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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - JustThatGoo

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1
Modding / Re: [0.96a] ElvenSector 0.1.1
« on: August 30, 2023, 04:22:48 AM »
It's time for a Dwarven Sector. Could go DF style with Granite/Bauxite/Lava weapons and other stone type style ships, could go Rock and Stone, could go traditional tolkien mixed with 40K. The floodgates have opened for those who dare

2
Mods / Re: [0.95.1] Yunru Core +
« on: August 18, 2023, 09:02:50 PM »
How do I get the updates for the mods? Can't find a way to get to the discord??

Here's the SS discord: https://discord.gg/starsector You can find mod updates in the #mod_updates channel. To search for a mod authors posts in a channel you can type this in search "from: yunru in: mod_updates" without the quotes to get this specific mod authors posts in #mod_updates. They have combined everything into the Yunruverse

3
Mods / Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« on: August 02, 2023, 11:55:05 PM »
This is feedback about your Beta on discord but I would really like DomRes to stay on the main mod and not be moved to Brighton mod. Mainly because I don't want to use that faction

4
What does the "CommerceBalanceChanges" setting change? Tried searching through the posts here but couldn't find out exactly

5
Mods / Re: [0.95.1a] WhichMod 1.2.1
« on: January 29, 2022, 12:09:33 AM »
This mod is a must have on large modlists! Or any size if you're forgetful or haven't played in a while. Would it be possible to extend towards planet buildings/industries added by mods? Maybe even to mod added questlines/bar events at the start of the event?

6
Mods / Re: [0.95.1a] Nes's SAW 1.6a
« on: January 28, 2022, 11:27:11 PM »
Have to say I never saw the link between Sunder and Tsundere until now. My mind is now as corrupted as when it was pointed out how many ships have faces on them :L

7
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: January 28, 2022, 07:41:28 PM »
You sure you guys aren't confusing this with special Bounty ships and unique Mod-ships from bounties? Ship/weapon pack and Vayra's Sector bounty boards both add this possibility IIRC

Edit: Speaking of IBB...That one bounty fleet from this mod that appears at I think lvl 30....Holy crap, is there any other challenge in ANY mod greater than this?? I threw everything at it and ended up having to come back 40 hours later with a max fleet size of 800 and so many other bounty unique ships and still lost 3x

8
Mods / Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« on: January 28, 2022, 12:33:47 AM »
Surprised this has flown under my radar! Very excited to try these out, my god that paragon. Just one request though. Could there be an option in config to disable The Reavers of Ludd? Only because I would either have these guys or Legio Infernalis in a game and the Legio can be disabled. I just wouldn't want both piratey factions at once due to their similar colours

I know they're not actually that similar, I just don't want to enable too many pirate factions :L

9
Mods / Re: [0.95a] Adjusted Sector
« on: January 23, 2022, 12:33:59 AM »
[snip]... since there are already setting concerning the Blade Breakers - would it be possible to include a world gen setting for Agni from PRV Starworks?

Also interested in this compatibility!

10
Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: January 22, 2022, 06:25:30 PM »
Could we get the new creatures working with Adjusted Sector? Would be great

11
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: January 09, 2022, 03:11:03 AM »
Not really sure why or how but the Parasitic Spores did end up being suppressed fully. I think exiting the game fixed it or leaving my system and coming back in? Just wasn't being updated fully I guess

12
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: January 08, 2022, 07:18:49 PM »
Playing with Unknown skies and this, building Domed Cities to suppress Parasitic Spores only seems to suppress the population boost, minimal stability and removal of drug needs. I think the production loss is still associated with the condition though as the planet and other planets in the system report a -25% fleet quality from the market condition

13
The Monjeau in either a reckless officer or players hands are just perfection. At least until you're up against carrier/missile swarms or insane shielded ships that it just can't pop

14
Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.0
« on: January 01, 2022, 08:55:49 PM »
Yeah 100% scale isn't really usable on 27" 1440p 165hz monitor. So I decided to actually spend the effort testing with Nvidia scaling/sharpening instead of complaining on a forum, I'll just post it here in case it helps anyone:

Fullscreen as personal choice though of course windowed won't stretch the smaller resolutions: Testing 3 options of 2560x1440p with 135% scaling; 1080p resolution on 1440p monitor; 2176x1224p Nvidia 85% image downscale option from 1440p with sharpen. The 1224p downscale did look better than the 1080p when I turned on the sharpen option at 30%, as it should. 1080p I couldn't tell the difference with sharpen 30% on/off, didn't test with higher sharpen. However both 1080p and 1224p did have great pixelation on my monitor especially on busy ships/sprites such as large missile racks and distinguishing each missile tube etc. This is all pretty obvious

Native 1440p 135% ui scale with just 30% sharpen surprisingly kind of fixed my issue, I ended up increasing to 50% sharpening. Doesn't look quite as good as 16x AA or 100% and it does have 'jaggies'. This also sharpens text and 'everything' on the game, however it looks quite nice and makes text/planets/ships and drones pop out in space a bit more. Mileage may vary depending on your monitor and its settings

15
Modding Resources / Re: [0.95a] GraphicsLib 1.5.1
« on: December 31, 2021, 07:25:28 PM »
The "antialiasing" used by Starsector is actually used as a form of supersampling.  If you run at 100%, 200%, or 300% screen scaling, "antialiasing" doesn't do anything.  If you have to run at some other screen scaling value, then you definitely need "antialiasing" as high as possible, or everything will be a blurfest.  This mostly affects people with 1440p displays, though personally on my 1440p display I just run in a 1080p window at 100% scaling.

What are the shaders and post-processing that I will be missing out on by disabling them? I don't like how blurry the ships/weapons etc. get at 140% screen scaling on my 2560x1440p monitor without AA, but I also don't want to set it to 1080p so 100% scaling is usable as it also introduces different issues (A different type of pixelation blur, lower quality etc.). I run a heavily modded game so I'm assuming a lot of the mods that require GraphicsLib won't look as good or have missing effects. Is there really no other alternative?

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