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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - power12359

Pages: [1] 2
Mods / Re: [0.95.1a] Apex Design Collective v1.0.9a
« on: October 17, 2022, 01:28:59 PM »
So there are new ships, but I think I prefer the Spectrum over the Sonora because of expanded squadron. Also for the Networked Targeting Array, be careful in using the term Strikecraft for it usually refers to Arma Armatura.

I haven't checked back in a while and there's an update. I'm looking forward to consumables and artillery. I was looking at the industry csv and noticed an ancient beacon. What is it and how come I've never found one?

Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« on: October 10, 2022, 01:22:48 PM »
So I built a roider dive and I notice there are now roiders in my star system. Do they do anything or are they just decorative?

Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.1
« on: October 10, 2022, 09:05:08 AM »
With all the mods I have to integrate AI cores into my ship, it's a real good thing that the Hegemony only sends AI inspections to planets.
And what mods are these? I'm always looking for more ways to power up my ships.

Also totally going to add this mod for my next run.

Mods / Re: [0.95.1a] Magellan Protectorate v1.5a - Big update.
« on: October 09, 2022, 10:05:57 AM »
So question, does this mod have any hullmods that can be installed on Non-Magellan ships?

Bug Reports & Support (modded) / [0.95.1a-RC6] CTD in mid combat Fatal.Null
« on: September 22, 2022, 11:09:49 PM »
I was in combat using an Ananke from Epta Consortium when the game crashed. There was a bunch of enemies but the one I was current fighting was a phase ship. My current guess is that I managed to kill it while it was phased. One of my weapon does damage over time. I know there is a bunch of outdated mod.

9125608 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at Source)
   at Source)
   at$o.o00000(Unknown Source)
   at Source)
   at Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

Adjusted Sector 0.5.1
Another Portrait Pack 1.4.0
Apex Design Collective 1.0.7
Aptly Simple Hullmods 0.7.6
Arma Armatura 2.1.2b
Bricky Construction 1.2.0
Captain's Log 0.1.6
Carter's Freetraders 0.6
Commissioned Crews 1.999999ggg
Concord 3.5.2g
Diable Avionics 2.64
Epta Consortium 1.5.2b
Exotica Technolgies 1.1.6
Fast Engine Rendering 1.1.2
Fighter Expansion Rebalanced 1.1.1
Grand Colonies 1.0.d
Industrial Evolution 3.0.e
Iron Shell 1.181
LazyLib 2.7b
Modern Carriers 1.9.5d
More HullMods 1.11.1
Nexerelin 0.10.5
Roider Union 1.4.4
Scy Nation 1.65
Ship/Weapon Pack 1.13.0
SpeedUp 0.7.2
Starfarers Workshop 1.5.1
Starship Legends 2.1.2
Substance Abuse 1.0j
Terraforming & Station Construction 8.1.5
The Star Federation 0.97.33
United Aurora Federation 0.7.2e1
Unknown Skies 0.43
Unusually Gullible Hullmods 0.4.2b
VIC 1.4.3
WhichMod 1.2.1
Yunru's Hullmod 0.95.1-2.5.9
YunruCore 0.95.1-
prv Starworks v24.1
zz GraphicsLib 1.6.1

Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 15, 2022, 10:58:27 AM »
Will this ever support Commissioned Crews?

Mods / Re: [0.95.1a] Substance.Abuse 1.0.k - Consumable Alcohol
« on: September 06, 2022, 07:38:46 PM »
How do I add my own drinks to this mod?

Mods / Re: [0.95.1a]Epta Consortium - 1.5.1
« on: August 29, 2022, 10:53:52 PM »
Sometimes when I put on a hull mod, ai integration disappears. Also when you get remove ai intergration the ai cores don't come back. I don't want to lose my alpha cores.

Edit: Gonna try updating the mod, hope it fixes it.

Has anyone else run into this? I have a save file where I wanted to mod a Kataigida that already possesses epic AI integration (EAI) to have Accelerated shields. Any hull mod (including vanilla) I add to the ship causes EAI to disappear, and the -12 OP bonus from EAI also vanishes. I was questioning if this was a balance or narrative decision, or unintended?

I am running SS 0.95.1a-RC6 with a host of mods, and Epta Consortium 1.5.1

Heyo, how are you? Well, its a know bug, received a lot of reports from AI Integration, trying to figure out ways to fix it, can you send for me your save file and what mods do you use? Need ways to test the bug and counter it. Thx for the feedback^^

Edit: If you have discord, talk to me there, would be very good for we know more about this bug

I found a workaround. Having a stack of AI cores in my fleet inventory when altering hull mods causes the problem to disappear. It seems the code is checking for AI cores whenever a hull mod is changed, and removing the AI Integration already present if you don't have a spare AI core. If that's not enough, let me know.

Thank you so much. I can finally readjust my ships.

Mods / Re: [0.95.1a]Epta Consortium - 1.5.1
« on: August 18, 2022, 12:33:52 PM »
I tried the unsanctioned bounty board, more specifically the consequences of stealing bounty. Is it possible to obtain the ship from bounty board and still get paid?

Mods / Re: [0.95.1a]Epta Consortium - 1.5.1
« on: August 17, 2022, 09:04:12 AM »
Sometimes when I put on a hull mod, ai integration disappears. Also when you get remove ai intergration the ai cores don't come back. I don't want to lose my alpha cores.

Edit: Gonna try updating the mod, hope it fixes it.

Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.96 - 06/16/22
« on: August 12, 2022, 09:58:16 PM »
You removed the missle autoforge from Loyal but didn't change the description.

Mods / Re: [0.95.1a] ScalarTech Solutions 0.8.4
« on: August 08, 2022, 01:16:26 PM »
I'm gonna try out this mod. I was kinda close to not downloading this mod because I thought it wasn't part of Commissioned Crews but turns out it was. It's just labeled as Spindle Protectorate.

Mods / Re: [0.95.1a]Epta Consortium - 1.5.1
« on: August 07, 2022, 11:14:36 PM »
Ok, I'm kinda curious. What was the angry blacksmith thing?

Also I'm gonna miss super speed kite.

Mods / Re: [0.95.1a] Iron Shell 1.17
« on: August 07, 2022, 11:09:57 PM »
I can't seem to find all the missions can you help tell me what the requirements are to start the missions.

Same problem here. Could it be because of random core worlds or Derelict Empire custom scenario.

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