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Starsector 0.98a is out! (03/27/25)

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Messages - TheProtagonists

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1
Seems like there is a bug where sometimes the bar event to recruit Reimu just doesn't show up even if you have finished the Tokiko story and have her in my fleet (checked the Gensoukyou's markets for over 20 cycles and nothing showed up).

I've tried compiling the code from the source and changing the requirements to the event to no avail, and after some digging in my save file it seems like the Reimu bar event is already marked as timed out for some reason even though I have never encountered it. Looking through the fossic thread it seems like the original author has acknowledged the issue, but for now there isn't a fix.

If someone knows a way to trigger the bar event via console commands for some testing it would be much appreciated, since even with devmode the event still won't show up.

2
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: December 27, 2023, 08:24:30 PM »
Seems like the newest IndEvo update (3.3.d) changed a few IDs and is causing the drydock crash on sector generation again.
I've recompiled the jar with a fix, alongside hopefully also fixing the crashes on mission 1,2,3 and 6
This is very lightly tested though, only checked that the game doesn't crash anymore and the industry spawns correctly.

download here and replace the existing jar in the folder
https://mega.nz/file/FwVmzKJY#W-GZOMFmZ3QFEpjrjBYtqQ6rgVYJWiY6n16DUzvy_Bk

3
Are you using the nexIntelQueued setting as well? Eyeballing the code, queued intel may not obey the filter settings.
If not, I could try testing the filters I guess.

That seems to be what's happening, after I changed nexIntelQueued back to 0 from 1 it's working as expected. Thank you for the pointer!

4
Is there any known mod incompatibility or other problem that can cause Nex to seemingly ignore the "diplomacyEventFilterLevel" and "agentEventFilterLevel" settings? I keep getting all diplomacy notifications no matter what number I set for these two.

5
Mods / Re: [0.95.1a] Adversary: Customizable Star Systems (v3.1.0)
« on: April 04, 2023, 09:05:41 PM »

Yep, that's exactly right; they steal all blueprints from all the targeted factions at the same time after the delay interval passes. The every-cycle check by default allows the Adversary to continually steal new blueprints from the player faction. However, if you'd like, you can also just set the delay to 1 month using LunaSettings, then, after entering a new month (e.g. March to April) or upon starting a new game, disable the feature entirely afterwards; the Adversary should still keep any blueprints they have already stolen, while also slightly lowering your save file size and performance (it's rather negligible, but it is something that's possible).

(I should probably mention in the LunaSettings descriptions about being able to edit Adversary doctrines and set the target factions in settings.json though, so I'll make a note to update the descriptions.)

Got it, thank you for the help and info!

6
Mods / Re: [0.95.1a] Adversary: Customizable Star Systems (v3.1.0)
« on: April 04, 2023, 06:38:34 PM »
Is it possible to control gas cloud generation in systems made by this mod?

If you mean having nebula clouds appear in custom star systems, unfortunately no. I do plan to add this feature (along with allowing creation of nebula systems) eventually, but it's likely not going to come for a while, perhaps until some time after the next Starsector update.

I know this has been considered before, but is it still on the table to include an option that let the Adversary start with all normally visible factions' blueprints? I play with tons of mods and it's bit underwhelming that they only have vanilla ships.

Well, the option is sorta there already, as there's a non-default, configurable option in settings.json that lets the Adversary steal and use blueprints from other factions (by default, the player faction) after some time. You can add any modded factions there that you would like the Adversary to copy as well, but note that you may also need to disable or edit the Adversary's doctrine changer settings if you want them to use and/or prioritize modded content.

I see, only looked at the LunaSettings so I missed the part that lets you to set which factions to steal from. Just to confirm, the stealing function means they steal all blueprints of the target factions at once instead of one at a time, right?

7
Mods / Re: [0.95.1a] Adversary: Customizable Star Systems (v3.1.0)
« on: April 03, 2023, 12:47:00 PM »
I know this has been considered before, but is it still on the table to include an option that let the Adversary start with all normally visible factions' blueprints? I play with tons of mods and it's bit underwhelming that they only have vanilla ships.

8
Wanted to report an interesting edge case with artillery station defense fleets. If the enemy has a ship with phase anchor, it could soft lock the capture of the artillery station as the ship will continue to escape the battle after the station is destroyed and there is nothing left. The only way to counter this is to have a ship with phase anchor of your own, and force it to suicide and activate its phase anchor to prevent the enemy ship from escaping.

9
Seems like a possibly unintended side effect of the "unhide everything" option is that the illegal arms dealer is able to build every single hull in the game, including parts of multi-module ships and unimplemented ships that doesn't appear in the campaign at all. Not really game breaking and changing the option will fix it, but still wanted to report this.

