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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - n3xuiz

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General Discussion / Re: Planet size edit in save files
« on: November 10, 2022, 03:10:18 AM »
i also like to edit my planets radius and find it to be very tedious. so in my example i have a jungle world and want to edit the radius.

i save the game while orbiting the planet i want to edit and copy that save to the desktop or wherever as a backup. i leave the game running.

then i search for jungle planets in the save file, edit the radius and save. then i alt-tab into the game load the edited save and see if the radius has changed on my planet (it probably didn't). so i go back into the notepad++ and change the radius back to what it was and look for the next jungle entry and edit that radius..

rinse and repeat until i found the planet i wanted to edit and there you go..

basically brute force it until you find the right one.

its a pain especially if the planet type you want to change is a common one.

Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: September 20, 2022, 08:58:14 AM »
also since you are working on the mod i get a nullpoint exception on one of the derelict ships in near Kadur.

Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 09, 2022, 09:23:58 AM »
Is there a way of removing the stellar mirrors/shades via console command or save editing? They really are an eyesore

just thought the same yesterday.

Modding / removing some debris fields
« on: September 07, 2022, 08:09:35 PM »
i've colonized a system but there is a debris field directly above my planet. it's a debris field that spawned with the system and therefore stays and can't be removed by vulture scavengers. can someone tell me how to remove it please?



maybe a console command ala runcode(...)?

or even if someone can edit my save and send it back to me?

Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: September 05, 2022, 10:10:45 AM »
i don't mean to sound ungrateful. your mod is a must when using additional modded structures/industries. i understand not wanting to spend lots of time on a re-write for a few edge cases.

Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: September 05, 2022, 09:39:41 AM »
if you actually manage it i'd be very interested in a version with more pages.

General Discussion / Re: found some insane systems
« on: August 21, 2022, 07:52:15 PM »
it used to be terrible. saving would take progressively longer until it was ~15min and then crashed. but once i did the java version thing and the more aggressive GC config (plus decreasing the colonisation rate for nexerelin in very long games) it actually runs okay. the save times keep going up over time but you can somewhat mitigate it by doing save copy.

overall this many faction mods is what i wanted starsector to be once i had played vanilla. i absolutely love the setting but faction-wise it always felt a bit too empty to me.

General Discussion / found some insane systems
« on: August 21, 2022, 01:17:48 PM »
i recently put together a new modpack and started a game. i focused on areas other than exploration but eventually i went out and scouted the sector. in the course of which i found these systems:

so after i gave up on collecting the loot manually i though i'd build a salvage yard (from indevo) to allow scavenger fleets to spawn and automate the collection. sadly they never did, maybe because these derelicts are "static" and not generated after fleet battles?

at any rate i'd love to know which mod added these systems.

my modlist:
{"enabledMods": [
  "Celestial Mount Circle",
  "Everybody loves KoC",
  "Mayasuran Navy",
  "Terraforming & Station Construction",

edit: oh and if i can somehow automate the collection of these derelicts because no way am i collecting all of them manually

edit2: after leaving the system and the "cell" and returning after some time a vulture scavenger (from nex?) appeared and is looting the system. yay!

didn't really expect it to. i like the mod though its definitely staying in my load order going forward.

so i installed a version of the mod before the rebrand and i suppose its not possible to upgrade during an ongoing savegame right?

General Discussion / Re: Moral dilemma and regional prices
« on: June 24, 2022, 04:07:32 AM »
@Jalapeno from what i've read here over the years the steam release might happen but only once the game is 1.0. as for why you'd have to search previous threads about it but afaik Alex has good reasons not to do it for now.

General Discussion / Re: a way to change the size of a planet?
« on: June 13, 2022, 06:45:48 PM »
i found it! thanks for the advice.

General Discussion / a way to change the size of a planet?
« on: June 13, 2022, 05:57:07 PM »
in the past i've changed the size (radius) of planets i colonized to make them bigger. the thing is once i've colonized them i can't reliably find the radius value in the save file.

before colonization i'd just open the campaign.xml in np++ and search for planet name and then change the radius value that was nearby. but once i've settled the planet and built some industries the tons of added lines mean i can't find it anymore.

is there

a) a way for me to step-by-step search the file to find the value

b) a way to edit it ingame via a console command ala runcode(...)

i'd really appreciate any advice so i can increase the size of my planet to finally be able to build astropoli around it.

General Discussion / decivilized page of the intel screen
« on: June 09, 2022, 10:33:24 AM »
i like to play very long games where over time lots of planets will decivilize. i want to loot all these planets. but the page in the intel screen is not sorted and it can be a pain to find out which world has joined the long list.

is there a way to change it so new entries get listed at the top or bottom or make it so it shows the new tag for all entries that have joined since i last visited the page?

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