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Messages - Skrimp

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Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: June 11, 2022, 08:45:13 PM »
Just a heads up for those that care about some semblance of "balance", I play starsector heavily modded- meaning 80+ mods (nexelerin, factions etc.) This mod makes getting credits, blueprints, alpha ai cores etc. a trivial task. Each production cycle I was getting around 2-3 million Credits in item value with one vast ruin tech-mine with an alpha AI core. So yeah, if you actually want becoming rich to feel good & earned, then save yourself the time and don't use this mod.

It was my fault for not reading and thinking ahead as to what items the other mods add and how this mod would affect their drop rate. This mod was specifically giving me a lot of expensive items from the terraforming mods I believe, so the mod author may want to dial those back a bit.

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Mods / Re: [0.9.1a] Kingdom of Terra (v0.10.1) - Hotfix
« on: August 29, 2020, 08:53:20 AM »
Small Bug report:
Hello, really loving how unique the ships and weapons are from this mod, but I've encountered a Fatal Null crash during ship combat specifically when the Rhino ship gets in range (more details below). I will post whatever you want from the log file, it's just I don't know what i'm looking for. If you need something from it just let me know what and where I can find it.

The problem is with the Rhino ship and only crashes when the ship gets in range to start attacking. I've narrowed down what I believe to be the cause and it seems to crash when you have the drill linked with other weapons set to autofire. As long as the drill is on its own hotkey the crash doesn't occur and everything works fine. The current setup that causes the crash that I've tested is: Drill > Plasma Flamer > Plasma Flamer [Linked | Autofire]. This causes a crash as soon as the ship tries to fire its weapons.

I believe the plasma flamers come from the ship/weapon pack mod. It could also just be a mod conflict because I have quite a few of those enabled.

So this isn't a huge issue but I just wanted to point it out so you're aware of it.  ;)

Modlist:
All the Libs, Adjusted Sector, ApproLight, Aresenal Expansion, Autosave, Better Colonies, Capture Officers/Crew, Combat Analytics, Combat Chat, Commis.. Crew, Console Commands, Diable Av, ED Shipyrd, Gates Awakened, HMI, Hullmods Exp, Indus Evol, Kadur, Terra, Missing Ships, Neutrino, Nexel, Ruthless Sec, ScalarTech, Ship/weapon Pack, SkilledUp, Starship Legends, Supply Forging, Terraforming/Station Construc, Transfer All Items, Unkn Skies, NewGamePlus, Vayra Sec, Vayra Ship Pack


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Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: April 04, 2020, 07:37:22 AM »
Hello, I recently downloaded the updated version of this mod and I noticed that the Cathedral Capitals weren't spawning in Luddic Church Fleets. I verified it by force spawning invasion fleets with both 10.5 and 10.4 versions. I'm not sure if they're just EXTREMELY rare but I stopped spawning fleets after about 20 on version 10.5. I had one appear on the first try using 10.4.

If anyone can verify that they are indeed just very rare, that would be helpful.

Also I was spawning fleets from a size 7 Luddic planet against size 6+ enemy planets.

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