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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 - geminitiger

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It's mostly RNG, but it's RNG that's been designed to make sure you don't have to suffer from an excess of excellent choices.

 ;D ;D ;D ;D ;D

Don't forget the number of stable locations and the availability of gate in system (if you planning on playing past the MQ).

The station construction mod helps with this "problem" if you consider it too hard (I do). Building your own mining station and or the other stations in your system means you can basically pick a system just 1 good planet, or whatever.

General Discussion / Re: Delete Portraits
« on: March 03, 2022, 05:09:04 AM »
Would love to see a mod that allows ingame portrait changing and selection.

Volkov Industrial Conglomerate is a full blown faction mod, a dam cool one btw, that has this feature built into one of their special buildings. You can replace any current officer or administrator pic with anything you have in your library. Be warned you need to be neutral with them to use this service, but that's not a problem long term, just at moments you might not be.

General Discussion / bug? looting a hypershunt?
« on: March 03, 2022, 01:02:55 AM »
Early in my current playthrough I was given locations of two different XIV blueprints tucked away in hyper shunts that I couldn't do anything about.

15 cycles later, I decide to clear out the [Super Redacted] and gather the required resources on a return trip.

The HS has a [!] on it, but the only interaction option I have is "leave".

I've actually never went through the trouble of repairing one of these things before and I thought it would have some loot or something, alas no.

Note: I'm using quite a few mods, but meh, IDK if that is the cause. The quest is from the historian.

Edit-- People on discord says shunts and cryo sleepers still have these kind of quests bugs on current version, I'm actually still on 95.0 though

General Discussion / Re: Vapourware?
« on: March 03, 2022, 12:57:17 AM »
OP, see attached.

Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.1.0
« on: March 02, 2022, 08:37:48 PM »
Knowing nothing about nothing, I wonder if a green or purple tinted shield option would be useful for custom ships, midline or [redacted],  also don't how much work it would take. Just an idea.

General Discussion / Re: question about d-mods and which to remove?
« on: February 28, 2022, 07:53:40 PM »
Why exactly is that? I mean, what's the logic behind saying that when a ship has faulty engines, or a faulty power grid, that you need less "stuff" to bring the ship back to combat readiness?

It's star wars logic vs the real world, established in early Star-Wars movies where you could repair a system in the Millennial Falcon but giving it a good whack.
This is a decent balance decision as well.

In the real world it actually costs more to keep an old vehicle working (anyone who has ever owned a very used car knows this) compared to a much newer/new car.
Spaceships won't be any different.

Hello! I'm not sure why I didn't see this mod earlier, the ships and features look amazing! Just one problem, personally, I'm still on 95a because I've got a load of mods that I would rather no re download and configure again. So is it possible to get a link for DME v1.5a? Perhaps 1.6a would work in 95a if I change the config?  ???

Bug Reports & Support / 95a-rc15 "lay in course"
« on: February 22, 2022, 04:53:51 AM »
I'm not sure what triggered this, but I'm in a situation where my only option is "lay in course" as seen in the center of the screen. I can't escape, back out, shift, use another other menu or otherwise escape this lay in course prison. AFAIK. (I also can't save and restart my game normally, ie quicksave) I was able to use the console command mod (shift+backspace) to pause my game.

update: I was able to get some help on the discord to save my game via console and it works like normal now.

Mods / Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
« on: February 21, 2022, 06:34:04 AM »
Good day.

Many thanks for the set of mining ships, paired with the Nexerelin mod, I can finally play the role of an honest miner in the initial stages of the next passage.

Are there any plans to add new similar hulls or add modifications to them for automatic resource processing?

Varya isn't active as far as I know.

Ive not really experienced supply issues, considering fights will usually give back recovery supplies and then some after the fact.


Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: February 18, 2022, 05:10:43 AM »
Any chance of a straight version 95? I don't know how much work that will entail so if it's more than a minute sorry for asking.  ;D -- I just got v95 setup to my liking days before .1 dropped and not really inspired to redownload over 30, or give up mods that haven't been updated.

Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: February 16, 2022, 06:46:35 AM »
Does this mod allow the building of the void extractor? I can't find any documentation on it.

I quit playing for awhile and now I've started up again and I'm looking for a specific industry or production building that gave small amounts of a variety of goods (like either 1 or 2 units only of 3 different things) that was pretty clutch in my last game but for the life of me I can't find/build it, also I'm not sure if it had some specific requirement, I don't recall that it did. Any help would be appreciated. (Apologies if it's not related to this mod, I'm under the impression it is, but IDK)

Is the void extractor part of this mod or not? I'm finally back to my main PC (back home again) and like for whatever reason my labtop install didn't have void extractors.............

General Discussion / Re: badly modded help chats
« on: February 06, 2022, 01:41:33 AM »
Tips files are located in <mod directory>\data\string directory, called "tips.json".
The second tip is wrong, anyway. You get a gun instead.


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