10
Is the amount of resources required/consumed when surveying and colonizing adjustable? If so where can I find them in the API?

11
Mods / Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.6.7
« on: September 06, 2022, 12:19:37 PM »
Few suggestions based on my recent playthrough:
1. Right now all the hullmods are available from the start, have you considered instead to make most of them non-default so one can get buy/acquire them over the course of a game?
2. The logistics hullmods in this mod doesn't automatically become uninstallable when a ship is at the logistics hullmod limits, so trying to install one will "kick" an existing logistics mod off the ship.
3. The fuel ramscoop could use a buff, right now the amount of fuel you get is so insignificant and becomes effectively nothing once you get a large lategame fleet, IMO adjusting it to 1/2/3/4 or even 1/2/4/8 would make them more useful.

  • I have plans on turning some of the hullmods as unlockables in the future, I just have them unlocked for testing purposes as the is in WIP
  • Ahh I might look into checking that since I turned some of the hullmods into logistical ones without checking for those issues
  • Already have plans on increasing it same goes for changing marine training facility a bit since a month is too long

Thanks for the suggestions

I see, excited to see the future development of the mod!

12
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
« on: September 06, 2022, 12:25:02 AM »
I'm pretty far into a playthrough with this mod and I was wondering how the keycards I keep seeing options for with the contacts are supposed to spawn. I haven't been able to find any through exploration or defeating bounties generated with UAF fleets. Have I just been unlucky or am I just looking in the wrong places?

No, this is an issue I'm having as well, I think another mod's salvage weights may be overriding it.

I think I'm also having the same problem. A few runs ago I was using mod version 0.7.2e1 with over 100 other mods but I was regularly getting keycards after battles. Started a new save with 0.72f3e and over a 20 cycle period I didn't see a single keycard drop.
So I started removing other mods and starting new saves to test the drop rates, and eventually I reduced the game to just UAF and its dependencies and I still was not seeing any keycard drops.
So I think the keycard drop rates may be bugged in the EA version, or that my testing method was wrong (I tested by using console commands to teleport across the sector, battling random enemies, and I tested for about 20 fights each save before concluding that no keycards are dropping.)

I can also reproduce the crash when adding the weapon blueprint into my inventory via commands, and the crash happens when I try to open the inventory when the blueprint is added.

Just want to add that I just tried running the game with mod version 0.7.2e1 using just UAF, its dependencies and console commands, and I immediately started seeing keycard drops again.
For good measure I tried again with 0.7.2e1 but with over 100 other mods, and again I was able to see a keycard drop after the first test fight.
So I think it's enough for me to report that keycard drops are broken in mod version 0.72f3e.

13
Mods / Re: [0.95.1a][WIP] Aptly Simple Hullmods 0.6.7
« on: September 05, 2022, 07:39:28 AM »
Great mod! Always love more random assortments of hullmods to mess around with.

Few suggestions based on my recent playthrough:
1. Right now all the hullmods are available from the start, have you considered instead to make most of them non-default so one can get buy/acquire them over the course of a game?
2. The logistics hullmods in this mod doesn't automatically become uninstallable when a ship is at the logistics hullmod limits, so trying to install one will "kick" an existing logistics mod off the ship.
3. The fuel ramscoop could use a buff, right now the amount of fuel you get is so insignificant and becomes effectively nothing once you get a large lategame fleet, IMO adjusting it to 1/2/3/4 or even 1/2/4/8 would make them more useful.

14
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
« on: September 05, 2022, 07:31:03 AM »
I'm pretty far into a playthrough with this mod and I was wondering how the keycards I keep seeing options for with the contacts are supposed to spawn. I haven't been able to find any through exploration or defeating bounties generated with UAF fleets. Have I just been unlucky or am I just looking in the wrong places?

No, this is an issue I'm having as well, I think another mod's salvage weights may be overriding it.

I think I'm also having the same problem. A few runs ago I was using mod version 0.7.2e1 with over 100 other mods but I was regularly getting keycards after battles. Started a new save with 0.72f3e and over a 20 cycle period I didn't see a single keycard drop.
So I started removing other mods and starting new saves to test the drop rates, and eventually I reduced the game to just UAF and its dependencies and I still was not seeing any keycard drops.
So I think the keycard drop rates may be bugged in the EA version, or that my testing method was wrong (I tested by using console commands to teleport across the sector, battling random enemies, and I tested for about 20 fights each save before concluding that no keycards are dropping.)

I can also reproduce the crash when adding the weapon blueprint into my inventory via commands, and the crash happens when I try to open the inventory when the blueprint is added.

15
Is the 1 million order limit of the illegal arms dealer event hard coded in game? If not is there any way to increase it?
Similarly, is there any way to increase the limit of nanoforge production sellers? (which seems to max out at around 100k or so)

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