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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Donahue

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1
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: January 27, 2020, 05:20:42 AM »
I have found out that Miller-Urey are quite easy to get... almost too easy for what they do.

I beg to differ.  If you don't like to use it, then sell it.

2
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.3)
« on: January 24, 2020, 05:23:52 AM »
Attempting to open the add industry/structure window in orbital stations with no planets (Star Fortress Requiem, Prism Freeport, etc) crashes the game and gives me this:

211333 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at kentington.diyplanets.TerraformIndustryNeedsArtifact.isAvailableToBuild(TerraformIndustryNeedsArtifact.java:245)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Since it mentions terraforming, I assume it's this mod that's causing the issue.

Not quite, if you would read "kentington.diyplanets.TerraformIndustryNeedsArtifact.isAvailableToBuild(TerraformIndustryNeedsArtifact.java:245)"

3
Is there a way for me to get rid of old combat reports cluttering up the pirates section of the intelligence UI?

4
Mods / Re: [0.9.1a] Fuel Siphoning v1.1.2 - Now more useful!
« on: January 22, 2020, 07:01:03 AM »
"fuelConsumptionMult" changes the amount of fuel your fleet uses in hyperspace, regardless of whether or not fuel siphoning is used. The "DensityConversionRatio" settings can be used to adjust the amount of supplies consumed by using the ability. Higher numbers are more efficient.

Hi, I tried chaning lowDensityConversionRatio to something ridiculous like 2000, giving 8000 units of fuel per supply on the tooltip, yet the supply drain is still alarmingly large while running the fleet around a low density cloud.  Fueling 10k+ units of fuel used like 3k+ units of supplies...Sounds right?

5
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.3)
« on: January 21, 2020, 02:18:40 AM »
It seems I need to keep the mirrors in place permanently after the terraforming is completed but I can remove the drone nexus in another body.  This is how it supposed to be?

6
Mods / Re: [0.9.1a] Better Colonies 1.4
« on: January 19, 2020, 06:35:39 AM »
The changes are only to the buildings itself. The changes are meant for Nexerelin where you can invade markets with these type of industries. Cryorevival requires you to find a Domain-era sleeper ship location while cryosanctums are hardcoded to a few markets.

Okay, more Nex stuff.  I didn't know =)

You're supposed to modify maxIndustries in your starsector-core/setting.json not my mod to see the change.

Yes, I took a look at your code and you read only from the core settings. I had assumed the doctrine was to read from the mod's own settings.json as maxIndustries was overwritable. Okay.

7
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: January 19, 2020, 04:17:22 AM »
Extreme Modification Hullmod shows 0% for flight dec refit time.  Is that just a UI bug?

8
Mods / Re: [0.9.1a] Better Colonies 1.4
« on: January 19, 2020, 03:46:27 AM »
I don't see the cryorevival or cryosanctum building within the buildable list.  I added this mod to an in-progress game.  Do I need to establish a new colony for these buildings to show up?

Also I added "maxIndustries":[1,1,1,2,3,4,5,6,7,8], to the settings.json of the mod but do not see that my size 6 colony get 4 slots of industries.

9
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: January 17, 2020, 11:58:48 AM »
Can I add this mod to an in-progress game or must I use a new game?

10
Mods / Re: [0.9.1a] Fuel Siphoning v1.1.2 - Now more useful!
« on: January 17, 2020, 04:05:33 AM »
What is fuelConsumptionMult? Changing it doesn't seem to change the amount supplies used.  Also how can I tell if the system is a nebula type system? Like Corvus sits in a nebula and has many clouds on the periphery yet when I sit my fleet in one of the clouds the tool tip reports "low density".  What's a system that would report "high density"?

11
Mods / Re: [0.9.1a] Player Station Construction (v2.4.0)
« on: January 14, 2020, 03:13:26 PM »
Sometimes smaller markets don't have any NPCs in the comm directory. It's random. If you have Nex installed, the secretary should always be there though.

What is considered a "small" market? What is a Nex?  I have installed an administrator there...At least that person should show up on the comms no?

12
Mods / Re: [0.9.1a] Player Station Construction (v2.4.0)
« on: January 14, 2020, 07:27:44 AM »
I have a slight problem.  I colonized the abandoned terraforming platform in Corvus. Initially, I remembered that when I docked there, the comms directory (1) would have NPCs in them.  After a few save and reload, they all seems to have disappeared...How could I get them back?...Or did I remember wrong and they never had NPCs...?

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