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Messages - TimeDiver

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1
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: January 29, 2023, 08:05:20 AM »
Would anyone know if there is a quick way to make Seeker 5.1 compatible with Magiclib 45.2? Or is this the kind of thing that takes a lot of knowhow? XD
1. Open up the mod_info.json file (in the \mods\SEEKER_UC folder) in Notepad++ or equivalent.

2. Find the section that reads as:

            "id": "MagicLib",
            "name": "MagicLib",
            "version": "0.42"

3. Insert a '#' in front of that last line, so it is now:
             #"version": "0.42"

4. Save and then re-load the Starsector executable.

Game should no longer auto-disable the mod upon load, but you'd need to manually re-enable it first.

2
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: January 26, 2023, 08:45:58 PM »
Building in Efficiency Overhaul as an S-Mod does not provide a 50% reduction to fuel/supply use or minimum crew as stated, but does provide the +20% combat readiness and +100% CR recovery rate
The 50% reduction to fuel/supply use and minimum crew is for civilian-grade ships only.

Combat ships are the ones that receive the increased maximum CR and CR recovery rate.

It's one or the other; adding the Militarized Subsystems hullmod does not allow for both.

3
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d
« on: January 23, 2023, 10:00:04 AM »
Unfortunately I can't mix the 2 in one, due to how different they are, and the fact that the version 2.0.0 is comming. Thx for playing the mod^^
I have to ask; will v2.0.0 be compatible with current saves? Or will it require a new campaign/start?

With the new releases (v3.2x) of Industrial Evolution, I'm already considering a new start, but still.

4
so here i am trying to look for the 3.1f version
Here ya go (and this is not linked to a re-upload, but the original):

https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.f.zip

5
Mods / Re: [0.95.1a] Too Much Information 0.96 BETA
« on: January 20, 2023, 01:10:33 PM »
Hi, I'm having an issue where F2 and F3 do not cycle through equipped weapons.
Have you tried holding down those keys for at least 1-2 seconds?

I had the exact same issue, and only came up with that 'fix' by accident.

6
Mods / [0.95.1a]Epta Consortium - 1.6 SO4 - Aeolus: bug report
« on: November 27, 2022, 02:40:51 AM »
Hiyo hiyo, so well, which version are you playing? I have sure that this was fixed long time ago. Return here when you can^^
Not sure if you're taking bug reports for the Discord/Github versions on this forum, but with v1.6SO4 - Aeolus, I get the following crash in the simulator after adding every Epta Consortium ship to the battle:
Quote
280084 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.shipsystems.AI.seven_SystemAI_idash.advance(seven_SystemAI_idash.java:82)
   at com.fs.starfarer.loading.specs.oO0O$1.super(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
The Integrated variant of the Galevis appears to be the culprit, whenever it triggers its I-Dash ship system(?).

7
Quote
- This mod is not save-compatible, as it adds a new star system to the sector. However, future updates to the mod should be fully save compatible.
At the risk of coming off as needlessly greedy (have made quite a bit of progress in my most recent modded campaign(s))...

Why not implement some of the code from Apex Design Collective, which can be added to an in-progress save (new star systems are generated upon loading said save, mere in-game days later)?

It's easily the most notable StarSector mod that I can immediately recall that makes use of this method, although I could swear that there is at least one other mod that implements this approach...

8
Mods / Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
« on: October 31, 2022, 03:00:28 PM »
Very nice, but as a tiny request, if you change it, can you make it that we dont have to scroll through it? Would be like two steps forward and one step back.

Love your mod, cheers!
I'd argue that removing menu scrolling discriminates against those users with displays that can't go above 1280x1024 (which I would consider the absolute minimum for Starsector), though my current LCD IS 1080p-capable.

9
Mods / Re: [0.95.1a] ScalarTech Solutions 0.8.5
« on: October 20, 2022, 10:37:10 AM »
What about a scaled down version of a Skirt as a fighter? So we can have miniskirts!
Are you sure you didn't mean to type out tiny miniskirts? ;D

10
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 18, 2022, 10:47:30 AM »
Which version is this one compatible with?
v0.95.1a RC6 (i.e. the newest release of Starsector), but I would not bet on this being compatible with its immediate predecessor, v0.95a RC15.

EDIT: Considering the duration between release dates (roughly nine months from 0.95a to 0.95.1a), 'immediate' was not the proper adjective.

11
Mods / Re: [0.95.1a] Too Much Information 0.92 BETA
« on: October 14, 2022, 05:35:11 PM »
As of v0.92, neither F2 nor F3 will cycle to the next (or previous) weapon equipped on a ship, nor equipped fighter wings.

It did work briefly (for weapons) in v0.91, but would stop working shortly afterwards... couldn't isolate any causes of that.

EDIT: Could having Arma Armatura enabled be a possible culprit? It's the only other mod that I have that has 'Hold down F1' as a function for one of its own hullmods.

12

This is not something most mod authors are aware of, but since StarSector is java based and innately multi-platform, this should enter into mod authors consciousness more often. Remember modders, case sensitivity is a thing and it matters! Proof is right here!

I don't get it, we've been renaming the damn .pngs every patch and they just kept coming. Why?
If you're developing this mod on Windows (from good ol' XP, all the way to 10), there's Attribute Changer from https://petges.lu/download/ (specifically, Release 8.70, not the newer 10.10a or 11.0; the interface changed rather significantly)...

Among other capabilities? It has the handy capability to alter not only 'Folder(s)/File(s) Created/Modified/Accessed' values and apply/remove attributes such as 'Read-Only/Hidden/System/Compress/Archive/Index', but also to rename all files (and or their extensions) to all uppercase or lowercase, individually or combined.

What's more? You can set it to apply said changes to all sub-folders/files within a given folder... say, the 'UAF' folder and everything within can be modified (the previously-mentioned attributes, but most pertinent to this tangent? Change all file extensions to lowercase with a single click).

Having said all that, it IS rather easy to *** things up (e.g., you might not be able to easily determine which files you've most recently changed at-a-glance by sorting by 'Date modifed'), so exercise due caution in using this tool.

13
3.1.c
  • Research Projects
  • Fixed - New Projects intel is no longer perma-important (does not fix currently stuck intel entries, sorry!)
If I were willing to poke around in my saved games' campaign.xml file(s) to manually remove the already-present entries, what would I look for?

I ask because I've made quite a bit of progress between 3.1.b and this 3.1.c release, and am willing to take the risk (as I make plenty of .rar backups).


EDIT: Nevermind... maybe my saves are a unique situation, but the fix seems to be retroactive for me; was just able to load up Starsector after returning from being away from home, no more omni-present New Research Projects notifications.

14
new update is not save compatible. caused mine to crash when loading. i reverted back to the 3.0 version, save still works (even though i deleted the mod, rather than copying my whole mod list, like i should have).
Didn't crash on my end, when I loaded a pre-3.1.b save with 3.1.b enabled.

You haven't also updated Tahlan Shipworks from 0.8.5 to 0.8.666, have you?

Because that one is definitely not compatible with previous saves. Both updated today.

15
@SirHartley, are the 'New Research Projects Available' messages (I have two such notifications under the 'Important' category, can't remove them) supposed to expire after a certain amount of in-game time? Because I recall that those used to appear under a different category, thus more easily ignored.

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