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Messages - PreConceptor

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Mods / Re: [0.95a] Seafood Shipworks 0.0.7c
« on: November 30, 2021, 08:48:11 PM »
Eurus is now one of my top 5 ships

Mods / Re: [0.95a] BigBeans Ship Compilation + Optional Submod
« on: November 02, 2021, 02:02:25 PM »
so I've been thinking about the Drudge. I don't think the name really fits for a high tech ship, alongside the 'Aurora' and 'Fury', or just in general. Sounds a bit like a junker or pirate name. If you aren't too attached to the name, how about Meridian, Extant, or Secretary?

Mods / Re: [0.95a] Seafood Shipworks 0.0.7b
« on: October 30, 2021, 06:32:51 PM »

In fact, Pegasus was completed before the 095 was released (or even before the Fury demo). Now compared to Fury he has the advantage of a more abundant weapons configuration.

Welcome, happy to provide feedback on a cool mod. In regards to the Fury I was referring to how the upcoming update with the slipstreams and whatnot that Alex has been teasing on his twitter is slated to nerf the Fury from its 15 DP in 0.95a to 20 DP because its quite strong currently. But currently it probably makes sense to keep the Peg as-is at 24. I really haven't done thorough testing on that one so I'm just guessing its actual performance based on its stats and its passing resemblance to the Fury.

I think the Reload Driver only accounting for base ammo is a good change. It would still have the potential to regen a lot of ammo but not as much as a full autoforge. What do you think about slightly increasing the recharge time as well?

Mods / Re: [0.95a] Seafood Shipworks 0.0.7b
« on: October 30, 2021, 12:49:36 PM »
Also, if the writing is mostly done by machine translation its probably the most legible I've seen that I could still tell was translated. Some quirks but quite readable.

Mods / Re: [0.95a] Seafood Shipworks 0.0.7b
« on: October 30, 2021, 12:46:27 PM »
These are all great. Top work. Love the subtle organic divergences from vanilla style while still looking like they really belong in the 3 design types.

In terms of balance I think the biggest outlier right now is the Burn Reload Driver. It just gives far too much missile sustain on all 3 ships its on. Potentially getting 4 (with expanded racks) or even 6 (with racks and missile skill) Reapers or Hammers from ammo regen between the 2 frontal larges on the Skullbasher every 20 seconds or so is just too much, and on the Fossil getting at least 3 sabots back every burn is exceptionally powerful. Especially since all the ships its on have all that low tech peak performance time to keep up the regeneration. If it had a limit, maybe it can only regen ammo on the first 10 burns in a battle so its still giving potentially 50% total ammo back (like a half effectiveness missile autoforge), it might be much more agreeable. It could also do with a more precise system description explaining the 5% regen each burn with some rounding (like 12 total ammo missiles getting regen but 10 total ammo not getting regen). And if I may, I think a better name for the system could be 'Forge Drive', as its like a combination of Autoforge and Burn Drive.

Catapulting Jets probably gives its +75 speed boost for too long as well, there's only about 3-4 seconds of downtime between the speed boost ending and being able to catapult again.

Given the similarity of the Pegasus to the Fury, and given how the Fury is very strong in this version, it may be slightly undervalued at 24 DP what with its more hefty weapons complement. This one is more vague I think, and since the Fury isn't being nerfed from 15 DP to 20 until next update it may need to stay at 24 for now in order to be competitive.

Abstruseness may also be very slightly DP undervalued. Or, since its similar to the Heron with lower speed, worse system, but with a free Xyphos on top, it may be very slightly overvalued. But I think it sits comfortably in the 25-30 range.

Mods / Re: [0.95a] Adjusted Sector
« on: October 24, 2021, 06:43:12 PM »
Curious if it is possible via some configuration to prevent Adjusted Sector from generating systems right in the core, almost on top of other core worlds.

This is with the standard core systems, not random generation.

As an example, I've got generated systems almost on top of Galatea and Samarra, which is a bit strange:

Edited to add the image link.

You may want to play around with the settings, the default ones tend to result in this. If the constellation area is large enough it will extend a close constellation's potential area over the core. Even when you get a good balance, a gen may still put constellations close enough to the core that they'll infringe on the outermost core systems added by mods.

I've had luck with


These create a sector with just over 300 systems at normal sector size or just less than 700 systems when the width and height are increased 50% (compared to around 500 under normal adjusted sector settings and around 170 in vanilla) with a core overlap only about 1 in 4 times, and only on the outermost ones added by mods. Then make small incremental changes and see if makes something that works for you.

