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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Lemuria

Pages: [1] 2
1
Announcements / Re: Starsector is now on the Nexus
« on: November 20, 2022, 02:40:54 AM »
Vortex looks good but I would prefer not to have to pay to use their product.  Plenty other options and though this looks really nice I am not for handing over all my mod installs to a 3rd party app for money.  Thanks for the help though.

Maybe Starsector would be better off with its own community-maintained **open-source** package manager for managing mods. That way, the Starsector modding community remains self-sufficient and we won't have to rely on a third party.

2
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 29, 2022, 08:52:48 AM »
It's just a JAR and the game data. By source code, I mean the Java code of the mod itself.

Did you download the zip file from the link I posted? There's a source folder in there with the Java code and you should be able to import the project into IntelliJ.

Yup, found it in "src/data/scripts". Thanks!

Oh and I use VSCode by the way, not IntelliJ. And even then my 4GB ram computer can't develop starsector mods because it crashes when Firefox, Starsector, and VSCode (let alone IntelliJ) try to run at the same time. They just make my Linux system run out of memory and the lag gets so bad I have to actually pull the power plug out to fix it.

3
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 25, 2022, 06:08:30 AM »
It's just a JAR and the game data. By source code, I mean the Java code of the mod itself.

4
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 24, 2022, 05:00:58 AM »
Why are we limited to 3 astropoli per planet, even if we increase the limit to above 3 in a configuration file?

I wrote the code to handle astropolis construction a long time ago and it only works for a maximum of three. I haven't rewritten it to support more because having a large number of colonies in close proximity causes performance issues.

Is your mod's source code available?

5
ConsoleCommands mod has a survey command, you can run survey all in the console. Will take a good while depending on your PC specs (10 seconds on my 8 core Ryzen 5 running Linux with 4GB ram), but if you're running the game on an Alpha Core it will be instantaneous.

thanks, didnt know something like this exists.

the command took like just 0.2-0.5 seconds, i wonder if you are using some kind of huge map ? i use standard(not small) map.

Yes, I have a bigger map, because mods.


EDIT: What are your PC specs?

6
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 11, 2022, 02:45:35 PM »
Why are we limited to 3 astropoli per planet, even if we increase the limit to above 3 in a configuration file?

7
General Discussion / Berenbaum Station
« on: August 10, 2022, 01:14:28 PM »
(repost from https://fractalsoftworks.com/forum/index.php?topic=25090.0)

Image taken during the 217th cycle.


Images (2 images)*
Spoiler
Quote
"This station is named after Old Earth entomologist May Berenbaum.** It is the hub of the Luria Federation's entomology division. As a station with a sizeable amount of Berenbaum images, it is located in an asteroid belt to evade detection from the Netherworld State and all those who oppose May Berenbaum."


[close]

Colony showoff approved by the Luria Federation - Office of the Colony Database
To change your colony description and register it with the OCD, read the guide at https://github.com/a-random-lemurian/lem-starsector-stuff/blob/main/description_change.md
Mods used: Terraforming and Station Construction, Substance Abuse, Grand Colonies, Nexerelin, and Industrial Evolution

*The Luria Federation is not responsible for excessive use of data on metered connections, prepaid or bandwidth-throttled comms
**To inquire on why a station was named after a female American entomologist, please write to the Luria Federation Committee on Colony Names or any representative via comm directory
***Berenbaum image stash may be partially protected by Domain-standard copy protection or the DMCA

8
General Discussion / Re: first colony (optimal)
« on: August 10, 2022, 12:45:02 PM »
Adding to what Khaos said, if you have Terraforming and Station Construction, you can also build astropoli around the gas giants with no satellites, maximum 3 per gas giant.''

9
ConsoleCommands mod has a survey command, you can run survey all in the console. Will take a good while depending on your PC specs (10 seconds on my 8 core Ryzen 5 running Linux with 4GB ram), but if you're running the game on an Alpha Core it will be instantaneous.

10
General Discussion / Re: first colony (optimal)
« on: August 10, 2022, 10:18:27 AM »
When it comes to my colonies, since I play with the Terraforming and Station Construction Mod, I would build a mining station in the Core Worlds, build a refinery and make some good profit selling ore and transplutonics. I would build astropoli around uninhabited gas giants or planets, the astropoli are basically space stations and the great thing is that they always have a 100% hazard rating. And then a siphon station for good measure.

In vanilla Starsector I'd just look for a Terran.

11
General Discussion / Berenbaum Station (Colony Showoff Thread)
« on: August 10, 2022, 10:13:00 AM »
I'd like to show off my station here. Is this the right place?

Well, I guess this can be a colony showoff thread, if there already isn't one.

Image taken during the 217th cycle.


Images (2 images)*
Spoiler
Quote
"This station is named after Old Earth entomologist May Berenbaum.** It is the hub of the Luria Federation's entomology division. As a station with a sizeable amount of Berenbaum images, it is located in an asteroid belt to evade detection from the Netherworld State and all those who oppose May Berenbaum."


[close]

Colony showoff approved by the Luria Federation - Office of the Colony Database
To change your colony description and register it with the OCD, read the guide at https://github.com/a-random-lemurian/lem-starsector-stuff/blob/main/description_change.md
Mods used: Terraforming and Station Construction, Substance Abuse, Grand Colonies, Nexerelin, and Industrial Evolution

*The Luria Federation is not responsible for excessive use of data on metered connections, prepaid or bandwidth-throttled comms
**To inquire on why a station was named after a female American entomologist, please write to the Luria Federation Committee on Colony Names or any representative via comm directory
***Berenbaum image stash may be partially protected by Domain-standard copy protection or the DMCA

12
How can I alter the description of a planet/station?

Anything - file editing or ConsoleCommands will work.

P.S. I have decided to answer my own question.

I wrote a tutorial on altering planet and station descriptions here:
https://github.com/a-random-lemurian/lem-starsector-stuff/blob/main/description_change.md

13
How can I alter the description of a planet/station?

Anything - file editing or ConsoleCommands will work.

14
General Discussion / Drag and drop multiple ships at once
« on: July 06, 2022, 11:11:28 AM »
So I have Starsector configured to a max ship limit of 200 instead of 30. Is there a way to reorder multiple ships at a time in the fleet listing, like say when I custom produce 5 Atlases and I need to move them to the other Atlases in my fleet. Dragging and using my mouse is too tedious.

Is there perhaps some QoL mod to help with this?

15
Bug Reports & Support / Re: "Responsive" Starsector UI
« on: July 05, 2022, 03:35:26 AM »
Is there a way to add more than one resolution?

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