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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - StriderGunship

Pages: [1]
1
Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: February 17, 2023, 07:03:27 AM »
It happened again.

2
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: February 05, 2023, 05:39:37 AM »
Cordite is just a *** not-champion/not-apogee, you should lower its DP cost to 18-20 or give it better stats. And even then, with its pd slots in the back it's still going to be worse.

3
Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: February 05, 2023, 05:18:38 AM »
For some reason, after I set the penalties to false it wouldn't let me switch pages, I restarted the game and it didn't help, but after I opened the settings file with the game running it started to work again :/

4
Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: February 04, 2023, 04:05:30 PM »
Thanks for the mod. Cramped infrastructure should be disabled by default imo, or make penalties smaller.

5
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: February 04, 2023, 07:49:09 AM »
Semibreves pushing away ships and not detonating, anyone knows how to fix this?

6
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 11:33:20 AM »
Yes, I found the right one after I enabled it in the settings, thought it was yours.

7
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 11:29:04 AM »
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?

I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!

No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?

Yes, I edited vanilla files, made tech-mining count as a structure.

Delete the TASC industries.csv file and replace it with one freshly downloaded. That's the only way I can think of that the magnetoshield could cost that much.

I updated and that did not help, also, will building a station in an asteroid congregation with a sling in it make the colony "has large amount of water present" green in the same system, and can I get a mild climate with terraforming?

Can you please post a screenshot of the build requirements?

Yes, you can build the asteroid processing structure on any station to get water for terraforming projects in the system. Mild climate is a terraforming option you can use on the habitable planet types.

Here.

[attachment deleted by admin]

8
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 11:17:48 AM »
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?

I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!

No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?

Yes, I edited vanilla files, made tech-mining count as a structure.

Delete the TASC industries.csv file and replace it with one freshly downloaded. That's the only way I can think of that the magnetoshield could cost that much.

I updated and that did not help, also, will building a station in an asteroid congregation with a sling in it make the colony "has large amount of water present" green in the same system, and can I get a mild climate with terraforming?

9
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 08:51:08 AM »
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?

I'm considering creating a way to terraform volcanic planets for the next patch. No promises though!

No, the magnetoshield should not have those requirements. Did you edit the industries.csv file?

Yes, I edited vanilla files, made tech-mining count as a structure.

10
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 07:47:32 AM »
I wanted to have perfect colony clusters as one of my endgame goals, and do it in a semi-fair way with mods, and was a little disappointed that you couldn't terraform volcanic worlds (no pressure, I understand you do it for free). Could you please add a "full terraforming" version and make the current version "balanced terraforming", thank you. Also, is the radiation removal thing supposed to cost 50 mil and take 9999 days to build?

11
Could you add in an ability to transport derelict infrastracture/industries from one planet to another? What do they do when you restore them? Can I utilise them to build unique stuff on other colonies? All the planets I found them on were worthless rocks.

12
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 01, 2023, 01:38:08 PM »
I don't think punishing players for missclicking is a good idea, as if the command point system isn't as bad as it is already. I prefer to simply give myself infinite command points as I don't see a reason for this mechanic to exist in the first place.

13
Mods / Re: [0.95.1a] Officer Extension (0.4.3)
« on: January 29, 2023, 04:37:42 AM »
Can I demote cryopod officers? Or they'll lose extra levels and elite skills?

P.S. Can you also add a version that allows you to edit officer skills the same way you can with AI core officers if it's possible?

14
Modding / Turn Tech-Mining into structure [0.95.1a]
« on: June 12, 2022, 06:58:09 AM »
Yeah, so I wanted to turn tech-mining industry into structure. I don't know how to make proper mods, and I'm too dumb and lazy to understand it. But to turn it into structure just go to D:\Starsector\starsector-core\data\campaign and open industries with WordPad and find techmining,Tech-Mining,30,45,,2,,,"techmining, industry, industrial" and change it into techmining,Tech-Mining,30,45,,2,,,"techmining, structure, industrial"

No idea how it will affect other mods or what will happen if you already have tech-mining installed on any of your colonies, so make backups if you want to use my file or just change your own.

If anyone feels like making a normal mod out of my crappy post, just do it.



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