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News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Kuroe

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Mods / Re: [0.97a] SEEKER - Unidentified Contact v0.6.2
« on: March 07, 2024, 08:25:31 PM »
Just an fyi to everyone using or planning to use this mod. Mod maintainer got caught adding malicious code to one of tartiflette's other mods. I would wait for someone familiar with coding to give the a okay before using this in case something was hidden in this mod too. Cheers

2
Mods / Re: [0.97a] SCY Nation v1.7.0
« on: March 07, 2024, 08:25:20 PM »
Just an fyi to everyone using or planning to use this mod. Mod maintainer got caught adding malicious code to one of tartiflette's other mods. I would wait for someone familiar with coding to give the a okay before using this in case something was hidden in this mod too. Cheers

3
Mods / Re: [0.97a] Unknown Skies v1.0.3
« on: March 07, 2024, 08:25:03 PM »
Just an fyi to everyone using or planning to use this mod. Mod maintainer got caught adding malicious code to one of tartiflette's other mods. I would wait for someone familiar with coding to give the a okay before using this in case something was hidden in this mod too. Cheers

4
Mods / Re: [0.97a] Diable Avionics v2.8.4
« on: March 07, 2024, 08:05:03 PM »
rest assured i won't be putting more code like that into tart's mods though.

Considering you added malicious code out of nowhere, this doesn't really mean much.

5
Mods / Re: [0.97a] Diable Avionics v2.8.4
« on: March 07, 2024, 07:58:03 PM »
I just wanted to say was pretty excited someone picked up tartiflette's mod since I love their mods. Didn't even know about this drama(?) until I heard someone talking about malware in one of the mods I use. And now I can't ever use tartiflette's mods since I'll never know when the new maintainer gets in a fight with some random people on the internet and decides to add malicious code for *** and giggles. Like how do you ever expect anyone to trust any of your code anymore?

6
Mods / Re: [0.97a] Diable Avionics v2.8.4
« on: March 07, 2024, 07:56:37 PM »
I just wanted to say was pretty excited someone picked up tartiflette's mod since I love their mods. Didn't even know about this drama(?) until I heard someone talking about malware in one of the mods I use. And now I can't ever use tartiflette's mods since I'll never know when the new maintainer gets in a fight with some random people on the internet and decides to add malicious code for *** and giggles. Like how do you ever expect anyone to trust any of your code anymore?

7
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 12, 2024, 01:39:56 PM »
Not sure if this is a bug or not but when visiting Jangala after the tutorial, shrine event only triggers if you goto the station instead of the planet. Planet did have 2 bar events (military bounties and buying codes) not sure if that had anything to do with it.

8
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 17, 2022, 06:25:48 PM »
Thanks for the QoL change!

9
Suggestions / Random QoL request
« on: May 16, 2022, 02:46:16 PM »
I hope this is the right place to post this since I'm new to the forums. Was wondering if we could get a fleet log entry in our intel screen for discovering hypershunts. Since often time I find them while exploring early game and not able to fight them. And by the time I'm able to fight them mid/late game I have to manually click through each system to try and find the hypershunt since it's not marked in your intel. I don't think we would need a whole category like gates but using the exisiting fleet log system would be nice

10
Mods / Re: [0.95a] Terraforming and Station Construction (v8.1.0)
« on: May 15, 2022, 05:39:49 PM »
Hi just wanted to save love your mod. Been using it since I've started playing. One QoL thing I was hoping you could add is the ability to cancel terraforming? Sometimes I click add volatiles on a planet that I plan to use soil nanites on and there's no way to cancel it except to choose another terraforming option.

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