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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Arkar1234

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1
there seems to be some kind of weird situation, where sometime far in a save, the XP value of ships (the entire fleet) just gets stuck in 0 and cannot increase the XP from 0 no matter how many battles.



looking into the save data, they seem to be stuck in an NaN value.



i only noticed this fairly recently though.
saving the NaN value as a number (i.e 500 or whatever) seems to "unstick" the XP of a ship though
went from 0(nan), edited save file xp value to 500, loaded the save, and now it can climb to 600+ after a quick battle.



but yeah, weird thing is. It happens to the entire fleet at once
so something (probably) gets *** up at the moment the mod adds XP to ships after battle which is why it includes the civilian ships as well.

2
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: August 01, 2019, 01:22:06 AM »
it's literally just typing a one line command :)

spawnship diableavionics_gustibb 1 or something like that

It's more like addhull diableavionics_ibbgust i believe. but yeah.

3
Mods / Re: [0.9a] Vesperon Combine 1.0.0 - 13/01/19
« on: January 14, 2019, 10:46:49 PM »
Honestly, I wouldn't even mind if it accidentally breaks or hampers some other mod-dynamics. Sure, this should be flagged as "Might break the exploration value of other mods/base game. So use at your own risk" before it gets the compatibility issues sorted out... but... It's a neat little QoL mod.

The long grind for BPs gets... well... grindy, after while. and there can only be so many systems I can slog through before boredom sets in.
So an option to have a more direct and guaranteed result is appreciated tbh.

4
Mods / Re: [0.9a] Arsenal Expansion v1.5.3a - Systems
« on: January 13, 2019, 09:41:55 AM »
Are the Ninth Battlegroup Stations supposed to be unconquerable/destructible? Their stations are based in a system with some really good planets, but i can't clear them out >.>

5
Mods / Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08)
« on: September 08, 2018, 09:50:59 AM »
Glorious

6
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 11, 2018, 11:18:37 AM »
I believe that's a feature, not a bug.

Getting r/Planetside flashbacks

7
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 11, 2018, 08:05:28 AM »
If I remember correctly, there was this bug where friendly fighters can be hit by friendly fire if their engines get flamed out.

Has that been addressed? Or did I do a dumb here an missed it in the previous patchnotes.

8
Mods / Re: [0.8.1a] Diable Avionics 1.92RC1 (2018/05/20)
« on: May 20, 2018, 01:33:25 AM »
Wait the Haze got a flicker core now? OOOOOhh boy this is going to be great.

9
Modding / Re: [WIP] United Aurora Federation
« on: April 14, 2018, 07:33:59 AM »
Hmm... Exoria looks like some kind of Phase minelayer or Drone boat.

10
Well it happend during the switch from 1.0 to 1.1, not sure what went wrong but something happened.

-

Also Kev I've wasn't expecting a this to be an accidental save breaker  :-\ . Can't get it back I'm afraid. Since reusing to older version of the mod to loadup the save file didn't work.

11
I need to remember that all disassemble reassemble updates LOOOOVE breaking saves.

There goes my lv-58 run ;_;

12
General Discussion / Re: Poor Hegemony.
« on: April 08, 2018, 09:23:19 PM »
Hegemony declares war on DA in my Diable playthrough... They take Sivie whilst i was busy doing IBBs...

I took half of their systems.

13
Modding / Re: [0.8.1a] Targeting Assist 0.1.0
« on: April 08, 2018, 07:23:44 AM »
Alright Tested the mod out... Feedback time!

-

Well first off.. I'm really liking this as a QoL mod, and I'm sure Nemonaemo would like to know where he's  phasing into as well ;P

That being said, I understand this is the first iteration but there are some things that I think would be nice to add later on.

  • An option to turn the UI off for when we're using non-phase ships... or just want to reduce clutter in general
  • Mod compatibility with different phase-types (i.e mod specific jump-drives don't really show up in the UI)
  • Perhaps some customization in the colors for those who are slightly color blind

I'm not sure how easy or hard it will be to implement these things... just throwing my two cents in :D

14
Modding / Re: [0.8.1a] Targeting Assist 0.1.0
« on: April 08, 2018, 06:58:30 AM »
My god... I never knew I wanted this mod but....


GIMME!!

15
Modding / Re: [WIP] United Aurora Federation
« on: April 01, 2018, 02:57:20 AM »
ETA, somewhere in the middle of April.

Sweeeeeeeeet

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