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Messages - not a luddic path member

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1
Mods / Re: [0.95a] Iron Shell 1.04
« on: November 14, 2021, 07:13:37 PM »
Is Iron Shell incompatible with any of the mods I'm currently running? I can't get a new campaign to run unless I have this mod disabled.

Spoiler
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "pantera_ANewLevel40",
  "raccoonarms",
  "Barack's Namelists",
  "timid_admins",
  "beyondthesector",
  "HMI_brighton",
  "Csp",
  "clearCommands",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "Dabble",
  "istl_dassaultmikoyan",
  "diableavionics",
  "Diktat Enhancement",
  "edshipyard",
  "XLU",
  "fast_engine_rendering",
  "FPE",
  "GrandColonies",
  "GMDA",
  "HMI_SV",
  "HMI",
  "hte",
  "hiigaran_descendants",
  "sun_hyperdrive",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "JDC_ziggyxiv",
  "kadur_remnant",
  "kingdomofterra",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "luddenhance",
  "mag_protect",
  "mag_protect_soldier",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "nexerelin",
  "ORA",
  "wisp_perseanchronicles",
  "wyv_planetaryShieldAccessControl",
  "QualityCaptains",
  "roider",
  "sanguinary_autonomist_defectors",
  "tahlan_scalartech",
  "scy_bluesky",
  "SCY",
  "SEEKER",
  "shadow_ships",
  "swp",
  "simpleplayerflags",
  "speedUp",
  "sun_starship_legends",
  "superweapons",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming and Station Construction",
  "transfer_all_items",
  "underworld",
  "US",
  "ungp",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "XhanEmpire",
  "audio_plus",
  "prv",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
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edit: ppl on discord helped me out it was an outdated mod incompatibility with Quality Captains that fixed itself once updated to 1.0.8 from 1.0.4

2
Hey man great mod.

Any future plans on adding content where the player can clear out the mess and make the place habitable again through a special quest chain? Would love if we could have more content regarding the mess.

3
I'm pretty sure radiation absorbers are from your mod right? How come I can't build it on an irradiated planet?


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4
Wait do people not go looking through others post history to save us time

Talk about a level of entitled-ness lol. People like you are the reason why mod creators frequently pull their work off public release. They don't owe you anything and you don't deserve any of it if your gonna continue to act like this. Stop acting like your too big/your time is too important to the rest of us. We got lives going on; just like you do.

5
Sorry for the necro just interesting seeing all the old, defunct mods that'll never get imported into 0.95.  :(

6
Mods / Re: [0.9.1a] Idoneus Citadel Exiles - (Overdue) 0.41 Update
« on: July 22, 2021, 04:53:48 PM »
How would one go to converting this to 0.95? Can I just do it myself with some beginner knowledge with Java?

7
Definitely looking forward to all future progress. Got my eyes peeled for that next progress report. Thanks for the feedback.

8
Mod is really nice but fighters feel waaaay too broken. Damage and stats need to be toned down, but not to drastic vanilla levels. Really like the direction overall where the mod is heading towards, and if need be I guess I could always tweak the values myself to something I'd prefer. If anything, I'd love if there was a separate option to just have all the extra fluff/content and none of the balance-changes because I really like the new factions and how they look design-wise.

9
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: July 17, 2021, 01:48:14 AM »
Don't give up. Can't wait for your mod to get updated for 0.95

Take all the time you need my man.

10
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 26, 2021, 03:05:04 PM »
There's a setting to disable EUTECK consumption. If you're using the "enable all projects" setting, disabling consumption probably makes sense.

Yeah, that's what I've been using since I only found the one of them. I'm just wondering if it might be possible to strike a middle ground. A single infinitely-reusable EUTECK feels broken as heck, but at the same time only ever getting one of them due to RNG is a pain, y'know?

Maybe an upgrade to the Genelab that turns it into an industry that produces EUTECKs once every x amount of cycles? And implementing different kinds of AI cores would have different effects? Just an idea.

11
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 26, 2021, 02:55:37 PM »
Is there a way to add special buildings to planets to fully terraform them like Kadur? Was kind of disappointed that even after terraforming both atmosphere and the planet, I cannot remove the other two special hazard flags on the planet.
Spoiler
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What mod are those hazards from? I can look into adding support for removing them if it makes sense from a lore standpoint.

Pretty sure it's from the Kadur Remnant mod. From a lore standpoint I have no idea, but seeing as how we have the mod capability to add in some potential fluff buildings to reduce penalties and maybe have it as an optional true/false plugin in the settings?

https://fractalsoftworks.com/forum/index.php?topic=6649.0

12
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 26, 2021, 02:23:06 PM »
Is there a way to add special buildings to planets to fully terraform them like Kadur? Was kind of disappointed that even after terraforming both atmosphere and the planet, I cannot remove the other two special hazard flags on the planet.
Spoiler
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