You'll probably wanna turn down some of the features like ruins and remnant just a little too, if you stick with the normal sector dimensions. Just follow the guidelines on feature number vs the number of constellations and there shouldn't be any weirdness.

Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: October 08, 2021, 10:08:17 AM »
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.

Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.

Download the file linked by Dragn on page 30 (updated today), delete the old VS jar and extract the new jar from the most recent update in its place. However, its a much better idea to update new mods in their entirety so no new elements of updates are missed.

If you want to preserve settings, a much better method imo is to move the old VS folder somewhere else, extract the new VS folder to mods as normal, then go back to look at the old settings and manually alter the new settings file to what you had previously. A compare tool in your text editor of choice can be of great help in identifying what is different between old and new settings files and what to change. A bit more involved? Yes. Likelihood of new updates being broken? Dramatically lower.

Also, VS updates will be in modded_gameplay not mod_updates, as Dragn isn't officially taking over development

Mods / Re: [0.95a] Better Deserved S-Mods 1.2
« on: October 08, 2021, 09:48:21 AM »
Another (minor) incompatibility for BDSm's Efficiency Overhaul built-in bonus with Hullmod Barratry's Efficiency Revamp submod. Likely due to Efficiency Overhaul being modified by ER so it becomes incompatible with ER's free efficiency hullmods.

Mods / Re: [0.95a] Better Deserved S-Mods 1.2
« on: October 08, 2021, 09:35:09 AM »
Was a little bummed that some hullmods don't have have bonuses, but oh well. Possibly updates later? That would be awesome.

The reason certain mods don't have build-in bonuses, and Heavy Armor even has a penalty, is because those mods are already the go-to build-in options due to their greater OP saving and general utility (i.e. Heavy Armor, Hardened Shields and ITU on almost everything)

Mods / Re: [0.95a] Adjusted Sector
« on: October 07, 2021, 08:20:14 AM »
Well, that's an easy fix, just open up ModInfo and put a z in front of the name.

(Although I'm not sure how this could break Heavy Armour to require such.)

This doesn't work either. I'm fine with waiting, I'd also like it to work with 0.95a DME Blade Breaker spawning, which at the time of writing this it does not.

Mods / Re: [0.95a] Adjusted Sector
« on: October 06, 2021, 07:28:06 PM »
The Heavy Armor fix implemented by Adjusted Sector appears to clash with the Heavy Armor change made by Better Deserved S-mods.
Adjusted Sector doesn't touch anything other than sector generation though?

Except it does in order to fix itself bugging vanilla Heavy Armor.

Adjusted Sector on, Heavy Armor not changed by Better Deserved S-mods. Adjusted Sector off, BDSm Heavy Armor change is fine. present in Adjusted Sector src folder compelling supporting evidence. Nerzhull already made aware of an issue on the discord, with second opinion. This is just for the forums, for the record I guess.

Mods / Re: [0.95a] Adjusted Sector
« on: October 05, 2021, 11:03:49 AM »
The Heavy Armor fix implemented by Adjusted Sector appears to clash with the Heavy Armor change made by Better Deserved S-mods.

Mods / Re: [0.95a] Better Deserved S-Mods 1.2
« on: October 05, 2021, 11:02:14 AM »
For some reason Adjusted Sector also modifies(?) Heavy Armor, no idea why, the .java files in AS and base Starsector are identical (I also know nothing about coding so...). So Better Deserved Smods looks to be incompatible with Adjusted Sector but only for the Heavy Armor changes.
I do not know why that is the case if there is no difference, you could bring it up with the author of Adjusted Sector!
Will do, although its unlikely to be fixed soon as AdjSect author is on hiatus rn. btw, I just realized the acronym for the mod is BDSm.

Mods / Re: [0.95a] Weftin's Ship Pack
« on: October 02, 2021, 11:10:43 AM »
fyi, SCY already has an Alecto-class frigate. Could be confusing.

Mods / Re: [0.95a] Better Deserved S-Mods 1.2
« on: September 26, 2021, 05:09:50 PM »
For some reason Adjusted Sector also modifies(?) Heavy Armor, no idea why, the .java files in AS and base Starsector are identical (I also know nothing about coding so...). So Better Deserved Smods looks to be incompatible with Adjusted Sector but only for the Heavy Armor changes.

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