all of them show up. Why are only a few of them appearing?

7
Modding / Mod to control own faction's fleets?
« on: June 04, 2022, 12:00:06 PM »
I tried Nexerelin. Its diplomacy system is garbage and has significantly decreased the overall quality of my game (could easily drop my rating of the game from a 9/10 to a 7/10), and I'd like a mod that just lets you have greater control over your own faction, colonies, and fleets without having a constant -40% accessibility to your planets because of hostilities with other factions-- worse, at no fault of your own, and with that being completely random and beyond your control.

Yeah, so is there a mod that is basically Nexerelin but without the weird random diplomacy?

8
Hey all. I'm going through the phase of "COLONIZE COLONIZE COLONIZE" in the game, and I was wondering if player-made colonies change the calculation for accessibility related to "isolation from other colonies?" If I build multiple colonies right next to eachother, will their accessibility be increased due to the fact that they aren't technically isolated from other colonies? Or is the calculation only performed in a radius around the core worlds?

9
General Discussion / Re: Seed unrest to boost growth
« on: March 03, 2022, 06:25:06 AM »
Basically like starting a refugee crisis.

10
General Discussion / Seed unrest to boost growth
« on: March 03, 2022, 06:22:52 AM »
I was just thinking, what if you could, through some operation or series of operations, sow discord and unrest within high-population planets to promote immigration and increase the growth of nearby colonies? If you did it to the right system, you could significantly boost the growth of your own colony.
Does this already work in-game?

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