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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 - lazloner

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1
Modding / Re: [0.95a] hololive portrait pack
« on: March 28, 2022, 01:23:26 AM »
Why would it need updating?

What Nameless said, but also possibly the girls other outfits as well as the new gens of girls.

2
Modding / Re: [0.95a] hololive portrait pack
« on: March 24, 2022, 03:16:44 AM »
Any chance of this getting updated with the newer gen people? I know this is very much a necro, but I searched around and didn't see another hololive portaits mod.

3
Modding / Re: Why do most mods have to make the game easier?
« on: May 22, 2021, 05:26:22 AM »
-snip-
I can't help but feel that practically every mod that I have, gives me more tactical options and if it adds any challenges, they're always optional. The main challenges that I'm facing are almost all the same as vanilla: money, pirates, luddics, I just get more tools to deal with them from mods. Why don't mods routinely give more and better officers to the hostiles? Why don't they send hired assassins after me to reclaim the [redacted] bit of tech that I stole? Why don't they routinely make my life harder by raiding my colonies all the time?

Just... don't use those mods then? Aside from that, if you're looking for super challenging gameplay I don't think this may be for you. I know I don't play SS for difficult gameplay.

4
Nice stuff dude. Gonna give your ships a try now.

5
I couldn't find it asked in the thread (unless I'm extra blind today), but have you thought about making another mod for something along the lines of ore -> metal and other such? Thanks for the mod by the way.
You're welcome!  ;D
I actually have considered making a mod that would enable things like that, although perhaps not in the way you're thinking. I have a lot of more important things to work on, so I probably won't ever get around to making it, but here are my notes on the idea:
Spoiler
Exploitable Planets   
   Surveyed planets allow certain interactions based on their characteristics (e.g. extracting commodities)
   Cost of interactions scales with hazard rating
   Some exploitable resources regenerate over time (with a delay before regeneration?)
   Others may require supplies to exploit, or may only be explited once
   May be exploited by other fleets preventing you from doing so?
   Syrvivors may be found on decivilized worlds and accepted as crew
   Facilities may be found on planets with ruins that allow...
      Fabricating supplies (Metals + Organics + Food)
      Refining ore
      Synthesizing fuel from volitiles
      These facilities allow infinite conversion at an inefficient conversion rate
   Intel would need to be made available for each surveyed planet in a way that makes it easy to find the type of interaction you need nearby
   Decivilized worlds require marines to safely exploit
[close]

That sounds awesome. More use from ruins always sounds good to me.

6
Mods / Re: [0.95a] Blue (0.7.4aa) Mod
« on: May 15, 2021, 08:35:12 PM »
Not sure if this is something I've done or an error in the mod.


7
I couldn't find it asked in the thread (unless I'm extra blind today), but have you thought about making another mod for something along the lines of ore -> metal and other such? Thanks for the mod by the way.

8
Mods / Re: [0.9.1a] Dynamic Tariffs 1.3
« on: April 02, 2021, 06:59:27 PM »
What's the best way to get a list of mod-added markets? I'm pretty new to modding ss so I don't know if mods include a list of markets they add or not.

9
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: January 22, 2021, 03:29:02 AM »
Hey Ed, I'm getting this error with just your mod installed plus the required libraries. I uploaded the .log file to Pastebin.


Edit: Sorry, I ended up doing what I should have done in the first place when I couldn't figure this out. Clean install and redownloaded all the mods just to be safe, seems to work fine now.

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