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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - Mira Lendin

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Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« on: July 08, 2022, 02:23:48 PM »
@Wispborne on a serious note tho, keep digging, i like your dedication toward wasting everyone's time.

Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« on: July 08, 2022, 02:20:43 PM »
Oh sorry, i guess i am not allowed to draw a white line next to a black line because someone else did that before me, The differences are obvious.

Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« on: July 08, 2022, 01:23:30 PM »
You might want to read what the license says in the section "under the following terms"...

I did read it, and Regardless of what it says, HM have no authority over anything in my mod as it has no relation with his work, feel free to look yourself @Thaago
Compare every single piece of content i have, then feel free to tell me if there is anything "stolen" or "derived"

Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« on: July 08, 2022, 01:18:44 PM »
-Lightning Storm, Lightspear, and ALL other weapons in this mod have Nothing to do with your sprits and works, feel free to pull-out anything.

Here's your lightning storm side by side with DME's hybrid blaster.

Here is the definition of derivative work: "in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar Rights held by the Licensor."

or, in simpler terms also used on the CC website: "If you remix, transform, or build upon the material, you may not distribute the modified material."
Both turrets have nothing in common, in fact, i didn't even look at Harmful Mechanic's stuff when i made that turret, i hate to ruin your day but this is the actual source material for the Lightning Storm Generator:

re-Coloured pixel by pixel using 3D Paint

You shouldn't lie to get someone in trouble, because it will backfire on you at somepoint.

Mods / Re: [0.95.1a] Superweapons Arsenal v2.5b Storms are coming!
« on: July 08, 2022, 12:18:54 AM »
Those are derivative works, as they are derived from Harmful Mechanic's works. We respect the copyright of mod authors (and its just plain rude to copy someone's work without permission) so please patch asap.
Allow me to repeat myself, after the small change in 2.5b my mod has Nothing to do with Harmful Mechanic, there is nothing for me to remove.

Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« on: July 08, 2022, 12:17:26 AM »
Please remove everything you took without permission - my trail textures (ring and helix), the parts used in other weapons like the Lightning Storm or Lightspear; that means everything. If there needs to be another message because you only removed the one thing I mentioned, I will simply list everything I can find, with visual examples of where it was ripped out of my mods.

-Your mod is licensed under "Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License" so even if we assum i reused your textures without any changes (untrue) the license strictly mentions that " You may Share, copy and redistribute the material in any medium or format, (The licensor cannot revoke these freedoms as long as you follow the license terms)", If the moderators deems that the textures are too similar, i can credit you until i change them again.
+Just because you made a "Ring" doesn't mean that nobody is allowed to make their own ring shape, same thing applies to 2 straight lines crossing each others.

-Lightning Storm, Lightspear, and ALL other weapons in this mod have Nothing to do with your sprits and works, feel free to pull-out anything.

Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« on: July 08, 2022, 12:04:30 AM »
Hi Mira Lendin, Harmful Mechanic's mods include a no derivatives license. Please remove the sprites that were made from their work.
My mod doesn't use any "sprites" from Harmful Mechanic, only 'a part' of one weapon i had was based-on one of his, and i just patched it.
If he got any other complains then i would like to see the (s) in "sprites.

Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« on: July 07, 2022, 10:09:15 PM »
Two things I noticed about it that may be bugs: First, a storm that's still ongoing when the screen fades to black at end of combat will still be there killing when I next get into combat. Second, and less likely a bug, the tesla coil hullmod shows when I'm placing teslas in the mission refit screen from main menu (forlorn hope to be specific), but in campaign it seems to be invisible. I do still seem to get the effects though, I think.

1- I am aware of the lingering storm bug, i will fix that with the next update
2- I don't know why the camping hullmod loadout doesn't update automatically, it didn't used to be like that with the previous version of Starsector, anyway the hullmod apply it's bonuses during combat and i know for a fact that it will be always present on the ship at that time, same as with the Reflective shield hullmod

I haven't been paying close attention to this mod, because it's frankly not my thing, but it's been brought to my attention that you've bashed some of your weapon sprites from mine without permission. I'd like you to remove and/or rework the offending sprites, please. We can make a list if you want, but I'm pretty sure you knew what you were doing when you did it. It's pretty blatant, too:

-My weapons are based on the skeletal design of 5-7 other weapons mixed and then fully re-colored to make a new original design, this process is done to every other weapon in this mod as i make sure to make each one look unique.

-While it's true i did take a look at your weapons when i made the Hyperlance i only used the "tail part" for it's design and forgot change it somehow, the rest of the weapon has nothing to do with any of your creations, give me an hour and i will remove it.

