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Messages - theDragn

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Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 16, 2024, 06:08:42 PM »
You could always make a script or command chain to spawn them. You'll have to find a system and give them a planet by making a colony and transferring the market to them or doing so by command I forgot it's been a hot minute.

The main issue is that resurrecting the mod at this point would need someone to retrace all my steps with fixing bugs since the last official version, and then also fix whatever broke in the most recent version, unless you were going to work solely with decompiled code. Either way it would be an enormous pain in the ass; you would be better off just writing the colony code fresh at this point, especially since the other big feature (bounties) has been taken up by magiclib.

Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: March 29, 2024, 11:34:12 PM »
dragn, new crash found with your version

I stopped maintaining it sometime before 0.96 came out. Lost the most recent source code in a computer move at some point and lost interest shortly afterwards.

Mods / Re: [0.97a] Furry Portrait Pack v1.18
« on: March 11, 2024, 03:02:10 PM »
Updated to 1.18. Submissions are currently closed. If I missed you somehow, I'm very sorry, please look at the main post for instructions on how to add your pic in yourself.

Mods / Re: [0.97a] Furry Portrait Pack v1.17
« on: February 18, 2024, 09:36:01 AM »
Edit: Made a pull request on github with the fix, hope that's allright :)
Yep, thanks! Seems that GitHub changed how they link to raw files sometime recently.

Mods / Re: [0.96a] WhichMod 1.2.2a
« on: February 03, 2024, 12:07:15 PM »
Updated the version number for 0.97. No other changes.

Modding / Re: [0.96a-RC10] Better Vanilla Hullmods v0.3 (2023.12.12)
« on: December 12, 2023, 01:56:18 PM »
well, this is about average as far as "my first mod" balance goes, I suppose

If you care about that sort of thing:
The system that outfits NPC ships isn't clever enough to take advantage of hullmod synergies, nor does it have any conception of what bonuses a hullmod grants. It uses a number of pre-set variants; if the variant has a hullmod, the ship it spawns will try to have that hullmod. If you change hullmod effects radically (especially here, where you're making all of them vastly more powerful), NPCs can't take advantage of it, so you're just making the game way easier for the player. You would need to make your own variants to replace vanilla ones to prevent this, but it would still break other mods.

If you don't care about that sort of thing: congrats on your first mod

Mods / Re: [0.96a] Furry Portrait Pack v1.16
« on: September 24, 2023, 05:55:11 PM »
I had a portrait I wanted to submit to the pack but when I tried to find you on discord while I could find you through past messages on the server when I tried to DM you directly it failed, I'm assuming it's because we don't have mutual servers as you don't appear to be in that discord anymore.  If you are still accepting submissions for this I'd like to know where or how I could do that.

Ah, yeah, I've been taking a bit of a break from the discord community, realized that I was spending too much time being annoyed at strangers online. You can message me on telegram @thedragn, or upload the image somewhere and send me a link through forum message.

Suggestions / Re: What should the Historian ramble about?
« on: August 24, 2023, 01:40:19 PM »
There's some texts referencing cybernetic augmentations, however the world is not Cyberpunk where you can fit a datapad, a shotgun, mantis mandibles and an umbrella in your forearms.

If you take Neural Link and Automated Ships you can merge your mind with an automated warship. I think that's fairly far beyond becoming a cyberpunk inspector gadget. (Obviously this requires more levels than NPC officers get but clearly the technology exists.)

Suggestions / Re: What should the Historian ramble about?
« on: August 24, 2023, 01:05:34 AM »
A question that's been bugging me is why does pretty much everyone we meet seem to be very close to baseline human? It seems like they've basically nailed mind-machine interfacing, which sets the stage for a fairly transhumanist setting, but we don't see things like full-body cyborgs or even extensive augmentation. Is this due to Domain laws or some other factor?

