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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - LocustJester

Pages: [1] 2 3
1
Mods / Re: [0.97a] JaydeePiracy
« on: March 04, 2025, 09:07:55 PM »
very very minor suggestion: since the XIV battlegroup and the Lion's Guard have their own unique design types in vanilla, and vanilla XIV/LG ships all properly fit into those design types instead of the generic "Midline" "Low tech" groups (including the Executor which doesn't have LG in it's name but belongs in the LG design type anyways), could you make it so that the XIV and LG-themed ships (Supremator, Arcubus) added by this mod also belong to the unique design types instead of generic midline/low tech?

2
Mods / Re: [0.97a-RC11] What we left behind 4.1.1
« on: March 03, 2025, 08:16:44 PM »
Alright, I'm at my wits end here.

I'm trying to find the Magnetar system. I just don't know where it is, if it appears on the map or HOW/WHERE I can start the quest for it !

I've tried to find it in multiples saves by exploring the whole map EVERY TIME, I never received the quest despite being lvl 14+ (even 40) and I can't find it !

The only place I haven't tried yet is the Void. And I think I remember something about it not being there from someone...
there is a quest that leads you to the Magnetar, to access it, go to the Limbo system (vanilla star system at the bottom-left of the map, inside the abyssal hyperspace, not related to RAT's abyss), in it you can find things related to wormholes, after acquiring the wormhole stuff, go to a pirate colony and visit the bar to get further directions, from there on it's straightforward

3
Mods / Re: [0.97a] AI Tweaks
« on: March 02, 2025, 05:40:33 AM »
can confirm same error happening
4909395 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at com.genir.aitweaks.core.shipai.CustomShipAI.updateShipStats(CustomShipAI.kt:226) ~[?:?]
   at com.genir.aitweaks.core.shipai.CustomShipAI.advance(CustomShipAI.kt:77) ~[?:?]
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]

4
Mods / Re: NEON's Ship Pack (v2.3)
« on: February 11, 2025, 10:21:43 PM »
the Invictus (XIV)'s improved ablative armor hullmod only cuts the armor rating to 50% instead of the normal ablative armor's 10%, this results in the invictus XIV having an unreasonablely high amount of actual armor (5000,not counting further improvements like the armored weapon mounts hullmod), and makes the ship very unfair to fight against
I'd suggest the improved ablative armor hullmod be nerfed to like maybe reduce the armor rating to 15% or something, unless the OP-ness of the ship is intented

5
Mods / Re: [0.97a-RC11] What we left behind 4.1.0
« on: February 11, 2025, 12:24:11 AM »
Issue with the "reactions" to the overgrown nanoforge:
the "expedition" fleets sent by the heggies and the church are way too numerous (I spot 5 of them "bombing" the planet almost at the same time, with more fleets returning from it and more fleets going to it), and don't seem to have any actual effect on influencing the forge's growth

6
Mods / Re: [0.97a-RC11] What we left behind 4.1.0
« on: February 10, 2025, 11:57:13 PM »
the minecart and pickhead wings now use different IDs after upgrading from 4.0.0 to 4.1.0, if someone wants to upgrade to 4.1.0 on an existing save, the save file needs to be edited by replacing all mentions of the two wings' ID with the new IDs

7
Mods / Re: NEON's Ship Pack (v2.3)
« on: February 09, 2025, 10:23:54 PM »
shield shunting the Absolution(PR) will cause the game to crash instantly after entering combat

8
Mods / Re: NEON's Ship Pack (v2.1)
« on: February 01, 2025, 07:58:01 AM »
1 the Domination's built-in weapon can be sold by the arms dealers that appear in bars (some other ships like absolution(pr) also show up)
2 the top-right small ballistic turret of the shrisse-class derelict cruiser can only shoot at a fixed angle (as if it was a hardpoint)
3 a lot of description text for many ships and some systems are missing

9
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« on: January 18, 2025, 08:59:08 PM »
question: is the Effulgent droneship (showed in the remnant ship preview) currently obtainable? I've never seen it in any remnant fleet, nor can I build it with midnight's contact from nex

10
Mods / Re: [0.97a] Amazigh's Ship Foundry v1.2.3
« on: January 10, 2025, 07:36:24 AM »
Same here. Most likely Amazigh is either working on an update and uploaded a new version file in advance of a release
Yeah, uploaded a wip version and forgot that it'd show up on version checker ::)

Should have the actual 1.3 up within the next few days though.
that's great news! I'm planning to start a new save right now and I wonder if the new update would contain any content that requires a new save?

