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Messages - FrackaMir

Pages: [1] 2
1
Mods / Re: [0.95.1a] Adversary: Customizable Star Systems (v1.2.0)
« on: February 05, 2023, 04:00:17 AM »
I'm confused on how to add a new custom star system separate from the default one, added in the Star, type and name, radius and the planets with their orbits and radius and so on, yet seemingly it is crashing whenever making a new game

I'm unsure what I'm doing wrong with it

2
Heyo, getting an issue with trying to turn a Makeshift habitat into a Habitable Space Station, the choice to turn the habitat into a space station does nothing when chosen with the resources, instead repeatedly gives the same message on the habitat being colonized.

Issue didn't exist prior to updating.

3
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: December 22, 2022, 07:37:43 PM »
Huh, I must've confused it with TASC then, given the station construction abilities.

My apologies

4
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: December 22, 2022, 07:13:36 AM »
I'm unsure why, maybe due to updating some other mods I've been running all the time, but now I'm unable to turn an Make shift Habital into an Orbital Station. I'm fairly sure its from TASC and not another mod.

I'm, however, unsure of what mod might be causing this as while the option comes up for making a habitable station, choosing the option now seems to do nothing and instead repeatedly send the same message about constructing the habitat into a station

5
Mods / Re: [0.95.1a] Concord 2.2.1
« on: February 22, 2022, 05:21:13 AM »
Issue now seems to be fixed, the base game hullmods are back and working fine, mhm many thanks

6
Mods / Re: [0.95.1a] Concord 2.2.0
« on: February 22, 2022, 02:15:27 AM »
Touching base again!  ^_^  I'm seeing changes and adjustments, which rocks.  Equip screen isn't slowing down now.

But!  I'm still getting SOME duplicate S-mods (before it was all, or nearly all) but I seem to have... lost access to most basic ones?  I don't know if I just need to go find them again, or...

For example, I don't have Expanded Cargo Holds anymore.  <_<
I can find it in the Progressive modification window with only a single option instead of the double.

Yeah that does appears to be an issue and what I could manage is that its having issues with other mods, as with just Concord, the base mods are there, but with other mods they are gone.

I'm using a vast majority of mods, nearly all of them and Concord used to work fine but I think recent updates, while removing the lag in the refit screen and breaking Vents and Caps, seems to have disabled or hidden most of the basic hullmods, or base game hullmods.

Not to say they no longer exist, they still do and ships that have them applied still use them, just that you can no longer put those hullmods, see those hullmods in the selection or add them via S modding.

7
Mods / Re: [0.95a] Adjusted Sector
« on: February 21, 2022, 02:22:49 PM »
I have counted and adjusted the amount of constellations with relevance to the size and overall sector width, in accordance to what the PC could handle. ALways used the default but now adjusting it to one I'd like

Would this be fine or does it have some hiccups?

Spoiler
{
   
   "plugins":{      
      "newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
   },
   #Change the number below to increase or decrease the size of the Sector
   #"sectorWidth":164000,
   #"sectorHeight":104000,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":174000,
   "sectorHeight":134000,
   "AdjustedSectorConstellationCount":250,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":7,

   "sectorConstellationRemnantMin":20,
   "sectorConstellationRemnantMax":60,
   "sectorConstellationRemnantSkipProb":0,
   # zero means - they wont spawn
   "sectorRemnantPresenceLow":1,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":20,
   "sectorConstellationRuinsMax":60,
   
   "sectorDerelictMotherships":8,
   "sectorDerelictCryosleepers":90,

   # this field controls the amount of Coronal Taps, default = 2
   "sectorCoronalTaps":90,

   # this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
   "minNonCoreGatesInSectorMod":30,
   "maxNonCoreGatesInSectorMod":70,

   # this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
   "XIV_LEGION_NON_SALVAGEBLE_MIN":0,
   "XIV_LEGION_NON_SALVAGEBLE_MAX":0,
   "XIV_LEGION_SALVAGEBLE_MIN":5,
   "XIV_LEGION_SALVAGEBLE_MAX":20,
      
   #Random number of arcs apply to map
   #Vanilla value 20
   "AdjustedSectorRndArcs":20,

   #Generate hyperstorms options.
   #"true" for generating hyperstorms, "false" to not generate hyperstorms.
   "AdjustedSectorHS":true,

   #Accessibility will be base - 1 at that many light-years from center of mass
   #"accessibilityDistFromCOM":50,
   #"accessibilitySameFactionBonus":0.50,
   "accessibilityDistFromCOM":100,
   "accessibilitySameFactionBonus":1.0,

   #If SAD is enabled, you can change the amount of SAD-themed constellations
   #"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
   #"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":45,

   #If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
   #"BladeBreakerThemed_ConstellationMin_AS":3,
   #"BladeBreakerThemed_ConstellationMax_AS":5,
   #"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
   "BladeBreakerThemed_ConstellationMin_AS":15,
   "BladeBreakerThemed_ConstellationMax_AS":45,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0,
}
[close]

8
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: February 19, 2022, 07:58:23 AM »
Is there anyway to add and remove system Jump points? like inner, outer and fringe as well as gas giants?

