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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Sunnyko

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1
Modding / Re: [0.95.1a] Harmless Slipstreams
« on: April 25, 2022, 04:40:30 PM »
Making it a toggle would be amazing, sometimes I want to ride those slipstreams....

Mostly I dont and just get frustrated with them being in the way.

2
Mods / Re: [0.95.1a] Modern Carriers 1.9.5
« on: April 19, 2022, 04:03:14 PM »
How exactly does the auto-pilot interface work? If I put it on a normal carrier will it make the fighters quit using crew still?

3
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
« on: April 18, 2022, 12:13:47 AM »
How do you manage to get a UAF commission if you don't start as them any way?

4
General Discussion / Re: Neural Link... again.
« on: April 13, 2022, 04:18:14 PM »
Why can't neural link transfer our ship instantly when we die any way? The description is literally.

Quote
Why should a captain go down with their ship? The Tri-Tachyon corporation does not waste top talent.

And while I am not personally sure if that would make it worth the skill and the OP investment, it would feel much more thematic and fun if you kinda just poped over to the new ship instantly on death.

5
Would be kind of nice if we could.... say assign AI cores to the wingcom of automated wings.

[attachment deleted by admin]

6
An option to cap the amount of times you can expand the build in sockets rather then just exponential cost growth would be nice.

7
Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: April 07, 2022, 04:12:42 AM »
Worked perfectly, thankyou for the help.

8
Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: April 06, 2022, 09:33:21 PM »
Quote
A building keeps showing up on both tabs?
This can happen if the building does not use the latest vanilla code for the "isHidden" method. Report it to the mod author and tell them to update their industries to the latest API implementation.

Sorry to bother you but I am going to have to update one myself, I know how to do java-script and compiling and the like so I need no help there...

But what is the latest API implementation for "isHidden" any way, I tried taking a look at the source code for other mods to figure it out, but I can't seem to find it, sorry.

9
Is there a consumption floor for if you have some how managed to get a skeleton crew of zero, or can you just run around on the same booze forever.

10
Mods / Re: [0.95a] Combat Chatter v1.11.4 (fixes 2021-11-10)
« on: April 05, 2022, 03:57:59 PM »
Is there some way to make it so that only certain personalities are used for the players ships specifically?

11
Mods / Re: [0.95.1a] Crew Replacer
« on: April 04, 2022, 05:14:33 PM »
Sadly I do not.... but also as a note, you cant launch invasions in Nex with the marine replacments, even with the Nex patch... don't know if the same applies to vanilla, or even if vanilla has invasions if I am being honest, its been literal years since I have played without Nex.

I probably should have said somewhere, that the nex patch was only for raiding (nex overwrites the marketCMD, and that's something crew replacer has to overwrite to work with that job). I have yet to add all the other crazy jobs that nex adds into the game. mostly because I'm kind of sorta scared to try to do so. I also cant right now, but I should probably at least get the invasion job into the nex patch sometime. no idea when that will be though. life can be mean sometimes.

the base game dose not have invasions. that's something nex added itself.

Thats totaly understandable, and no rush at all, take care of yourself first after all.

Invasions are TBH probaly the only real big thing that would be needed for nex with any priority, like I know there are other uses for marines in it.... but like invasions are the one where most of them are spent you know?

12
Mods / Re: [0.95.1a] Crew Replacer
« on: April 03, 2022, 03:29:24 AM »
Is it possible to make like a generic crew replacement, that can.... say crew ships without being "crew" for if you wanted to give a faction its own unique crew?

If not can this be a possible option?

unfortunately that's not possible right now, as i have not found were in the code the 'crew for ships' is calculated. same for things acting as ship supply.
if you, or anyone else knows were this code is located so I can get at it with crew replacer, I will add this future immediately, as I also want to be able to do this as well

Sadly I do not.... but also as a note, you cant launch invasions in Nex with the marine replacments, even with the Nex patch... don't know if the same applies to vanilla, or even if vanilla has invasions if I am being honest, its been literal years since I have played without Nex.

13
Mods / Re: [0.95.1a] Crew Replacer
« on: April 02, 2022, 06:29:57 PM »
Is it possible to make like a generic crew replacement, that can.... say crew ships without being "crew" for if you wanted to give a faction its own unique crew?

If not can this be a possible option?

14
Mods / Re: [0.95a] AI-Retrofits
« on: April 02, 2022, 06:25:53 PM »
would it be possible to get a version that is just a flat OP cost rather then a dynamic one?

15
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: December 31, 2021, 06:18:49 PM »
will we be able to install this custom defence type on non-nutrino ships through a hull mod like how we can get improvised sheilds as one?

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