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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 - DrTechman42

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1
Modding / Re: [0.97][WIP] United Aurora Federation 0.75c ( Hotfix 3 )
« on: March 12, 2024, 08:12:12 AM »
Hello, either the wording or the effect of the Garrison Transmitter colony item is wrong. It says thet it'll improve the defense rating by 30% and accessibility by 10% if installed in the Spaceport. However, it does the opposite: accessibility goes up by 30 and defense rating by 10. Guess the Planetary defenses vs Spaceport is swapped.

2
Mods / Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« on: November 28, 2023, 06:51:41 AM »
I have something weird with the Derelict and Remnant upgrades. The improvement options are not there for some reason. Did I miss a change where they became unupgradable or something's wrong?

3
Mods / Re: [0.96a] Exotica Technologies v1.6.4 - updated Aug 10
« on: August 12, 2023, 02:35:49 AM »
Hello, having a weird issue here. My ships get upgrades and exotics without my input. I get a ship, fly around for some time and then bam, completely filled bandwidth. Based on observation, it is usually accompanied with a memory leak error.

4
Suggestions / Re: What should the Historian ramble about?
« on: August 03, 2023, 10:28:28 AM »
What do people experience while in cryosleep? Is it a complete void or do people dream?
Also, stories from these awoken people. Where did they come from, how was life back there, what knowledge do these people bring with them? It is an option to get first-hand experience on events of ancient times.

5
Mods / Re: [0.96a] [WIP] Ashes of The Domain
« on: June 02, 2023, 09:03:34 AM »
Kaysaar, a thing about biotics and retifiā€¦. Blue ball box commodity. These markets, despite having huge consumption, have only a handful of producers. Thus, when you make a farming colony, you can set it to biotics right away and possibly produce around 100k a month with just a size 3 colony due to it immediately becoming a major producer (currently the case with a subsidized+item size 4 with no other industries). It feels moderately wrong. Maybe add minor production to any farming industry and make it so that choosing a specialization just changes the main export? Like 60:20:20 with main and two secondaries?

6
Mods / Re: [0.96a] [WIP] Ashes of The Domain of Man
« on: May 30, 2023, 08:47:49 AM »
Something causes my research to reset. I research Farming, Subsidized and Artisanal and after that I can once again research all of them (and lose access to building them). I've only noticed such loop with the farming chain, but I'll keep looking.
It's all modules+TASC.

7
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC1
« on: May 22, 2023, 11:32:14 PM »
Knight Chase, at your convinience, please add the new shoot-through-missiles-and-fighters that Gauss and Mjolnir cannons now have to the spinal railguns. It's relatively annoying.
And yes, the Charged UV Pulse Cannon drops randomly and costs 30 (or 300) credits. Clearly unintended.

8
Speaking of Kenshi Hey hey People Sseth here
We are all here thanks to one man aren't we?

Back to the topic, what do you mean by "skipping research"? If it's simply not waiting then I'm not sure. Unless the time is so significant that it becomes the only way of getting research done in a reasonable amount of time, but in turn some other questions rise. Unlocking, however, seems more appropriate (Kenshi vibes strikes again).

And, if thinking about a utopia is appropriate, I really wish there was a way to prolong exploration content in a cleaner way than that old mod that spawned new systems via gates. Once you check all the Motherships and Survey ships, derelicts just disappear. It would be fun to see them again as guardians to something.

9
Cool stuff overall, really wanted something like this in vanilla (Kenshi vibes by the way).
One thing so far: please reconsider the cost of cleanroom blueprint. First I found one and researched it and then it dropped a second time and those 5 million (!) that I've got from selling it on open market (!!) paid me for an entire multiplanetary colony with a bunch of terraforming structures from TASC.
I believe it just shouldn't be able to find the blueprint more than once, but even if this breaks, it shouldn't give the player so much money.

And maybe consider gating these blueprints behind an exploration/fighting combo like the Red Planet? It's in Starsector's nature to always loop back to fighting and it feels more fair compared to ruin-mining lottery.

10
I've tried an initial modded run with a couple of mods. Took Hegemony commission, got to Sentinel cache and asked the fleet to move. After returning some time later I found out that, in fact, only Legion is actually an automated ship here. Other ships are entirely different: no s-mods, no d-mods and not automated (despite actually being piloted by cores).

Modlist (everything latest apart from lunalib (one version back) at the moment of initial discovery)
Spoiler
{"enabledMods": [
  "$$$_trailermoments",
  "lw_autosave",
  "chatter",
  "lw_lazylib",
  "logisticsNotifications",
  "lunalib",
  "MagicLib",
  "wisp_NeutrinoDetectorMkII",
  "stelnet",
  "zzz_DakkaHolics",
  "ShipCatalogVariantEditor"
]}
[close]

And how do I send the savefile? / What do I do to provide more info?

11
I think I'm doing something wrong. Any changes to my colonies do not persist through saves. I edit the image and the description, check that it works, then save and reload and everything is gone.
I did see a significant increase in memory leak errors after my most recent mod rearrangement, could it be the culprit?

12
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 05, 2022, 11:33:57 AM »
The ship to the right from what seems to be the new Unsung is supposed to be the Jackhammer, right? If so, please consider making the laser cannon moderately longer. In case of the original, it was almost as long as the main part of the ship, which made it quite clear what is its main strength. Here, at a glance, I cannot understand if it is even a cannon, or just a weird prolongation of the ship. This looks like a sawed off version for close combat, but even the mere thought of it screams of heresy.

And thank you for doing all this.

13
Mods / Re: [0.95.1a] Exotica Technologies v1.0.8b
« on: June 13, 2022, 11:47:22 PM »
I had an idea about the Derelict and Remnant upgrades being available for normal ships. The key is to make them feel earned. In ESR you could just dump huge amounts of money (that could be earned in a tedious and uninteresting manner) into a ship and go kill god with it. This did not feel good as you could do it without leaving your starting system at all, which is boring.
Since Starsector is first and foremost about combat, any upgrade to your power that you get through combat feels significantly more validated (basically New Vegas perks that you get for defeating a number of specific enemies).
I propose that these upgrades should become available by cannibalising the original ships. Par example: you want to install Advanced Flux Conduits on an Eagle. You get yourself the perk to be able to recover automated ships and go kill some Remnants, recover some Brilliants and then convert them into an upgrade for your Eagle. The Sector is degrading technologically, thus the cannibalising process is inefficient, you need more than one ship of the same class in order to achieve the same result. The automated ships perk shows that you are proficient enough to even attempt that. Then you can decrease the number of ships you need via engineering skills (the more you have, the less ships you need to succeed).
The derelicts don't have capitals in vanilla though. Maybe in their case a significant number of their cruisers could do the job?

14
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.7
« on: June 13, 2022, 12:16:32 PM »
Damn, that's a big supertanker. I like how it's similar to Unsung. Will go nicely along an actual Unsung.

Thanks for an update!

15
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: June 12, 2022, 03:22:33 AM »
How about limiting the amount of colony items that you can get from a single planet? Like no more than one pristine nanoforge per planet. It's kinda weird to get like 5 Domain's most precious belongings from a random planet that normally does not need more than one. And get only weapons/blueprints afterwards. Dozens upon dozens of corrupted ones also do not feel earned and are eventually regarded as trash items.

It's a question of taste though, some kind of options would be appreciated.

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