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News:

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

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Messages - cjuicy

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1
Mods / Re: [0.95a] Better Deserved S-Mods 1.1
« on: September 17, 2021, 10:08:57 AM »
Is it safe to add mid run
As with most other mods, it's better to start a new save if a mod changes anything already in it. This is true for updates too, and it's good practice to start a new save any time you change your mod lineup past a bug patch.

2
Modding / Re: [0.95a] Apex Design Collective
« on: September 17, 2021, 10:07:37 AM »
Gotta say, with the bit I've seen on the Discord it's going to be a pretty nifty mod.

Can't wait to see it finished!

3
Modding / Re: [0.95a] Starseeker Enclave - Baby's first mod edition
« on: July 13, 2021, 12:13:01 PM »
Awww these are adorable! Definitely going to chuck these in my next run when I come back to playing sooner or later.

4
Bug Reports & Support / Re: Combat Camera Bugged
« on: March 26, 2021, 12:13:04 PM »
I experienced this the second time loading the game, well past the tutorial. Setting RAM to Automatic and reloading the game seems to have fixed it.

5
Mods / Re: [0.9.1a] Seeker - Unknown Contact 0.407 (2020/12/15)
« on: March 25, 2021, 10:22:28 PM »
So, I don't know if this is a conflict with any of the other 70+ mods I have installed, but for some reason the Butterfly just doesn't want to fire it's revolver when under AI control. I started a new playthrough with the infernal wagon start from underworld, and got the butterfly as a part of my fleet, so I'm obviously not flying it. I tried removing all the hullmods, weapons etc. and still the AI doesn't fire the revolver. It always auto-turns off the autofire, and the only time it fires the weapon is when I manually fire it, and immediately switch AI on.

Does anyone else have this problem?
Are you using any mods which affect autofire/targeting AI? There's a couple out there, and you've had to known you picked them up if you did.

6
Modding / Re: [0.9.1a] Placeholder 0.211
« on: March 23, 2021, 10:17:48 AM »
Is this just some troll post?
Would have been cool to add more life to my game
Its not out yet, and knowing the author its going to be a while. Sit tight, enjoy the other delights of the forums, and enjoy the ride.

7
Modding / Re: [0.9.1a] Militaristic Utilitarian Defensive Alliance
« on: March 06, 2021, 04:48:19 PM »
Thanks, I hate it.


Just kidding, having more (borderline) meme bounties is an amazing use of the Vayra Sector framework, and truly displays the heights of modern modding!

8
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: March 02, 2021, 11:10:27 AM »
Edit: I'm also slightly disappointed that the planet-creating ship isn't called the Titan. ;D
That would conflict with Interstellar Imperium's Titan series, so it's understandable that they wouldn't use it.

Spoiler
Genesis works well enough anyways.
[close]

9
Mods / Re: [0.9.1a] Interstellar Imperium 2.3.0
« on: January 29, 2021, 09:35:44 AM »
Having another issue, I can't seem to use the different hull types, bought the elite package but can't seem to use them. Do I make specific ships in that type or is it a hullmod? Any help will be appreciated.
Its a hullmod set. Pick up an Imperium hull, add them on the right. Make sure you have the imperium tag on the bottom selected, or else you wont see them.

10
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: December 01, 2020, 05:41:00 PM »
The mod OP explains quite a bit actually, and if you took a trip to any of the existing yards you'd have gotten a lot of answers without spending a cent.

Nova Maxios and Kazerion are both relatively easy to poke around to and check, as is Chicomoztoc if you haven't *** the Hegemony off.

11
Mods / Re: [0.9.1a] Stellar Logistics - courier and warehousing services
« on: August 07, 2020, 12:23:45 AM »
This... is absolutely stellar! I've wanted a unified storage option for my most-used weapons/fighters for a long while, and this is exactly what I'm into. I'll give it a whirl next time I've got a moment to run Starsector.

12
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: August 07, 2020, 12:16:23 AM »
I can tell you that IFed Legacy should be nowhere near your modlist. I was around when the original mod was actually maintained, and I can safely say that the current iteration of it hasn't been updated at all. Didn't actually realize that someone brought it past 0.7.2. GK Sector should also be removed too, as it hasn't had a proper patch in over a year IIRC.

Other then that I'm not too sure on what to do with that list. Please double-check that all your libraries are up to date, and that you aren't doing the thing I do every time I update and forget to grab LazyLib.  :D

13
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: July 29, 2020, 12:33:48 PM »
While its nice to see a new source for sourcing skilled officers, I would figure that bribery should be an option for most situations. You can already bribe an entire expedition or AI inspection in vanilla, so why not a random pirate you scooped up from the stellar drink? Perhaps base the bribery cost off of the faction and the skill level, which would make pirates/indies easy to pick up but Sindrian officers far more stubborn?

14
Modding / Re: [0.9.1A] Tufted Ship And Weapons Pack
« on: December 08, 2019, 11:08:09 AM »
What have you  d o n e

15
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v0.9.1)
« on: October 27, 2019, 01:04:44 PM »
That makes for a good trade-off though. Terraforming is a powerful thing, so you should have to make a choice between that and other colony buildings.

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