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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - GodAmongstUs

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1
Mods / Re: [0.97a] Random Assortment of Things
« on: December 10, 2024, 02:46:11 PM »
It has been almost a year since I originally tried to summon(cheat) in extra RAT special stations, specifically the domain refurbishment one, and the construction station as well. I failed to figure it out last time, gave up. Tried again, and can summon said stations, but interacting with them only has a "Leave" option, so they are still useless X)

runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); if (star != null) { $loc.addCustomEntity(null, null, "rat_refurbishment_station", "neutral").setCircularOrbitPointingDown(star, VectorUtils.getAngle(star.getLocation(), $playerFleet.getLocation()), MathUtils.getDistance(star.getLocation(), $playerFleet.getLocation()), 180f); }

that will spawn one in, (and give you discovery exp) but it is unusable. Anyone with any ideas on why it doesn't work? I'm sorry if it is something really simple and I'm overlooking it, but my coding knowledge is functionally none (this was code I copied from people figuring stuff out in the console commands replies, and finding the custom entities names in the RAT mod folders)

2
Mods / Re: [0.96a-RC10] Marvelous Personas - v1.1.0
« on: February 20, 2024, 04:18:26 PM »
Thank you so much, I can finally stop using anime-girl portraits (I still will, I like them, but at least not all of them will be anime girls) but these are fantastic.

3
Mods / Re: [0.97a] Random Weapon Collection
« on: February 20, 2024, 11:11:47 AM »
"single barrel Mjolnir"? I'm in.

4
Mods / Re: [0.96a] Random Assortment of Things
« on: December 26, 2023, 09:07:35 AM »
First off, thank you for the mod (and the effort put into it) it has been quite fun :D

Secondly, feel free to ignore this, I know its the holiday season and people are busy regardless

And finally, is there any way for me to jury rig out the restriction on 1 hull alteration? I am 100% a cheater, I peeked in the settings, and the config, and around other files it might be but didnt see anything, but since I am rebuilding my fleet after realizing that they require an S-mod slot I was wondering if I could stack some, or take 2. I know for fixing my current fleet I could just add an extra s-mod slot (even temporarily) but I already raised the base S-mod slots to 4 and like it there.

I guess I will also ask if there is a way to spawn in the/another domain refurbishment barge (name might not be exact), I found a custom console command thing to spawn a stable point so was wondering if something similar can be done. Also small note not really for you (the author) but anyone playing with this and starship legends, the event from starship legends where you can sell a famous ship, having the "refurbished" mod from this and max build in hullmods will skyrocket the price the npc will pay to like 2 billion credits since I think they scale the price based on cost of ship and build in hullmods so a capital with 1 over the cap just breaks it... That last part isnt a bug on this mod, or a problem even, just a niche situation.

anyways sorry if this is too rant-y, I really do love the mod regardless of a nitpick/annoyance of re-finding the exotech faction since the first time I didnt have enough stuff to dump on em, and sorry for asking so much. Again, feel free to completely ignore me I wont take it personally, I am a monkey after all.

5
Modding / Re: [0.96a][WIP] What The Dawg Doing (v1.2.1)
« on: December 26, 2023, 08:08:39 AM »
It's Beautiful :D

6
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.64
« on: November 17, 2023, 09:12:51 PM »
just an fyi to anyone who is using this for .96 (using the trick of editing the version so the game lets you keep it available) it still works mostly, however if you use yunru's stuff, their mod update for .96 stuff will have minor conflict with this mod and return plenty of the vanilla hullmods to the "boring" vanilla values.

no crashes or real issues, just unfortunate as you will lose some of the bonuses if you try to use both

7
Mods / Re: [0.95.1a] Concord 3.5.2g
« on: May 06, 2022, 05:48:53 PM »
Hey, as for anyone (including me) who is having the problem of running this mod and console commands and having the "list ships" command not working, "list variants" worked for me, if you know what ship you want you can search for part of its name to narrow down the search results and still find ships you dont know the full code for, I wanted to start a game with a covert tigershark as my main ship and by putting in "list variants covert" I got its name to get via "add ship"

I know the author said this issue was fixed but I have it anyways, idk if a third mod is messing with it or if I did something dumb.

8
Is there anyway to "fix" this via console commands? not sure if I can spawn in a special venture that triggers the event... or maybe resets the dialogue. I got the intel, fought the ~~~~ and then saved because I won with only a few frigates down... now I guess I betrayed that poor spacer :(

9
General Discussion / Re: MesoTroniK Donation Drive
« on: April 13, 2021, 10:15:46 AM »
yo, glad I finally opened twitter once monthly as is my quota, and found that the old tweet was retweeted so I could find this, I love that mod, that is horrible what happened. I cant dono much, but I can a little, and I hope their life, their moms get better.

10
I really hope you are able to update this (Eventually) I really liked this mod, and would love to see it in the 0.95a update, regardless of if you update it, thank you for all the fun I had with .9.1a update, it was really enjoyable having these ships and weapons and this faction in the game, thank you for your hard work :)

11
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: April 01, 2021, 02:23:17 PM »
Hey, Is it possible to have 2 of the skinpacks active at once? like each diable ship can roll either A or B skin? I assume not, but not sure if there is a workaround to have the same effect. Also, very nice work, I really love this mod, very fun visuals, and even when not piloting diable ships, I really enjoy seeing them in my games.

12
Mods / Re: [0.9.1a] ScalarTech Solutions 0.4.3 - And now you get the belt
« on: December 14, 2020, 09:14:40 AM »
Wow, these are some NICE looking ships... cant wait to try them, thank you :)

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