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Messages - Tecrys

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Modding / Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: April 09, 2024, 04:55:04 AM »
You might be able to get it to work by editing the game version number in mod_info.json but older versions of Starsector are not supported and will not be supported in the future.

Mods / Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
« on: April 07, 2024, 02:43:32 AM »
Looks like it didn't install correctly, missing .png file. Please delete the OMM mod folder, download and install it again.

Mods / Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
« on: April 03, 2024, 08:20:03 AM »
I can't change weapon on my drone when i change it in refit screen. It still use the weapon before i refitting it
It takes up to 20 seconds for the drones to change to their correct weapons.

I know the mod has a few rough edges which I am unable to change without the help of a real good coder who can make sense of my cobbled together spaghetti code.

Mods / Re: [0.97a] Orbital Manipulation and Maintenance 0.8c
« on: March 06, 2024, 09:03:37 AM »
I love that you see them that way! That is pretty much what I designed them for. <3

Edit: The issue is fixed along with a few other things.

Patch Notes (OMM 0.8.1 - Release):
- fixed a major bug that prevented drones under control of a flagship on autopilot from firing
- updated variants
- fixed several bugs involving Orchestia
- increased hull and max flux of Orchestia
- increased max flux of Octocorallia defence platform

Mods / Re: [0.97a] Orbital Manipulation and Maintenance 0.8c
« on: March 06, 2024, 01:01:24 AM »
I am sorry but I cannot reproduce this behaviour on my end. All ships and drones behave as intended and as they did in 0.96a.
Edit: I looked into the issue a bit deeper and it turns out that the drones from the player ship will not fire if it is on autopilot. It is a weird edge case, so it took me some time to find it. I will try to fix it for next release.
In the meantime don't use Freitag ships as flagships on autopilot to avoid the issue.

Thank you for reporting it! Bug reports and feedback are always welcome!

On a different note, does anyone actually use Freitag ships as flagships and controls them in battle? If so what are your oppinions on how they play?

Modding / Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: March 05, 2024, 03:29:57 AM »
I adopted a cute lil starwhal.  Errr..what do I do with it?

It can haul cargo for you while not using any fuel and barely any supplies. Also it's cute
If you're real evil:
You could slaughter its family for precious whale oil

Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
« on: February 27, 2024, 09:12:11 AM »
Interesting. Would you mind to elaborate, witchking321?

If the explaination contains too many spoilers for the update I'd be happy if you send me a pm

Next Update: Hullmods

Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
« on: February 25, 2024, 04:31:04 AM »
Fixed. Thanks a bunch for letting me know

Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
« on: February 23, 2024, 09:46:45 AM »
the mod size is nearing 700mb running in the game and that's frankly way more than what I can accept to have it enabled, is there no way to reduce the load on the memory?

Unfortunately this is as low as it gets unless we redo all animations in code rather than frame by frame (not gonna happen)

Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
« on: February 03, 2024, 04:05:40 AM »
Is there a way to have more than one Alpha in your fleet as of right now or no? If not, can I suggest an item or mod that lets you control more than 1 if you have an officer assigned to it (to balance it) - as of now it feels a bit annoying to encounter juiced up Alpha packs of wild Voidlings and not be able to have more than 1 yourself at all. *snip*

Good idea, I'll talk to DesperatePeter about it.

An addendum; I think it would maybe be a disservice to the quality of the faction so far to relegate it to a standard planet-colonizing species - it would be far cooler if they had big spore colony megaships as their bases, and some mechanics concerning deep hyperspace living for them too, seeing as they hunt in nebula storms often, they should probably get some kind of benefit from being there, and conversely maybe debuffs from operating in normal space/core worlds for too long without support from a colony.

This involves way more coding and effort than DesperatePeter and I have time for at this point in time but I will keep it in mind for a beta version.

It might be something on with my mod list and the fact i added this mod mid play through but space whales and void creatures never fight they just endlessly try intercept each other.

But other than that it's a pretty good mod, good job Tecrys.

Thanks! I'm glad you like what DesperatePeter and I were able to make so far!

I am aware that faction relations break if you add SVC to an ongoing save but there's not much I can do about that.
I suggest installing Console Commands so you can set faction relations with Voidlings yourself.

We'll release an update for Starsector 0.97a as soon as we can as a seperate link.

Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
« on: January 23, 2024, 08:24:49 AM »
0.4.4-alpha release

- increased Scoliac flux capacity by 50%
- fixed some decorative weapons showing up as loot
- Stjarwhals now count as "civilian" to reduce the risk of deploying them by accident
- fixed rare crash when trying to spawn whale fleet when player fleet is stationary
- fixed a crash caused by a missing zero length vector check

Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.3-alpha
« on: January 07, 2024, 05:06:43 AM »
There anything you miss out on adding this mid-save?

Should work fine as long as you are using Nexerilin too. Otherwise the creatures won't be enemies to every faction

Edit: Without Nexerilin you'll have to manually set faction relations with Void creatures via console commands. They will probably be neutral to all factions.

Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.3-alpha
« on: December 27, 2023, 02:28:31 AM »
I got a space whale but there is a bit of weirdness. When I select ships for to participate in battle, clicking all selects the whale despite it being non combat. So the game might not be labeling as a civilian ship. I do worry that I might forget and my whale ends slaughtered in battle.

Thanks for letting me know, should be an easy fix (just a hint in Ship_data.csv). I'll include it in next update, might take a while though because Space Engineers got a firm grip on my free time atm.

Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
« on: December 11, 2023, 08:10:03 AM »
Hello, seems mod has some problems whit substance abuse, as it causes crash when both mods are enabled at same time *snip

This bug has been fixed a while ago, please make sure your mods are up to date.

Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
« on: December 01, 2023, 02:00:36 AM »
0.4.2-alpha release (save compatible)

- fixed a crash caused by shipsystem AIs
- drastically nerved Parasumbilical Cord and Parry shipsystems
- adjusted fleet points for better combat auto-resolve
- Whale event should now last long enough for player to intervene

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