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Messages - Atopo

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1
Modding / Re: [0.95a] StarsectorSaveParser
« on: December 03, 2021, 08:13:46 AM »
Looks interesting. May I also interest you in this mod?

https://fractalsoftworks.com/forum/index.php?topic=21800.0

Nice, I was looking for something like this, but didn't find this mod. Thanks a lot!

2
Modding / [0.95a] StarsectorSaveParser
« on: December 03, 2021, 07:40:58 AM »
StarsectorSaveParser
(I am not sure if this qualifies as a mod, feel free to delete if it's wrong in this section)

This project is a simple python script that parses save files, extracts useful information and writes them into a csv file.

Requirements:
  • Python 3.10 or higher

Current features:
  • Extracts all planets and their respective conditions

Example output
System,Planet,Planet TypeHabitable,Atmosphere,Temperature,Gravity,Tectonic Activity,Extreme Weather,Darkness,Poor Light,Mild Climate,Inimical Biosphere,Irradiated,Decivilized,Decivilized Subpopulation,Pollution,Meteor Impacts,Water-covered Surface,Farmland,Ore Deposits,Rare Ore Deposits,Organics,Volatiles,Volturnian Lobster Pens,Orbital Solar Array,Ruins,Miscellaneous Conditions
Alpha New Guan Star System,Alpha New Guan I,gas_giant,,,,High Gravity,,Extreme Weather,,,,,,,,,,,,,,Diffuse Volatiles,,,Widespread Ruins,US_floating
Alpha New Guan Star System,Alpha New Guan I-A,US_desertB,,Thin Atmosphere,,Low Gravity,,,,,,,,,,,,,Moderate Ore Deposits,,,,,,,
Alpha New Guan Star System,Alpha New Guan I-B,barren-bombarded,,No Atmosphere,,,,,,,,,,,,,,,Moderate Ore Deposits,,,,,,,
Alpha New Guan Star System,Alpha New Guan I-L4,US_azure,,No Atmosphere,,Low Gravity,,,,,,,,,,,,,Sparse Ore Deposits,,,,,,,
Beta New Guan Star System,Beta New Guan I,irradiated,,,Extreme Heat,,,,,,,,Irradiated,,,,,,Abundant Ore Deposits,Rich Rare Ore Deposits,,,,,,
Beta New Guan Star System,Beta New Guan II,desert1,Habitable,,Hot,,,Extreme Weather,,,,,,,,,,,Moderate Ore Deposits,,,,,,,
Beta New Guan Star System,Beta New Guan III,US_lifeless,Habitable,,,High Gravity,,,,,,,,,,,,Bountiful Farmland,Moderate Ore Deposits,Abundant Rare Ore Deposits,Common Organics,,,,,
Beta New Guan Star System,Beta New Guan III-L5,US_redWind,,Thin Atmosphere,,Low Gravity,,,,,,,,,,,,,Moderate Ore Deposits,,,,,,,
Gamma New Guan Star System,Gamma New Guan I,US_acid,,Toxic Atmosphere,Extreme Heat,,,Extreme Weather,,,,,,,,,,,Moderate Ore Deposits,Abundant Rare Ore Deposits,,Trace Volatiles,,,,
Gamma New Guan Star System,Gamma New Guan II,lava,,Toxic Atmosphere,Extreme Heat,,Extreme Tectonic Activity,,,,,,,,,,,,Rich Ore Deposits,Ultrarich Rare Ore Deposits,,,,,,
Gamma New Guan Star System,Gamma New Guan III,lava,,Toxic Atmosphere,Extreme Heat,,Extreme Tectonic Activity,,,,,,,,,,,,Ultrarich Ore Deposits,Rich Rare Ore Deposits,,,,,,
Gamma New Guan Star System,Gamma New Guan IV,US_barrenD,,No Atmosphere,Extreme Heat,,,,,,,,,,,,,,Moderate Ore Deposits,Rich Rare Ore Deposits,,,,,Widespread Ruins,
...
[close]

Basically, if you are like me and get really inpatient when you are already sitting on 20 Alpha Cores with a longing to govern your colonies but still didn't find a single planet with less than 150% hazard rating this might be of help for you.

Download here

If you have any other ideas for useful stuff that I could extract from the save files feel free to comment or directly create an issue in the GitHub project.

3
Mods / Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
« on: March 06, 2020, 11:57:58 PM »
Hey Atopo, your save file has a .inprogress save file and I think that was exactly the information I needed!

