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Messages - silentsnack

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1

Why is the shortage and fleet d-mod indicators colored blue instead of red?
Edit the file starsector-core\data\config\settings.json
Find the line ["colorblindMode":false,] and set it to 'true'
What once was red now is blue.


...which is of limited usefulness except for a narrow subtype of colorblindness (which isn't the one I have) but at least the developer put forth a little bit of effort instead of none at all, I guess?

2
Also under "not sure if bug" discovered that a shortage of organics at a Cryosanctum somehow appears to increase production of harvested organs?


3
Inconsistency: when docked at an outpost the tooltip for the 'storage' tab says there are no storage fees, but if you actually put items in the storage then the outpost shows up on your monthly income reports as having a storage fee based on the value of items.  The only way to store stuff for free is to put everything in pseudo-colony's local resource stockpile, but that only works for commodities.


...also is it intentional that outposts function as a spectacularly kludged playercolony* in that they let you refit ships without the "refit in space" CR penalty?

*having a waystation but no spaceport, you can't install/swap logistic hullmods but somehow even though there isn't a dock the refit screen lets you 'restore' to wipe D-mods???

4
Modding Resources / Re: [0.9.1] MagicLib v0.26 (2019/05/11)
« on: May 25, 2019, 11:59:48 AM »
Encountered a crash with ScyNation (whenever a SN ship enters combat) but the actual cause might be this error that appears when loading the game:

Spoiler
148451 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 31
148451 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 32
148451 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 33
149043 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MagicLib]
149044 [Thread-4] ERROR data.scripts.plugins.MagicAutoTrails  - Invalid line, skipping
[close]

5
Found a silly exploit: transfer colony to pirates or LP, invade the colony, deconstruct spaceport, and repeat until you have +100 reputation with all non-outlaw factions.  Might have already been reported but a search didn't show anything.


Also being able to colonize an unlimited number of uninhabitable trash planets and transfer them to an ally (since non-player factions have no mismanagement penalty) in order to create more market demand for food/drugs/etc and to increase accessibility of your own colonies.  But that's outside playing the mod like a 4X and more just screwing around.

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