How this will interact with a .05s duration beam I don't actually know; if you have data for the actual damage dealt by this beam weapon, I'd be curious to hear it.
It appears to actually do damage normally- I would have to test with something without any armor, since it's frag, but it's doing 1k frag per second at 4000 beam DPS and seems to be functioning normally. (numbers heavily subject to change, of course)

I'd also advise against extremely rapid beam cycle times for reasons of avoiding things that could trigger epilepsy.
... I didn't consider this. I suppose I did intentionally make it a strobe effect. Ah well, back to the drawing board.

edit: after some experiments I think burst beam damage across the game might be applying incorrectly, even with normal longer-duration beams- beam weapons seem to consistently miss somewhere between zero and one frame's worth of damage, even when given extremely high beam speed numbers. They never exceed their listed damage at least, but it is usually under it.

I'm trying to do a beam weapon with an extremely short firing interval (basically putting it at the refire rate limit, 0.05s on, 0.05s off, with a magazine so it fires in short bursts of extremely rapid pulses, for both visual reasons and as a trick to increase armor penetration without increasing DPS) and I cannot figure out how to get the firing sound to work- is there other weird stuff going on? I can fit my sound within the 0.1s firing cycle and have it set to firingSoundOne, but it doesn't play the whole thing- and sometimes it doesn't play any sound at all. I can always change it to a loop and use scripting to play that while it's firing, but I have no idea if this is a bug or not.

Mods / Re: [0.95.1a] Furry Portrait Pack v1.15
« on: August 11, 2023, 09:39:43 PM »
Unfathomably based. Machine-gen'd art was the only misgiving I had about this pack after being exposed to how awful that sort of thing has been for artists. Makes me happy to see this change.

They were around for a bit before the most recent stuff with generated art. At the time it was more of a curiosity than something that threatened actual artists- the quality wasn't very good and it wasn't generic at all, it could just make random vague fox-dog-cat thing portraits, and about 90% of them were visibly messed up. It also wasn't able to copy specific styles. (It used a GAN, which is a fairly different technology than the most recent iteration of image generation.).

Ooooo, Are there wickerbeasts in this pack?
I don't know what those are, so I would guess the answer is no, but I haven't been asking what species portraits are either. You could probably download it and go through the files to find out.

Title is kind of self-explanatory, I suppose. When you have two neural link ships, swapping between them will reset the strafe lock toggle to off. I tested with the "invert behavior of strafe/auto-turn keys" setting both on and off.

This part isn't really a bug but perhaps along the same line of thought- is it possible to have strafe lock default to on if we have the "invert strafe/auto-turn keys" setting enabled?

Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: May 30, 2023, 04:36:23 PM »
I'm not sure how interested Dragn is in continuing to do maintenance updates, but it's about the only thing obviously wrong. VS does work otherwise, since it never relied on complex tooltips and doesn't require a recompile.

I'll be honest, I'm not. I managed to lose the source code for the updated versions when I upgraded computers, and I don't think the included source in my update is actually up to date (I think it's a few bugfixes out of date). Any further work would need to sort that out first or work from decompiled code (which isn't too hard in java, thankfully). But it's more work than I'm looking to put in at the moment, especially because I am playing other games than starsector at the moment. I'll come back to starsector eventually- this isn't a "I'm gone forever" situation, but I probably won't be in a mood to figure stuff out for VS for a few months at a minimum. (I also have another mod that's early in development and is taking up more of my attention when it comes to starsector things.)

Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« on: May 27, 2023, 04:32:00 PM »
My apologies in advance if this isn't the place to ask but how well does VIC fit in with vanilla in terms of power level?
Generally it fits pretty well, though their stuff tends to be tuned more towards the stronger end of vanilla ships and weapons. (Which is pretty normal for well-balanced mods; most modders don't want to add stuff that's worse than the best vanilla options.)

How do you think VIC compares to mods like Scalartech Solutions, Apex Design Collective, Interstellar Imperium or Diable Avionics?
All of these mods are on about the same level of balance vs vanilla. Imperium and Scalartech tend to be more solidly in line with vanilla (all their ships and weapons are at least as good as the vanilla average, without really anything above and beyond the strongest vanilla options). Apex, Diable, and VIC have some things that are a bit above vanilla power levels, but are generally still balanced by their cost in flux, OP, or DP. Diable has very strong heavy fighters, Apex has very good slot layouts and durability, VIC has very fast ships with good flux dissipation.

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