11
Mods / Re: [0.97a] Adversary (v6.3.1)
« on: December 25, 2024, 08:57:15 PM »
the remnant station bounty seems bugged and unable to spawn due to being given out by the remnants
I had no problem getting every other bounty, "silly" or not, but the remnant station bounty never spawns at all
however after changing the bounty giving faction from remnant to independants in the game files, the bounty now spawns as normal

12
Mods / Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« on: December 18, 2024, 06:25:45 PM »
for some reason the remnant contact quest "showdown" is not spawning for me
I've acquired 100 rep with both midnight and the remnant faction themselves, has completed both the lost scienist and the fragments quest, yet the showdown quest still doesn't appear
I've visited midnight multiple times but only generic quests spawn
or is there a way to force spawn the quest?
my mod list:
"enabledMods": [
  "apex_design_peak",
  "$weebshitaiportraitpack",
  "pantera_ANewLevel30",
  "aitweaks",
  "console_additions",
  "adjustableautomatedships",
  "adversary",
  "A_S-F",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "apex_design",
  "ApproLight",
  "arthrships",
  "ashlib",
  "AttunedDriveField",
  "HMI_brighton",
  "ORK",
  "Csp",
  "chatter",
  "lw_console",
  "customizablestarsystems",
  "istl_dassaultmikoyan",
  "Diktat Enhancement",
  "EmergentThreats_Vice",
  "EmergentThreats_IX_Revival",
  "fleetsizebydp",
  "fob",
  "fp",
  "GrandColonies",
  "HMI_SV",
  "HMI",
  "hte",
  "HIVER",
  "IndEvo",
  "Imperium",
  "knights_of_ludd",
  "lost_sector",
  "lw_lazylib",
  "luddenhance",
  "lunalib",
  "MagicLib",
  "missinghegemonyauxiliaryships",
  "missingshipscivilian",
  "missingsuperships",
  "missingmidlineships",
  "missingpatherships",
  "missingshipspirate",
  "MoreBarMissions",
  "MoreMilitaryMissions",
  "nexerelin",
  "sun_nomadic_survival",
  "sun_nomadic_survival_Aki_WfB",
  "officerExtension",
  "vice_orr",
  "PirateMiniMegaMod",
  "assortment_of_things",
  "refitfilters",
  "RigSec",
  "scalartech",
  "scan_those_gates",
  "Scrapyard",
  "bb_plus",
  "SGB_EN",
  "swp",
  "smod_removal",
  "speedUp",
  "btlg_paradise_cabal",
  "tahlan",
  "Terraforming & Station Construction",
  "underworld",
  "ungp",
  "demonx3_ungp_rulepack",
  "vbc",
  "TouchOfVanilla_vri",
  "niko_morePlanetaryConditions",
  "whichmod",
  "shaderLib",
  "Rouge_Redstar"

13
Mods / Re: [0.97a] Ashes of The Domain
« on: December 16, 2024, 08:30:47 PM »
I'm unable research the "experimental" technologies even after installing the hyperdimensional processor on my only research facility
I've reported this issue on discord but the VoK subchannel that I posted in was took down? or I was restricted? so I decided to post it here

14
Mods / Re: [0.97a] Ashes of The Domain
« on: December 13, 2024, 08:20:53 AM »
after the newest update, GP costs of ship and weapon production are bugged, it uses the GP cost of the most expensive ship/weapon for all ships/weapons

15
Mods / Re: [0.97a-RC11] What we left behind 4.0.0
« on: November 16, 2024, 10:21:29 PM »
if the player acquires the new derelict tugs, the additional boost from them will persist even after the player scraps the tugs

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