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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Starareo

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1
Is there a way to add the station blueprint with Console Commands or something? I have 100 rep and the blueprint isn't showing up in Theramin military market even after a bunch of market refreshes.

2
Mods / Re: [0.95a] Adjusted Sector
« on: August 06, 2021, 06:29:46 AM »
If low and med Remnant systems are disabled, does that reduce the overall number of Remnant systems spawned? I was getting maps where Remnant systems were only spawning in the ring of constellations immediately surrounding the core sector and none spawning in the edges of the sector. I won't discount the probability that I had too many motherships and such eating up spawns, but I'm holding off testing until mod is updated/compatible with stuff like SAD. On another note, do coronal taps also take up themed systems like motherships?

3
Mods / Re: [0.95a] Adjusted Sector
« on: July 16, 2021, 03:15:18 PM »
Do cryosleepers, motherships, and hypershuntes override themed constellations? As in, should I make sure that sectorConstellationRemnantMax + sectorConstellationRuinsMax + sectorDerelictMotherships * 5+ sectorDerelictCryosleepers + SanguinaryAnarchisticDefectors_sectorConstellationMax_AS + BladeBreakerThemed_ConstellationMax_AS + Coronal Hypershunts should be equal to my AdjustedSectorConstellationCount

Also, I have SAD installed and none of their systems are spawning. I even dropped remnant systems to like 20 and bumped SAD to over 100 and nothing spawned.

4
I'm sorry if this is the wrong mod, but I get an issue when encountering the remnant agent (Save two cores from a planet). Specifically, it happens when the Remnant quest giver shows up for the first time. The game crashes to a white screen and when I reload, I can accept the quest no problem.

2371601 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.ui.newui.Stringsuper.advanceImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.advance(Unknown Source)
    at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.advance(Unknown Source)
    at com.fs.starfarer.campaign.CampaignState.advance(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.super(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Thread.java:745)

5
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« on: June 11, 2021, 03:49:13 PM »
Hello, love the mod but I have an issue with the Apollyon. I currently have it outfitted with all Laidlaw accelerators in the side larges and forward mediums. Sometime when I use the shipsystem, the Laidlaws don’t fire despite being set to autofire and enemies in the firing arc. It doesn’t always happen, and I am going to keep trying it out on my end but is there anything that could be causing this?

6
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: February 22, 2020, 09:48:52 AM »
If I accidentally decline an IBB mission, will it show up again later?

7
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14a
« on: February 17, 2020, 08:15:32 AM »
Just as a PSA, you can delete the Legio Siege bases using console commands. Activate dev mode, fly to the base, navigate to the colony management screen where it shows you industries/imports/exports etc. and click abandon. Will leave behind an abandoned station husk but will remove the base and legio raider spawning  afaik.

8
Little bit of feedback based on my most recent save.

Lithovore modules have enough op to fit the forge ship hullmod + a factory of some kind + good mining weapons. I pretty much had 1 lithovore taking care of all my manufacturing needs.

Conversion rate might need to be looked at, with I think 1-2 capital sized forge ships, very easy to have with a lithovore or a prometheus, I was producing 48 supplies a day while my fleet of mostly expensive capitals used 17-20 a day. This means I am only limited by fuel when I'm exploring, as I have functionally infinite supplies as long as I take some time to mine a resource rich planet, not hard to find, every now and then. The forge was consuming 40 metals and 8 transplutonics for 48 supplies which is a fantastic conversion rate. Potential income losses are offset by colonies and the fact that you pretty much don't have to buy supplies from anywhere ever again.

9
Mods / Re: [0.9.1a] Adjusted Sector
« on: January 14, 2020, 07:12:07 PM »
I'm not 100%, but it appears that all stations/bases/etc. have been replaced by Domain probes. I doubt that's caused by your mod, seeing as it hasn't updated/changed in some times and I only changed sector size settings and such. I wanted ask if you had any idea what could be happening or am I just super unlucky?

Edit: After going through the thread and such, looks like I messed up some settings

10
Oh, I should have been clearer. I know that the Witch Corps don't get increased wings, but I also have a wing of Mech Infantry on the same ship that is not receiving the increase in wing size.
Hmm... do you mean at the fitting screen? Because, unfortunately, due to engine limitations, it won't show there. However, if you head into simulation and wait for like 1-2 minutes, the ship ought to spawn the full 5 squad. It uses the Reserve Wing API to achieve the expanded size!

That would explain it thanks! Didn’t realize I’d have to wait some time before the full wing is active in combat.

11
Oh, I should have been clearer. I know that the Witch Corps don't get increased wings, but I also have a wing of Mech Infantry on the same ship that is not receiving the increase in wing size.

12
I've been testing out the Moon Rabbit and it appears as if the mech bay hullmod is not increasing wing size? I am running two of the witch corp, which should only have 1 mech in wing, but my lazy lilies are still at 1-2. Do I need to restart my save for the effects to apply?

13
For example, I believe the alpha core bonus for the Yuri quarter essentially removes the stability penalty and doubles the income, which might be too strong.

14
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« on: December 23, 2019, 11:47:59 AM »
Fair enough, I figured that the Shadowyards station is pretty much the only constant in my colonies, might have to check my fleet doctrine again or something.

15
I think the HVB ship and and very rare superweapon are showing up in the Advanced blueprint package, is that intended? Also, the AI core bonuses for the new industries might be a bit overtuned.

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