You've bashed some of your weapon sprites from mine without permission
Only the Weapon you referred to is based-off of a collection of weapons including 1 belonging to you and while one would argue that it looks vastly different to it's base materials i would still respect your request and change it until your work is out of the picture... literally.

-Thank you for showing me that you put the feelings of whoever messaged you trying to start something here over the benefit of this community, while i feel comfortable refusing your request and asking a modderator to decide the outcome due the sheer difference in both weapons, i am not going to do that as i respect you as a fellow modder.
~That being said, the next time you got a complain don't bring it directly to me, go to the moderators instead, i will settle with what they say.

Bug Reports & Support (modded) / OutOfMemoryError: PermGen space
« on: July 05, 2022, 07:15:26 PM »
I am putting this here to help anyone getting this error "[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.OutOfMemoryError: PermGen space"
If you run too many mods, odds are you have the same mod with memory leak as me which i couldn't single-out, It will cause you to crash every ~15-20 mins consistently.
1- Open your game folder
2- Right click on VMparams and select "edit with notepad" or any other text editor
3- Add the following line after "java.exe": "-XX:MaxPermSize=1024m -XX:+CMSClassUnloadingEnabled -XX:+CMSPermGenSweepingEnabled" make sure there is 1 and only 1 space before and after the added text.
This will force the engine to clear classes that are "no longer in use" and limit the size allocated to them preventing PemGen from leaking into memory space allocated for the game.

Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« on: July 04, 2022, 04:32:21 PM »
Since AI cores drop commonly in late game(especially modded late game), the lone Syndicate npc inside
Freeport would probably not be interested in them, preventing further rep cheesing. Production availability
could also be time-gated (say 1 production contract per cycle) with a middling budget that could only allow
you to purchase 1 or 2 Superweapons per contract. As for Legendary and Syndicate Refits, I've been running
a 230 Star Sector for weeks now and have been lucky enough to get a Reflective Shield, Z950, and a Black
Hole Generator pre v2.4 with the sector nearly fully explored. I don't have Bounties Expanded nor Vayra's Sector
and since Legendary and Syndicate Refits cant be tech-mined I don't know where else to look to for other
and newer Superweapons.
I have many plans for expanding the Syndicate lore, including an NPC in Prism Free-Port, i don't have time to implement big features like these right now, so you will have to wait.

Bug Reports & Support / Re: Militarized subsystem
« on: July 04, 2022, 02:17:30 AM »
You have the Bulk Transport skill, which increases the burn speed of all non-militarized civilian ships by 2. Militarized Subsystems increases burn by 1, but since it's now a militarized civilian ship, it loses the Bulk Transport burn speed bonus, reducing it's overall burn by 1.
Oh, this should be clarified somewhere within the bulk transport skill, like "bonus is lost if the ship becomes militarized"

i keep getting this error:
'2736442 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.OutOfMemoryError: PermGen space
java.lang.OutOfMemoryError: PermGen space'
Nothing special to note about my current gameplay except for the fact that i am playing on a randomly generated sector, the crash happens consistently after like 30 mins.

Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« on: July 04, 2022, 01:30:46 AM »
Hi, I love this mod. I especially love how I've converted the Caliph from the Kadur mod into a death brick.

I was just wondering, since a selection of superweapons are now available at Prism, if it is theoretically possible
to add a special contact at the Freeport to provide nanoforge slots for Superweapons specifically. Similar to how
those pirate contacts offer a vast production selection at a markup with a limited budget.

The entire Superweapons selection wouldn't be unlocked right off the bat, rather the categories would be unlocked
depending on Contact reputation (i.e. 25 for Rare, 50 for ultra rare, etc. if Legendary and Syndicate are still gated).
I dont have any idea on how what missions the contact would hand out, though it would probably reward a pittance
of reputation.

I lack any modding experience so I am just throwing this out there.
-Being able to produce Superweapons from contractors is very overpowered especially that money doesn't matter in the late game, also you can easily max your reputation with any faction by trading a bunch of prisoners.
-Syndicate weapons are not exactly gated behind anything, they can drop anywhere just like other Superweapon, it's just that's less likely to happen due to their rarity.

Bug Reports & Support / Militarized subsystem
« on: July 03, 2022, 09:32:53 PM »
Militarized subsystems reduces maximum burn instead of increasing it, has anybody noticed this ?

Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: July 02, 2022, 11:22:56 PM »
You guys need to be aware that this happens every time you play with a random sector:
Very abusable

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