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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Seldion

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I have two questions.
1. Can I add this to a save?
2. Does it effect the drone patrols from RAT(Random Assortment of Things) Defensive Drone System market condition?

Thanks in advance for your time in answering these questions

Mods / Re: [0.96a] Console Commands v2023.05.05
« on: July 19, 2024, 12:31:06 AM »
How does one spawn a intractable asteroid in a system? I am trying to make some planets with one of the DIY planet mods I have and I found a system full of asteroid belts but no intractable asteroid to make it work

Is there by chance a way to make the planets with out a asteroid belt?

I'd love to be able to make my own custom system but after 10 hours of trying to figure it out I am left empty handed so this is the next best thing.

Mods / Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
« on: July 17, 2024, 03:19:20 AM »
Out of all the faction packs that I've added to my game, I find my self coming back to using this faction's ships and commissioning my self with them for commissioned crews bonus.

The ships in this pack are just all round useful, there is a ship to fill every role, the build in weapons aren't super strong but they aren't weak and useless like I find build in weapons from other faction mods are.

Thank you for all your hard work on this mod, I greatly appreciate it!

Modding / Re: [0.97a] Calvera Custom Star System 1.0.4 A/B
« on: July 17, 2024, 12:50:34 AM »
After reading tutorials and watching videos, looking at other people's work I still can't make even a simple system for my self.

Thanks for this tho, its a nice system ^.^

Is there by chance a possibility you could add a option to select how many of these special hullmods we can install?

Hm, can't be done user-side it seems (it's part of vanilla code that I'd have to override, or else test making outposts be under the independent faction or such). Might try something at a later date.

So there is no way to trigger a colonization event from one of the factions to colonize a planet in a unowned system?

Mods / Re: [0.97a] Suitable Star Systems 2.4.0a
« on: July 09, 2024, 10:30:17 PM »
I figured as much, I've watched that video about 10 times now and still can't figure it out, Thanks for the respond

I liked the look of this mod until I saw the flashing lights xD

Mods / Re: [0.97a] Orbital Manipulation and Maintenance 0.8.2
« on: July 05, 2024, 04:10:48 PM »
They remind me of bugs, like the hiver ships from that other faction mod

Mods / Re: [0.97a] Hiver Swarm - V1.1.3 - 07/05/24
« on: July 05, 2024, 04:05:44 PM »
Great work on all your mods, I love them very much!

I was wondering if there was a option that I overlooked on like a grace period when they start attacking and such, currently I am trying to run though a very challenging start but before I can even get any decent ships to help they are already attacking and almost wiping out every faction.

Mods / Re: [0.97a] Suitable Star Systems 2.4.0a
« on: July 05, 2024, 02:11:16 PM »
I know this probably will get a no if at all any response but I was wondering if you could make me a very simple system, I've tried my best to figure out how to do it my self but I can't seem to get it to work, I want a system like this as a reward for a challenge I am attempting to do.

Thank you for all your hard work.

Is there away to reverse engineer weapons like with ships?

Mods / Re: [0.97a] Aptly Simple Hullmods 2.0.0a
« on: July 01, 2024, 09:39:54 PM »
I love the mod, but I was wondering if you could make it where you can disable each hullmod separately, like for say I don't want to refine the ore I get just make the metals into heavy machinery or vice versa, I have another mod that I can make supplies with and it requires metal too but if I have the refineries going then all the metal gets turned into HM

Hello, I was wondering if there was a command that made a faction colonize a planet, if anyone knows of such a command I'd be most grateful if you would share it with me ^.^

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