Couple of the jump points are in the range of the coronal effect of the Yellow Supergiant and some jump points interlope over each other

9
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: February 06, 2022, 01:51:52 AM »
There's a new dev version that fixes AddOfficer. Grab it here.

This version should also prevent the crash when opening the console at very high resolutions with the background enabled, but I've been unable to test that as my computer doesn't experience that crash. If anyone who has that bug could confirm it's fixed, it'd be greatly appreciated.

Not quite certain but updated it to the new version but still am getting Add Officer errors of campaign_map and campaign_market, seems the issue somehow persists or is conflicting with some other mod perhaps?

10
Mods / Re: [0.95a] Unofficial New Game Plus 1.3.0 (2021/3/27)
« on: October 26, 2021, 06:35:29 AM »
Just asking for a request if its possible.

Could the mod be able to transfer over Officers and their related levels, skills, XP, names and portrait?.

Don't mind much of not transferring much else like ships and colonies and such but would being able to transfer officers like the former Save Transfer used to do?

11
Looking for some help with the console commands.

Is there a way to spawn an active Remnant Nexus (at the play location, sorta like the stable location spawning)?

Also the planet spawning command, how exactly is it done? Could someone show the code for what will spawn some random planet at the player location (or just any planet really that I can copy paste and use in game).

Help appreciated.

you could use the same code for the stable location to spawn a remnant nexus since its nearly the same thing used to make pirate stations but exactly what is the custom entity called I do not know

as for your question on planets thing is I'm still working out the kinks in the code where planet generation is technically randomized

https://pastebin.com/iYxVK2Bq

right now the code looks like that I just used the code posted by rrz85012 and added a random number generator for the planet radius between 100-300

The planet spawning is so easy now you have pointed the way. Cheers!

The Remnant Nexus one is more difficult. Still cannot figure it out, I have tried changing the stable_location  to remnant_station2_Standard and remnant_station2, but they don't work. I think it is because they are considered ships (maybe if they were added to the spawnfleet command? but then they wouldn't be static and have other ships there in the same "fleet"? meh).
I have used (when trying to get the Remant Nexus to show) the stable locations code to spawn derelicts and stations (all things from the custom_entities.json). The stations though (even when spanwed as remnant) don't do anything.
I think to get to work what I want I would need to spawn a planet with headquarters etc, and put it under remnant control (maybe tinker with their faction file).

Now I make another request for help. How do I hand a new planet over to a faction? I have made a planet, occupied it, set up its industry now I want to hand it over to another faction. I tried: SetMaketOwner Remnant
I get Error: could not find entity with name "remnant"
Nevermind you can do this in game without console commands. Mind you, there is no Remnant option, must be in the faction file somewhere.
Unless there is a console command to bypass this?

How do you use the Random Planet spawn code? Inputing the code while adjusting planet name and type ends up giving a Java null pointer error. Also does this code that spawns the planet at the player fleet location or random? would the Orbits and such be stable and it would remain fixed or would the planet drift off to nowhere?

I've noticed using the earlier planet spawn code that the spawned planet won't have any conditions or have stock commodities that existing planets have listed

12
BREAKS SAVES

Does it really break saves? like break as in it doesnt allow you to load the save or something else in the save is broken?

I updated it the usual way of deleting the old mod and such, Prepped a save transfer and such but it seems like it didn't seem to break it? Perhaps? the same save loaded just fine that was using the old mod before today

Edit: seems like the Thunderbolt is still in there, which would be the reason why the save isnt borked as it still exists.

13
It's possible to build whatever building you want even if you got more than 12 - you just can't see them anymore as they have no space in the row. You still get the effects.

When you have max industries it's not possible to build anything at all though, even non-industry structures. The button is un-clickable.

So does that mean one could technically add more buildings via either console or just mass building so many at once the colony keeps building the newer buildings despite the lack of additional rows.

Ik the row thing is hard coded for the slots, like I see the appeal of making one planet a central sort of place, but using slots does makes specialization possible

Is it possible that perhaps Alex would introduce like planets that give more then 12 slots but are fairly rare, or planets that have 12 but have some hidden benefits

14
Yeah I always delete the old Mod files when updating, I simply think it might be save related as the old mod stuff might still be in the saves data, hence why it might be having an issue with the newer version

15
In fact, a word about the Chinese faction mods (including ApproLight): they are designed to balance around completely different styles to our typical EN mods. One big thing you may notice that both fleets have a few ships a lot of redundant turret mounts with weird arcs, which is important because you are recommended to free up some of them for more useful hullmods or other weapons. Do try it out.

One thing is, would using the Chinese Mods work on the English Starsector? and the other is would they be friendly with our EN version of faction mods.

Those mods playstyle do sound interesting, although considering the next update Alex would put out which involves integrating Mods permanently with I think 0 cost with Story Points may make those ships a tad bit more weaponized, perhaps

That and perhaps running most of the chinese faction mods with the EN ones may push the RAM requirements even further, and the VRAM

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