Looks like I was unintentionally serializing the entire InteractionDialogAPI object into the save file...oops.

Does this solve the issue?
https://github.com/davidwhitman/Gates-Awakened/releases/download/2.0.4-rc03/Gates-Awakened-2.0.4-rc03.zip

Glad I could help! :)
I'll try out the new version now!

4
Mods / Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
« on: March 04, 2020, 01:00:44 PM »
Well, the size limit for this forum is 192KB and even after zipping I still have around 2MB.
BUT, I just remembered that things like Dropbox exist, so here you go!

https://www.dropbox.com/s/wgv970yo8cpvqmi/save_Stargazer_7526029007863642785.zip?dl=0

Update: I just wanted to try it out again but now the guy is no longer inside the bar (Port Tse Franchise Station). So you might not be able to reproduce the problem with my safe.

Update2: I found the guy again in a different bar and activated the quest again. This time I have no problems with saving the game. The target system for the quest is the same as last time.

5
Mods / Re: [0.9.1a] Gates Awakened (updated 2020-01-07)
« on: March 04, 2020, 12:24:26 PM »
The savegame is way to big to attach it here, do you need any specific information from the files?

6
Mods / Re: [0.9.1a] Gates Awakened (2019-11-30)
« on: March 04, 2020, 11:42:47 AM »
Minor bug. Active gates don't have icons on the Intel map, it just shows as a white circle.

Does using this version fix it? It's a stab in the dark, as I couldn't reproduce the bug.
https://github.com/davidwhitman/Gates-Awakened/releases/tag/2.0.3-rc1

Unsure why, but upon interacting with the second bar event and gaining the location of the gate code cache, my save game seems to be corrupted(cannot save after that, gives a 'fatal null' error, but thankfully I can reload and simply avoid that bar event)
This leaves me rather unable to actually play through the rest of the mod. Currently using nexrelin, varya's sector, and every 9.1 faction mod.

Edit: This 'fatal null' error still occurs if I just open the bar(don't have to click on the event). Also if I go and fly to the cache after accepting the mission (and not saving), and pick up the gate codes, afterwards I can save as normal. Weird.

I poked through my code, but I'll basically need your starsector.log file to debug this. I was able do the second quest while saving and reloading at every point during it.

Hi, I just started a new campaign with your mod and ran into the same problem. I went to the guy in the bar who was looking at a gate picture and afterwards got the coordinates for the first mission. If now try to save I am getting the error. I have attached the logfile.

[attachment deleted by admin]

7
General Discussion / Re: First colony, most important criteria?
« on: March 02, 2020, 09:53:27 AM »
Thanks a lot for the tips!
I should probably have rerolled the sector a few times but I had no clue and it is my first campaign.
It seems I just had really bad luck with planets though :D

However, my two colonies are doing well enough and I am currently doing more surveys to find a proper mining world to supply my heavy industry colony.

8
Thanks for advice but I still couldn't figure out what the problem is.

Starting the game as administrator did not help.

I had a look at the registry and noticed that after each reboot of my PC everything below the HKEY_CURRENT_USER\Software\javaSoft\Prefs directory vanishes.
When I keep the PC running there is no problem, I can start the game as often as I want. But once I reboot that folder inside the registry is just gone and I have to enter the key again.

The Windows registry is quite a mystery to me so I am not sure if the problem is actually related to Starsector or if I maybe have some weird Windows settings causing this problem.

9
General Discussion / Re: First colony, most important criteria?
« on: February 28, 2020, 10:54:54 AM »
0 food and +1 organic is not bad.   Sure it's not +2 and +2, but it's enough to sustain you and all other colonies.

Now the volatile, rare ore and ores is needed at +1 for best results.  max 2,3,3 respectively.  When you supply your own imports it reduces the upkeep of all buildings.

While low hazard is nice, it's the least important unless you just need a planet strictly for defense,  heavy industry, light and fuel.  These don't require resources on a planet to build.

It works well enough to be a starting system. If nothing else just get the farm world started,  it's easy money and pulls little attention.  This way you get to become more familiar with Colony setup and have some income while searching for the "awesome" system.  Which should be fairly easy now since all you would need is +1 Ore, Rare Ore and Volatile.  These are often found together so even better.  You're at a great start.

Final note: Does it have a stable point?  Not the end of the world but would be a lot nicer if it has at least 1 or maybe a Comm Station but those are so rare I don't even consider them when looking for a location.

Thanks for the quick answer, DDwarrirofire! That helps me a lot already.

