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News:

Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - fellabrando

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1
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: November 07, 2020, 07:54:38 PM »
Thanks Cyber

It actually is really good now.


2
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: November 06, 2020, 01:32:04 PM »
Got it!

Edit: But it's ***!

3
Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: November 06, 2020, 12:53:11 PM »
Can we just be told how to activate the mission in console or the mod files?

4
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: November 04, 2020, 11:14:02 AM »
You can get the Unsung from that special station around random black hole and Falken, last time I checked it could spawn with extremely low spawn chance IIRC.

I found the station...

It's not doing anything though. Is the mod bugged?

5
Mods / Re: [0.9.1a] Red (0.8.3a) Mod
« on: November 01, 2020, 06:42:21 PM »
This mod dead?

6
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 29, 2020, 05:39:57 PM »
Hey Alex,

Will memory leaks be solved?

I like playing with a lot of mods but my game slows down to a crawl even though I increased the amount of Ram the game could use to maximum. :(

7
You gotta edit it in notepad++.

Also...

What is the number for allocating 6 GB of system ram to the game?

8
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: October 04, 2020, 05:39:09 PM »
Hey does terraforming affect negative traits like...

Military virus? Which kills the growth of a colony?

Like it would solve the "hot" +25% hazard affect when a hot planet is turned into a terran planet?

Thanks!


9
Mods / Re: [0.9.1a] Adjusted Sector
« on: October 03, 2020, 09:14:30 AM »
I'm not getting any remannt warning beacons even though I have them set to 40-45 with a 0 skip modifier.

I put on devmode, then did the reveal command. Went into hyperspace....

Yet no warning beacons appearing in intel.... or in my manual searches of each star system..

Edit: I managed to find 1 :(

EDIT 2: okay I put in your settings proper and now they are alll over the place. Must of been the constallation size was too big or small. intersting!


10
Mods / Re: [0.9.1a] Underworld 1.4.5
« on: October 03, 2020, 07:22:39 AM »
Does this still require dynasector?

Even though dynasector is no longer updated?

11
I beg you to reconsider the reputation loss when attacking vulture fleets. There are currently few things as infuriating as fighting a big fleet and getting locked out of the spoils of our own battles, unless we're okay with ruining our standing with the independents, which is a huge bother considering it's tied to things such as the prism port discount and the kassadar seller.

This is especially bothersome considering the independents are not even a cohesive group, just a collective designation for people who don't belong to factions. And it's really hard to accept that you try to face people who are attempting to take what's rightfully yours and every factionless person out there collectively goes "Oh wow, you're getting no-no points for that one. Should have just let them steal your stuff instead". It's bad enough that it broke me and I finally made an account just to post this.

That seems like a problem.

I also have ED shipyard installed and the are dependent on Independent faction relations too...

EDIT: Okay, now I have a problem with Remnant High alert systems not spawning at all.... There in hyperspace because of the ruthless mod but no remnant stations... I used devmod tools to look around... :(

12
ok I'm an idiot.  I wasn't accepting the missions... BALLS

13
Hey so I've been testing having a *** ton of mods playing at the same time.

A problem that's come out is all survey missions.... disapppear LONG before I have a chance to complete them.

Some appear then disappear immediately.

I removed most of the mods... and then put nexellerin and a ton of the new mod factions I wanted and the problem still persists...

Is there a bug where if there are too many factions in the game world... the game makes it so the contracts get taken up way too sooner?

EDIT: NEVERMIND, I WASN'T ACCEPTING THE MISSIONS

14
Hi,

I'm running a heavily modded game with nexellerin... And right now any mission that gets put up, especially survey misions disappear within 30 seconds or so...

Anyone have any idea what could be causing this?

Here's the list of mods I'm running.

 "Adjusted Sector",
  "anotherportraitpack",
  "anvil_industries",
  "raccoonarms",
  "timid_admins",
  "blackrock_driveyards",
  "capturecrew",
  "CombatAnalytics",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "COPS",
  "lw_console",
  "istl_dam",
  "edshipyard",
  "Aic",
  "sun_fuel_siphoning",
  "gates_awakened",
  "gladiatorsociety",
  "hostileIntercept",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "junk_pirates_release",
  "kadur_remnant",
  "lw_lazylib",
  "luddenhance",
  "MagicLib",
  "metelson_release",
  "missingships",
  "more_hullmods",
  "Neutrino",
  "nexerelin",
  "pearson_exotronics",
  "Polaris_Prime",
  "sun_ruthless_sector",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "Terraforming and Station Construction",
  "exalted",
  "THI",
  "transfer_all_items",
  "US",
  "ungp",
  "URW",
  "vayrasector",
  "lw_version_checker",
  "audio_plus",
  "shaderLib",
  "prv"

15
Looking forward to seeing this developed dude.

I hope it is easy to make it compatible with the majority of mods for Starsector.

I've got a good computer so I like to pile it on. The more factions fighting each other the better!

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