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

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Messages - tom

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It might be against the focus of the project, but having a way for people to suggest loadouts and possible rate them, so we get a rating of loadouts, would be cool.

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Announcements / Re: Starsector 0.98a (In Development) Patch Notes
« on: March 04, 2025, 03:19:07 AM »
I would like to have a colony item that would be the equivalent of Soil Nanites but for water worlds. Maybe something that can use Sonoluminescence to produce localized light sources or just a planetary level ocean current management/optimization system. I've always liked water worlds because they feel more exotic to me, so I feel a bit bored when I have to search for a farming world not to starve my population.

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I do not know - the expedition hub is not part of my mods! Sorry.

No problem, thanks for your help and for the great mod!


"Fenrir" outputs 8 ship hulls.
"Zumu" outputs 4.

The local quality of "Fenrir" determines faction-wide ship quality regardless of what items you may have installed on other planets because it has the highest ship hull output.
Not a bug, working just as intended. It's vanilla game behaviour :)

Ah ok, thank you for helping me clarify this. I misinterpreted as I assumed that colonies that imported hulls were not "outputting". I just noticed this is because of the Expedition Hub, does this have a similar effect to the Salvage Yard?
It's probably the expedition hub.  I had the same issue occur in a run without this mod.  Getting my heavy industry ship hull production above the expedition hub's fixed it.

I figured that was the case as well. I might have to shut down the industry at some point but it's a pretty interesting addition from Random Assortment of Things (I guess).

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"Fenrir" outputs 8 ship hulls.
"Zumu" outputs 4.

The local quality of "Fenrir" determines faction-wide ship quality regardless of what items you may have installed on other planets because it has the highest ship hull output.
Not a bug, working just as intended. It's vanilla game behaviour :)

Ah ok, thank you for helping me clarify this. I misinterpreted as I assumed that colonies that imported hulls were not "outputting". I just noticed this is because of the Expedition Hub, does this have a similar effect to the Salvage Yard?

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Good afternoon, this is likely not a bug but a result of that colony not having the highest hull output: wiki.gg

There are known issues with colony items on governments and industry specializations. These are fixed, but have no bearing on the above.
The source is public on GitHub.

Hey, thanks for the reply. This is the only colony with heavy industry in my faction:
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Even the expected +20% from Orbital Works menioned in the wiki isn't applying.

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Hey, I've been waiting for the bugs regarding colony items not applying their bonuses to be looked at. In my case it was Nanofoges not afecting ship quality for anyone (not just my faction). I had no Shipyard built in any colony. Screenshot:
Spoiler
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I went to the bitbucket repo but it's apparently not open source. Any way we can help with debugging this?

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Mods / Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« on: December 24, 2024, 10:03:42 AM »
I'm not sure if it's this mod, but adding either a corrupted or pristine nanoforge is no longer increasing my fleet's ship quality. I have not built any ship yard.

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Mods / Re: [0.97a] Unknown Skies 2.0.1
« on: October 01, 2024, 02:06:55 PM »
Just to repeat what Dadada said, thanks again for your work on this mod.

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Mods / Re: [0.97a] Unknown Skies 2.0.1
« on: October 01, 2024, 02:49:01 AM »
I think I get it, I guess those are the limitations of not being able to actually create these new categories like "cat_hab" and such. Would still be nice to get a review on these vanilla sector generated planets with inconsistent conditions for a potential next update.

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Mods / Re: [0.97a] Unknown Skies 2.0.1
« on: September 30, 2024, 11:49:18 AM »
Once again:
EE: Mmmm, water and thin atmosphere.....
I did not study physics but I am pretty sure water world + thin atmo makes no sense.
(...)
Same as my initial thoughts, but then I remembered the (turbo) greenhouse atmo of Hyceans, so it kinda makes sense? See the Wikipedia article: https://en.wikipedia.org/wiki/Hycean_planet

I actually majored in Physics but I also wouldn't know ;D, except maybe for the hypothesis that evaporation seems a lot easier. I guess it would depend on the planet's mass and its gravitational pull.
The Hyceans that are generated by this mod seem otherwise in-line with the Hydrogen rich atmosphere description, they mostly have "Plentiful Volatiltes" as a trait.
But regarding your greenhouse remark, why would Frozen worlds make sense for hidrogen rich atmospheres? I'm not really seeing the connection you're seeing.

The Aztlan generated one just has the traits of a regular frozen planet, it follows from the procgen algorithm described by James in his post.

By the way: check the screenshot, there's another planet generated on the Aztlan system that is identified as an Ice giant but seems to have the traits of a Gas Giant instead (no cold).

[attachment deleted by admin]

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Mods / Re: [0.97a] Unknown Skies 2.0.1
« on: September 30, 2024, 09:21:57 AM »
Wow, this went into an interesting direction. Any reason why Hyceans are being classified as Frozen and then overridden? Even if the basic procgen mechanism requires you to hack something that makes useof vanilla archetypes and then overrides it afterwards, why not use the Water archetype as the basis?

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Mods / Re: [0.97a] Unknown Skies 2.0.1
« on: September 29, 2024, 08:22:34 AM »
Good to know, if it's in vanilla, there's nothing to complain about it here. However, the Hycean world in the 1st screenshot doesn't have a water surface that I would expect, or is it something coherent? I think the Hycean worlds were all water covered. It just looks like in has the traits of a rocky icy world or similar.

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Mods / Re: [0.97a] Unknown Skies 2.0.1
« on: September 29, 2024, 04:55:24 AM »
Hey, great mod!
Just a thing, I have some planets that were generated with weird conditions that I would imagine wouldn't be possible in vanilla. Let me give you two examples.

I got aztlan's III-B from the vanilla core sectors overloaded by an hycean world that actually seems to keep the original's characteristics.
I also got a jungle world with both Hot and Mild Climate at the same time, I would imagine these to be mutually exclusive.
https://imgur.com/a/rw51Czi

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