If I would use the close terran world as an industrial world, could I supply it with ressources from other worlds in other systems? Does it matter how much the supplier-colonies are away from the industry planet?
Yep, as long as you can keep accessibility at or above 100% your colonies in other system will be able to provide their full import capacity.  The distance does matter a bit but you have a lot of ways to boost accessibility.  Megaport 30%, Admin Skill 30%, Waystation 10%, Core boost 20%, increased colony size. 

Obviously the higher the better since that is essentially free money but bare minimum if it's 100, you're ok.


Forgot to mention, if you ever feel like your system can't defend it'self well enough, use that 2nd planet.  This is also why good Gas Giants are so coveted if they have good planets around them.  Multiple colonies in the same system are already tough but stacked on top of each other with the gas giant 2-4 plus their orbital stations are practically unbreakable since the patrols from each protect each other.  Plus gas giants are warp points so you can jump right on top of your colonies.

Great, thanks a lot! Those are great tips!

I'll go ahead and colonize the terran world and start a small farm and then expand it to an industrialized world once I get the required ressources from other planets.

One last question regarding the supply-planets:
Is the actual distance between two systems important for anything or does only the accessibility count (which is mostly determined by the proximity to the core worlds)?

10
General Discussion / Re: First colony, most important criteria?
« on: February 28, 2020, 09:42:32 AM »
0 food and +1 organic is not bad.   Sure it's not +2 and +2, but it's enough to sustain you and all other colonies.

Now the volatile, rare ore and ores is needed at +1 for best results.  max 2,3,3 respectively.  When you supply your own imports it reduces the upkeep of all buildings.

While low hazard is nice, it's the least important unless you just need a planet strictly for defense,  heavy industry, light and fuel.  These don't require resources on a planet to build.

It works well enough to be a starting system. If nothing else just get the farm world started,  it's easy money and pulls little attention.  This way you get to become more familiar with Colony setup and have some income while searching for the "awesome" system.  Which should be fairly easy now since all you would need is +1 Ore, Rare Ore and Volatile.  These are often found together so even better.  You're at a great start.

Final note: Does it have a stable point?  Not the end of the world but would be a lot nicer if it has at least 1 or maybe a Comm Station but those are so rare I don't even consider them when looking for a location.

Thanks for the quick answer, DDwarrirofire! That helps me a lot already.

If I would use the close terran world as an industrial world, could I supply it with ressources from other worlds in other systems? Does it matter how much the supplier-colonies are away from the industry planet?

11
General Discussion / First colony, most important criteria?
« on: February 28, 2020, 09:10:00 AM »
Hey everyone,

I am currently in my first campaign and doing quite well with a decent fleet and 2.5M$ on my bank account. Now I want to fount my first colony but I have trouble finding the perfect planet.
I realize that there are three different main criterias: ressources , hazard rating and accessibility.
To fulfill the latter two I surveyed all planets inside the clusters directly neighboring the core worlds as well as the three unclaimed systems between the core worlds. Unfortunately, the only planet with less than 125% hazard rating I could find is a terran world with 75%, ruins, food farming +0, ore mining +0, organics mining +1. The system only contains one other planet with volatiles mining +0. Although core world proximity and hazard rating are very nice I am much underwhelmed by the amount of ressources inside the sector.

Now to my question: Which of the three criterias (ressources, hazard, accessiblity) is the most important?
Should I take the close, low-hazard terran world with terrible ressources?
Should I search for a better world that might be far, far away from the sectors center?
Should I go with a world that has much better ressources but worse hazard rating, e.g. 150+ %?

Thanks in advance!

12
Thanks for the quick reply!

I am using Windows 10, it's my own private machine so I doubt I enabled any GPOs.
I am also not running any other anti-virus besides Windows Defender.
I never had any other problems like this and I got plenty of games on this machine.
Do I maybe have to run the game as administrator in order to save the key to the registry permanently?

Do you have an example how the entry inside the registry would look like? I did a quick search but didn't see anything that would resemble a starsector key. Just a lot of paths to location of the game, its JRE, etc.

13
Bug Reports & Support / Have to reenter starsector key after each reboot
« on: February 28, 2020, 07:41:50 AM »
Hey everyone,

I am having a little problem:
When I launch starsector for the first time after rebooting my PC I need to enter my key again.
That itself wouldn't be too much of a hazzle but it also causes all my configurations to get lost (e.g. keybindings, etc.).

Thanks in advance!
Atopo

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