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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - mkire

Pages: [1] 2 3 ... 6
1
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

2
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.

3
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?

4
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

5
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

6
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]

7
yes, i am excited. thank you for this mod

8
Modding / Re: [0.95.1a] Manic Miners
« on: May 03, 2022, 07:59:49 PM »
do these work with nex's mining feature?

9
Mods / Re: [0.95.1a] Unofficial New Game Plus 1.7.2 (2022/4/19)
« on: April 27, 2022, 03:17:06 PM »
how do turn on the specialist mode challenges?

10
so if i'm reading this right, i could use this to put accelerated ammo feeders on an onslaught instead of burn drive?

11
Modding / Re: [0.95.1a-RC6] Alkemia Armoury
« on: April 12, 2022, 06:57:33 PM »
the paint job for the shuttle is cool looking, but also kind of jarring, given the paint schemes for the various vanilla ships

also, what do the new structures do?

12
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.1
« on: April 12, 2022, 06:24:09 PM »
did this mod use to have a different name? i'm fairly certain i've downloaded/played with this before

Edit: yes, i have. these ships used to be part of rotcesrarts.

13
Mods / Re: [0.95.1] Yunru Core +
« on: January 29, 2022, 02:58:37 PM »
i saw that you've got a planetary structures mod on your patreon, but it had a soft incompatibility with industrial evolution. is there a way to make it so IE is the one overwriting your changes and still have the bazaar?

Honestly i only want a market i can sell crap to, and i get gameplay wise why i can't interact with the market if i don't have commerce, but it sucks not being able to sell stuff from storage without taking a -3 stability hit and using an industry slot

14
Bug Reports & Support (modded) / Permgen crash and broken VMParams file
« on: November 29, 2021, 07:52:16 PM »
so my game is extremely modded, and since i have 32 gigs of ram on my computer i've recently tried just giving starsector more ram, and that fixed one issue i'd been having with the game not having enough ram to run.

after that i've been running into the game running out of permgen space and CTDing, so i thought 'i'll just add an argument to the vmparams file to increase the permgen space, problem solved!' that didn't work and infact seems to have made my vmparams file corrupted or otherwise not working. is there any way i can get a new copy of the file or the default arguments so i can fix this since i was not smart and didn't keep a backup?
edit: i'm a dummy, i accidentally deleted part of the stuff i wasn't trying to edit and it meant my vmparams was incomplete. fixed it, and now going to try launching with the larger permgen size argument

15
Mods / Re: [0.95a] Ore Refinery v0.5 - 11/11/21
« on: November 15, 2021, 09:56:45 PM »
wanted to pop back in and say thank you very much for adding the organics/rare ore converters as well. so thanks

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