Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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 - Spardok

Pages: [1] 2 3 ... 7
1
Modding / Re: [0.9.1a] Star Wars 2020 v0.6.0
« on: March 08, 2021, 05:24:00 PM »
You can get the ship BPs and Hullmods from derelict stations/techmining/ruindiving

2
Mods / Re: [0.9.1a] Sylphon RnD 1.0
« on: March 05, 2021, 12:56:49 AM »
So odd bug with the battlecarrier. Combat autofit has 4 launchbay slots, Strike has 6.

3
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: February 28, 2021, 07:29:16 PM »
I used the same command that the Chairman of Suryasari said to use.

4
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: February 28, 2021, 02:25:05 AM »
Looks like you can't actually capture or make the dreadnought. When you spawn it in to your fleet, is it possible to have it spawn with the bow? Or some how attach it?

5
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: February 28, 2021, 12:09:27 AM »
I grabbed it from tritach, and I even tried spawning one in to my fleet. Sselling it and buying it back, didn't work either.

6
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: February 27, 2021, 12:56:26 PM »
Any reason why if I add a ship to the the whitelist it's still not able to reverse-engineer it?

7
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: February 27, 2021, 12:12:46 PM »
 I just changed it in the settings to just give it to me. I sold the astral somewhere so not sure if I can find it again.

8
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: February 26, 2021, 09:19:15 PM »
So I'm not sure what's going on but when I bring an
Spoiler
astral to the guy for the gate quest the only option I have is "not yet" so it's not seeing that I have it in my fleet...
[close]

9
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: February 26, 2021, 09:00:49 PM »
More like where is it at lol.

10
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: February 25, 2021, 06:18:11 PM »
Gotcha, thanks for the response.

11
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: February 24, 2021, 04:48:43 PM »
Are chassis_storage and advancedcore hullmods in the base game hidden hullmods? I don't see them in the hull_mods file in the mod and I've never seen them used before, the chassis_storage seems pretty cool.

12
Modding / Re: Question about how the game loads Java files
« on: February 13, 2021, 06:49:48 PM »
Sorry for the late response, been working on my capstone. The source files are .java but in the .jar they are .class files.

Thanks again for the help

13
Modding / Re: Question about how the game loads Java files
« on: February 12, 2021, 04:47:06 PM »
Yea they certainly are located in the .jar as well. It's the YRXP mod.

14
Modding / Question about how the game loads Java files
« on: February 12, 2021, 03:31:06 PM »
So I am trying to change hull mods and ship values in the Java files of mods (for my own use). When I reload the game it does not seem to take effect even though if I close out and open back up the Java file the entries are indeed changed. Is the game committing the original file to memory and not loading the new one? I have no idea what's going on.

Yes I am closing out the entire game and restarting it.

Any help would be appreciated.

15
Thanks!

Pages: [1] 2 3 ... 7