Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Indie Winter

Pages: [1]
1
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: July 05, 2023, 08:11:53 AM »
I'm trying to make it so certain planets will not get invaded by existing factions, much like there's an option for to exclude markets that are present at the start of the game from invasion using the boolean settings in nex. Can something like that be done via the console commands? I ask because I'm trying to hand certain planets over to the Vayra Sector factions (as they no longer spawn on their own in 0.96) and enable them to survive without getting immediately swarmed by every other AI faction

2
Mods / Re: [0.96a-RC10] Diktat Enhancement 1.2.2a
« on: June 30, 2023, 01:57:59 AM »
I noticed a tooltip from DE that says certain Diktat officials might "be interested" if I have certain drone ships in my fleet - I've been flying around with Drones and DE enabled for a few runs now and haven't noticed anything related to that. Does anyone know what that tooltip is referring to?

3
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: June 22, 2023, 12:04:54 AM »
hey there, I'm trying to figure out how to add the Arkgneisis ships to IndEvo's Restoration Docks' whitelist. What file should I be looking for? will I need to update something in the IndEvo mod folder or add something to the Arkgneisis folder?

4
Mods / Re: [0.96a-R7] Salvage Ship Expansion v0.2
« on: June 20, 2023, 12:22:12 AM »
Great work, thank you. I always wanted better salvage ships. My modding choices seriously unbalance the game so I can´t give much feedback on that except it´s perfect so far for me.

The only addition I can think of would be colony based, an orbital processing facility that I can dump minerals, ships, weapons into that get processed into other components would be cool. It would be awesome if that orbital facility could somehow gather local wrecks automatically too. Like all battles in the system could general salvage of various types at the orbital facility.

Just a thought, it sounds hard to do and there are already a bunch of forge mods ("ore refinery", "forge production") to do this stuff in your fleet. Maybe a super slow but super big processing facility would be a good combination wth special planetary strip-mining options (like "nomadic survival" planetary options).

To be honest though, the mod is already spot on. Thanks again

Thanks for your feedback! :)
I plan to add stations that can be built in permanent debris fields. I can't say yet how this will look like in the end, but I have already thought about possible ships that can be bought and/or built on these stations.

This is a fantastic idea! Just wanted to add (and I don't know how feasible this is given your goals and the capacity of the game to be modded) that maybe you can include something in the mod settings that if enabled would make these fields disappear after a while, having been "cleaned up"? this would allow neat-freaks like me to tidy up a system they want to colonize!

5
oh great! I didn't mean to sound ungrateful with that post, I guess I should have properly introduced myself first off. I realize it wouldn't make sense for CE to have a fleet-wide bonus, especially with the Hull Restoration skill being right there. Thank you!

6
Mods / Re: [0.96a] Terraforming and Station Construction (v8.3.4)
« on: June 09, 2023, 11:28:49 PM »
I am extremely thankful for the work you've done and continued to do in making this mod - but if I may offer a counterpoint to the lore issue?

The Domain was home to profiteering megacorps, who would absolutely remove the atmosphere from a planet if it meant they can install an item that makes Number Go Up

now, it should be up to the player whether they choose to do something similar according to their own playstyle. Maybe the removal of beneficiary planetary conditions can result in another form of colony debuff, or a reputation loss with other factions that despise those sort of corporate tactics

but as I've said this is your work and I understand if have a specific vision for it, I'm continuing to use it regardless

7
are the bonuses granted by Combat Engineers ship exclusive or do they count for the whole fleet? the wording on the actual mod is unclear except for the last part about ship recovery.

8
Mods / Re: [0.96a] Terraforming and Station Construction (v8.3.4)
« on: June 09, 2023, 01:21:28 AM »
this mod is great, thank you so much!

Just one question - is there a way to remove atmosphere from a planet? I see there are ways to make the atmosphere better (less toxic/dense/thin/extreme) but not to do away with it altogether.

9
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: June 03, 2023, 09:37:31 AM »
for whatever it's worth, I would be more than happy with a separate faction-only branch of the mod for 0.96 onwards. The other stuff it adds is aces, but the lore of the new factions and their associated ships are the thing which drew me (and most others who have used it, I imagine) to download it to begin with. Even if they do not found from spawned colonial expeditions but instead start on their own worlds, that would be fine - a workaround to this new bug and a way to add more lore to the Starsector fiction? Seems optimal, all things considered.

10
Mods / Re: [0.96a] Tahlan Shipworks 1.0
« on: May 25, 2023, 09:38:12 AM »
ah, I also have Vayra's Sector installed, playing on the old 0.95 version still. Might cause some interference, not sure how to turn the Vayra bounty system off.

11
Mods / Re: [0.96a] Tahlan Shipworks 1.0
« on: May 25, 2023, 07:40:36 AM »
Hello! I am new to this, how do you pursue the custom bounties? Do you just get them as messages or do you have to find them dockside when you stop at planets?

12
Mods / Re: [0.96a] Everybody Loves KoC
« on: May 09, 2023, 11:50:32 AM »
is there an option to link to the older 0.95 compatible version also? I'd like to try out the mod while I wait for the rest of the Starsector mods to catch up to 0.96

13
Hello! I wanted to ask - I know pirates and pathers can set up bases in non-Core systems, but what about factions being able to actually colonize systems outside of the core world on their own? I tried looking for similar questions because I imagined I can't be the first person to bring this up, but I was unable to find any mention of it - neither as a feature for future development or an independent mod.

Is this something that the final game is expected to have? Or, alternatively, is there already a mod I missed that integrate this feature in? Thank you!

Pages: [1]