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Starsector 0.96a is out! (05/05/23)

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Messages - mkire

Pages: [1] 2 3 ... 7
1
Mods / Re: [0.95.1a] Domain Drones+
« on: March 24, 2023, 08:49:38 PM »
for the campaigner and the drone dram, would it be possible to do some sort of trickery to make the derelict AI deploy them alongside the rest of the ships, or make them run away like regular supply ships?

i'll blow up all the combat ships, then have to spend a couple minutes hunting down the newly deployed supply train.

2
just like you have a toggle that just lets people stabilize the field, would you add one that prevents it from doing so even if you visit a market? i'm loving being very nomadic and turning scavenged/produced fuel into data, but eventually i have to make a pit stop for something, generally crew, and there goes my cool fuel guzzling money machine.

lore-wise it could be someone who wants to keep studying it, and takes care to not have it stabilize by using shuttles instead of getting close enough for it to do so.

on a different note, if i'm flying PAGSM ships will they count as militarized or as warships, given the whole 'every warship is a tanker'?

3
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
« on: March 20, 2023, 07:26:20 PM »
i have a minor request; would you make the yunru+ interaction independent of what core is installed?

like say i want to have an alpha SHU, paired with the yunru+ beta core to get that PD boost, or with a delta for a damage boost

4
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: March 20, 2023, 07:09:25 PM »
if i wanted to, could i use the custom start in nex?

5
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: February 14, 2023, 08:29:46 PM »
what do i need to edit so the IED ships don't have a shield piercing explosion?

6
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: February 09, 2023, 07:05:06 PM »
Some of the bounties need serious re-balancing. A couple of them are unreasonable and just not worth the effort.
are you talking about how the bounty will brag about how such and such has a neat cruiser, and fails to mention the two onslaughts and four mora carriers?

another one i can remember being told about how some guy's flagship was a souped up destroyer, and his fleet usually has a conquest in it

7
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« on: January 19, 2023, 07:22:51 PM »
came to report a crash, see other people have reported it.
Spoiler
3251048 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.SUCatalyticCoreUpgrades.addPostDescriptionSection(SUCatalyticCoreUpgrades.java:195)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
here's a log for the issue if it is helpful

8
Mods / Re: [0.95.1a] Fair S Mods v1.1
« on: June 05, 2022, 11:04:10 PM »
yeah, i thought it was a different mod, but having tried reporting it to that mod's author and them telling me it wasn't theirs, along with just today figuring out only ships that have had bonus OP added by this mod had the problem, can confirm
https://imgur.com/9dNfT8i screenshot of the issue

9
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.3
« on: June 05, 2022, 11:02:15 PM »
i figured out the cuplrit of my invisible mounted weapons problem, Fair S-mods is the cause of it.

10
just updated everything and added some more mods for a new game, am having my relationships degrade with factions because i'm friendly with their enemies, is this a new nex feature?

11
would it be possible to add XP for civilian ships gained from trade or nex's mining feature? i'm playing a mining/trade run and i'd like to be able to build stuff in. I understand completely if the answer is 'no, it's not possible,' or 'no, i don't want to spend the time to do that'

Thanks for the mod, having lots of fun with it

12
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.3.13
« on: May 04, 2022, 07:52:09 AM »
weapons aren't disappearing, but hovering over a slot says it doesn't have anything in it, even when there's something in it.

likely just a weird interaction between my pile of mods, but with my setup all i do is add MIDAS to a ship, swap to another ship, strip it and then mount stuff in it and hovering over the slots says they're empty, when there's actually a weapon there. first screenshot.

my best guess is the version i have is actually trying to add this armor module described in the midas description, and since the ship i'm mounting it on doesn't have a module defined for that, bugs out a bit in the refit screen

13
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.3.13
« on: May 03, 2022, 09:07:43 PM »
I have zero clue on how to track this down, but i'm experiencing an issue where adding the midas hullmod to a ship when it says 'adding midas also adds an armor module with X armor and X hull' causes refitting other ships to show their hardpoints as being empty
 
screenshots here, and spoiler is modlist
Spoiler
{"enabledMods": [
  "yunru_pirate_collection",
  "yunrutechmining",
  "adjustable_skill_thresholds",
  "A_S-F",
  "apex_design",
  "armaa23",
  "automatic-orders",
  "lw_autosave",
  "bee_swarm_ship_pack",
  "better_deserving_smods",
  "HMI_brighton",
  "CaptainsLog",
  "capturecrew",
  "seven_nexus",
  "clearCommands",
  "chatter",
  "timid_commissioned_hull_mods",
  "su_Concord",
  "lw_console",
  "diyplanets",
  "istl_dassaultmikoyan",
  "Everybody loves KoC",
  "SkillEdit_JustExtra",
  "extra_system_reloaded",
  "su_FairSMod",
  "fast_engine_rendering",
  "sun_flux_reticle",
  "forge_production",
  "sun_fuel_siphoning",
  "gladiatorsociety",
  "GrandColonies",
  "HMI_SV",
  "HMI",
  "HIVER",
  "hcok",
  "hullmod_specialization",
  "sun_hyperdrive",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "JYD",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "lockedAndLoaded",
  "luddenhance",
  "MODCalveraSystem",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "MissileShipOverhaul",
  "su_CarrierHullmod",
  "more_hullmods",
  "Musashimanufactor",
  "nexerelin",
  "objects_analysis",
  "officerExtension",
  "JYDR",
  "wisp_perseanchronicles",
  "progressiveSMods",
  "roider",
  "rotcesrats",
  "sun_ruthless_sector",
  "secretsofthefrontieralt",
  "SEEKER",
  "holdsforall",
  "swp",
  "SkillEdit",
  "spacetruckin",
  "speedUp",
  "stardustventures",
  "sun_starship_legends",
  "stelnet",
  "alcoholism",
  "Sunrider",
  "superweapons",
  "timid_supply_forging",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "transpoffder",
  "underworld",
  "ungp",
  "UGH",
  "vic",
  "vanidad",
  "vayrasector",
  "vayrashippack",
  "wasabounties",
  "whichmod",
  "XhanEmpire",
  "yunru_arsenal",
  "yunruhullmods",
  "yunru_midline_expansion",
  "yunru_misc_ships",
  "unpackblueprints",
  "yunrucore",
  "astroidships",
  "prv",
  "shaderLib"
]}
[close]

14
yes, i am excited. thank you for this mod

15
Modding / Re: [0.95.1a] Manic Miners
« on: May 03, 2022, 07:59:49 PM »
do these work with nex's mining feature?

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