Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jaghaimo

Pages: [1] 2 3 ... 42
Modding Resources / Re: [0.95.1a] LunaLib 1.0.1
« on: November 23, 2022, 03:28:39 AM »
Great work!  I'll start on getting this integrated with DCR.

Seconded. Time to ditch those settings files and update Stelnet and Starpocalypse to use in-game configuration... probably in Jan when I have time :D

Mods / Re: [0.95.1a] Stellar Networks 2.6.1 - information at your fingertips
« on: September 17, 2022, 07:08:29 AM »
@11bullets - Stelnet only comes configured for vanilla abandoned stations. You need to add the right id to "data/stelnet/include/abandoned_stations.csv". To check the id, load the game in dev mode and dump memory while interacting with that station, or use Console Commands. Edit: Checked the code - if it is "Abandoned Belt Station" then you need to add "nikolaev_abandoned_station" without quotation.

@FreeBubbles - So there's Planet Search I linked, where andylizi said he will not be adding any planet filters to it ( Then there is Explore the Galaxy mod ( for which there was a plan to merge it into Stelnet. As hypocrisy-aeron is busy and won't be doing the work himself, that is put on a backburner for now.

Mods / Re: [0.95.1a] Starpocalypse 2.3.2 - more apocalyptic settings
« on: September 09, 2022, 02:21:59 AM »
Long overdue bugfix update:

- Fix Nexerelin exploit with governed markets.
- Fix derelict pruning script not being transient.
- Update stingyRecoveries description to include cryopod officers and others.

This is most likely the last release - I am fully focusing on Stelnet and future (Public Companies) mods.

Mods / Re: [0.95.1a] Transponder Off 1.2.2 - QoL for campaign layer
« on: September 06, 2022, 01:45:58 AM »
Transponder Off is being merged with QoL Pack (in QoL Pack version 1.1). There are two main reasons for this:

  • I need to reduce time spent on modding / maintaining mods (life, and other projects), and
  • We only need one configurable quality of life mod.

I have archived the repository, but the code is still publicly available, and you can still download releases.

If you are using QoL Pack (which you should), remove Transponder Off and use QoL Pack 1.1+:

If you are not using QoL Pack, start using it. Or keep using latest version of Transponder Off.

Mods / Re: [0.95.1a] Stellar Networks 2.6.1 - information at your fingertips
« on: September 06, 2022, 01:23:24 AM »
The remote call functionality was an experimental feature.

I will be changing the way it works in the next version - you won't be able to call contacts in places which have missions attached to. For example, if you have to liberate a prisoner for contact A, and you happen to have a contact B over there, you won't be able to remotely call contact B. This should fix some bugs and exploits.

I might stop tinkering with player's inventory as well if it doesn't cause any new exploits...

@Serentis I'd love to add that (and make the whole Commodity tables same as vanilla). Sadly, this is not exposed to modders, so I can't use it. I am looking for workaround though (or someone to expose those via reflection).

@Volt Ah, I see. Double contact call. I will have to prevent contact call from contact call - thanks for explanation.

Got it, that helps a lot. Still need a save with a contact that offers such a mission, but that shouldn't be too difficult to prep.

@Deathscreton Please update Starsector, you are running an old version.

@volt I will have to make an exception for Alvis... Crap. Any chances you could get me a save that could reproduce that?

@timegrinder This should be it. I will double check next week if it works.

I'd be very interested in your save (prior to delivering it) and the way you delivered it.

Stelnet holds a copy of your fleet / inventory and clears it during the Remote Call. After you terminate the call, the copy is restored back to you, so from end-user experience nothing should have changed.

What is your Stelnet version? There was a nasty bug that wasn't restoring properly a few versions back, but by now you should be on the latest.

There isn't, no - let me make a note about that!

Could you please confirm API request thread asks? For example, I did ask for this back in November:

The suggestion thread does feel neglected - we haven't heard you there since late November :(

I actually added IntelUIAPI.selectItem() just a week or so ago!

Thank you! Does it accept allow to just deselect whatever is selected (passing `null` I guess) just like `showCoreUITab(CoreUITabId.INTEL, null)` does?

Edit: For people needing this now, there is an ugly workaround (flickers IntelUI screen momentarily):

@Exelsiar Working on that, thanks for reporting

@Dwarden Normally, DEBUG messages are not logged (shown or written to a file). Are you playing with dev mode on? Or are you asking for less logging with INFO level? If you want less logging in general I recommend my mod "Shush, Be Quiet" - it changes minimal global log level to WARNING so all you get in your logs are problems and errors. Just change root level to WARN as well.

Shush, Be Quiet

This mod changes the way Starsector logger works. Once the game starts, only warnings, errors, critical messages, and crashes from vanilla game will be logged. Mods will still log information and above.

Both are configurable via data/config/settings.json. Enjoy quiet days.


Bugfix version 2.6.1 released:

Quote from: Changelog
- Fix crash on tutorial-enabled new game.
- Fix crash when mod cannot write to `stelnet.log`.

@Tierone The bug is already fixed in the upcoming 2.6.1. Will be released on Monday.

A new version (2.6.0) has been released. Added the elusive Sebestyen and fixed a problem with uninstallation mechanism.

NOT SAVE COMPATIBLE - uninstall first!

When uninstalling, make sure no Stelnet intel is currently selected in the intel UI!

This step is now automated in version 2.6.0 so won't be needed any more.

@Ranakastrasz and others that had problems uninstalling, you all were probably affected by the above problem.

The Trade board (Profit tab extension) is slowly (very slowly) coming along, blame Tartiflette for showing me Nebulous Fleet Command :P

Ugh, did the dirty workaround since Alex confirmed there's no way to set it right now in For those interested, call `resetIntelUi` twice (once before removing your potentially selected intel, and once after).

     * WARNING! Do not call this from `onNewGame()` or `onLoadGame(bool isNewGame)` when `isNewGame` is `true`.
     * while campaign UI is not null it is not fully initialized and `showCoreUITab()` will crash. Still, no point in resetting
     * UI on NEW GAME, right? Riiight...
    public void resetIntelUi() {
        CampaignUIAPI campaignUi = Global.getSector().getCampaignUI();
        if (campaignUi == null) {/* can be null if it's an auto-save after new game has started */
        campaignUi.showCoreUITab(CoreUITabId.INTEL, null);/* show intel ui, select nothing on it */
        sendKey(KeyEvent.VK_ESCAPE);/* close intel ui by faking esc key, intel ui will still flicker momentarily */

    private void sendKey(int key) {
        try {
            Robot robot = new Robot();
        } catch (AWTException exception) {
            log.warn("Something went wrong sending a key!", exception);

Bug Reports & Support (modded) / Re: Contact list Dissapeared
« on: June 02, 2022, 07:29:29 AM »
There are two options: you have uninstalled and disabled Stelnet mod, or you have edited your stelnet.json and set `hasContacts` to `false.

Pages: [1] 2 3 ... 42