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Messages - Darenkel

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1
For those of us doing a lot of mining with Nexelerin, could we have the option to gain ship XP from mining actions in a similar way to combat? Their XP gained could be based on their contribution to the mining action and the XP pool could be based on the character XP gained (like 5-10% of that value) from the mining action.

2
Mods / Re: [0.96a] Ashes of The Domain
« on: June 12, 2023, 02:50:45 PM »
-snip-
Quote
Glad it helped

And yet, I got black screen again (which doesn't want to go away), in the middle of a fight (instead of right at the beginning).
Well tbh i have never encountered such bug in my playthough though and i am fighitng a lot

Maybe it has something to do with my using nearly all of the mods (Only the Hivers and Hazard Mining Incorporated factions tho) that are updated for 0.96a.

3
Mods / Re: [0.96a] Ashes of The Domain
« on: June 12, 2023, 12:03:57 PM »
-snip-
Quote
Glad it helped

And yet, I got black screen again (which doesn't want to go away), in the middle of a fight (instead of right at the beginning).

4
Mods / Re: [0.96a] Ashes of The Domain
« on: June 12, 2023, 10:49:07 AM »
-snip-
Strange try redownload Cryosleeper module as i have not encountered such issues, also update Grand Colonies as they both are influencing in game ui to some point.

I redownloaded all the modules and Grand Colonies (which apparently updated) and that fixed it.

5
Mods / Re: [0.96a] Ashes of The Domain
« on: June 12, 2023, 10:37:35 AM »
I'm running into a weird bug where the combat screen is always completely blacked out ONLY when I'm running all 3 AoTD modules. I've run every combination of the 3 modules and it looks like The Sleeper module may be part of the problem, for some reason. When paired with The Seat Of Power module, it does start combat with a black screen, but it goes away after hitting space (which unfortunately doesn't seem to happen when I run all 3 modules).

6
Blog Posts / Re: Writing Starsector 2: Westernesse Boondoggle
« on: January 30, 2022, 06:08:39 AM »
Taking the entire post out of context... it seriously looked like you were already writing "Starsector 2" and my initial reaction was, "Oh snap, here we go again."

7
Mods / Re: [0.95a] Better Colonies 1.61
« on: April 18, 2021, 05:19:30 PM »
Techpriest, could you make it so we can turn off the Max Industry settings your mod introduces, in case we want to use our own?

Nevermind, apparently altering the game's settings.json overrides your changes.

8
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 12, 2021, 12:45:43 PM »
Congrats on making the list... 1 day after I find the mod and download it, lol.

9
Ran into a crash issue when the game was picking a random start location.

Spoiler
362160 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.StartSetupPostTimePass.pickRandomStartLocation(StartSetupPostTimePass.java:155)
   at exerelin.campaign.StartSetupPostTimePass.handleStartLocation(StartSetupPostTimePass.java:182)
   at exerelin.campaign.StartSetupPostTimePass.execute(StartSetupPostTimePass.java:107)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterTimePass(ExerelinModPlugin.java:421)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.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(Unknown Source)
[close]

10
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 14, 2021, 05:55:17 AM »
    --snip--
    [/list]

    Better yet, base it on deployment costs. A utility ship won't cost nearly as much to deploy as a hi-tech combat ship, so you'd be able to fit more utility ships in a fleet with less impact. This would also have an interesting interaction with ships that have a lot of d-mods.

    11
    I'm getting an issue where Anvil Industries' Open and Military fleet markets are empty on all of their worlds.

    I'm playing with Nexelerin on a start where I'm commissioned by Anvil Industries.

    12
    Mods / Re: [0.9.1a] Commissioned Crews 1.8
    « on: March 31, 2020, 02:35:11 AM »
    So... if 1.8 is out, where's the updated link/github? It still shows the old version and edit date.

    13
    Mods / Re: [0.8a] Starsector+ 3.7.0
    « on: May 07, 2017, 08:46:08 PM »
    Does anyone know what the compatible mods are?

    I'm running basically all currently updated mods and they all work, as long as you have enough RAM allocated.

    14
    Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
    « on: May 05, 2017, 07:03:24 PM »
    I think you forgot to update the version file. It still shows up as v1.5 in the mod menu.

    15
    Mods / Re: [0.8a] Unknown Skies v0.1 (26/04/2017)
    « on: May 04, 2017, 11:42:20 PM »
    So, after finding out that the Fatal:null error was a RAM allocation issue, I solved it and I'm able to use every mod I've bothered trying.

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