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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 - Flacman3000

Pages: [1] 2 3 ... 13
1
Maybe the mod can include a well-written fan faction between you and NPC with dialogue describing the sinful activities you are performing with your virtual uh nvm.

Jokes aside this is a horrible idea for vanilla unless family trees and inheritance were introduced. Like bannerlord.

2
Mods / Re: [0.95a] Capture Officers and Crew
« on: May 20, 2021, 12:20:27 PM »
what makes a faction have slaves as an illegal commodity? is it the diplomatic alignment I don't see faction files where you added slaves as illegal commodities?

3
Suggestions / Re: Alien Life png market condition?
« on: May 20, 2021, 09:56:34 AM »
Well, as a matter of strict terminology, we've had "alien life" as part of the game since almost day 1 - Jangala in the Corvus system (the very first, and only for a while, campaign system in the game) has a natural, but aggressive Inimical Biosphere on it that requires burning back every once in a while. Randomly generated planets can also come up with Inimical Biosphere, presumably also natural, alien life.

The icons that scare me (or possibly intrigue me) more are death, and xenoplague.

Ya, I saw death too and was like Jesus what kind of market trait is that lmao. We might see it as a market trait pertaining to saturation bombardment that criples a colonys growth rate due to all the bodies still decaying on the planet?

4
Suggestions / Re: Alien Life png market condition?
« on: May 20, 2021, 09:53:58 AM »
I'm guessing it's just a placeholder. It may get implemented as something influencing hazard rating and food or organics availability. I mostly see it as a counterpart to Inimical Biosphere, as in planets having their own fully fledged flora and fauna.

Spoiler
Alternatively, it may contain free hugs.

[close]

I figured  ;D LOL

5
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: May 20, 2021, 12:39:33 AM »
Ah that explains it so ill change the file path for now! Thanks for that clarification your a godsend now hopefully i can find some time to learn more and release a full-fledged mod soon.

6
Suggestions / Alien Life png market condition?
« on: May 19, 2021, 10:57:20 PM »
Does anyone know if this is a placeholder? What is the purpose of this implementation, later on, I would really like to see some more endgame content revolving around aliens is that a possibility?

7
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: May 19, 2021, 07:07:49 PM »
Also Tart I was experimenting and teaching myself with this mod to make a new one similar to this one, and when I replaced most of the planet textures some changed in my game and some others remained the same! even though I deleted the image file from the mod folder! how is that even possible? In particular the Burnt, Azure and Auric world continue to look like the original texture instead of my replaced one is there a backup directory for some planet textures or is the texture just so well integrated somewhere? I'm so confused about how a texture that I clearly deleted is still appearing, do some textures save to the game save file?

8
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: May 19, 2021, 07:02:58 PM »
Hey Tart I've never heard any of the sounds in the mod files what are they for they sound interesting.
Crimson clupeidae?

I'm not too sure what you are saying my friend :(, I play with random core worlds if that helps.

9
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.1)
« on: May 19, 2021, 04:52:26 PM »
Hey man, I'm working on a mod exactly like the Unknown skies mod have any idea how you made that compatible with this mod? Is it done on my side or as I assume from your side? Could you give some information on where your mod needs to be compatible with my planet types like one of mine is an Exotic World it is basically similar to Jungle worlds in all respects. With only a cosmetic difference.

10
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: May 19, 2021, 11:31:35 AM »
Hey Tart I've never heard any of the sounds in the mod files what are they for they sound interesting.

11
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: May 16, 2021, 04:53:52 PM »
any idea how I can remove the independent bounty on me I have no clue how to remove it it's been permanently there does anyone have a clue? I have no idea what's going on, it won't expire.

12
Quick question, sorry if it's been asked before.

How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?

Go to comms and speak with any individual and click transfer market to another faction something like that.

Found that option, but it seems I can transfer it to any faction except the one I'm trying to give it to.

https://imgur.com/a/HTvR7LV

who are you trying to give it too? some factions do not have campaign layer integration Example: Cabal.

13
Quick question, sorry if it's been asked before.

How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?

Go to comms and speak with any individual and click transfer market to another faction something like that.

14
This should really be adressed

15
This is completely normal behaviour in Starsector, in general, my friend the lads in the discord and some confirmation I've revealed that your game is completely normal and thankfully mine too (you made me doubt myself) domain era probes do not drop anything besides what's listed on the wiki I would consider this topic solved! Enjoy your game and if you're missing blueprints go raid said military colony from a faction!

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