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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 - Eshir

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oh i see. Thanks for the reply. if i copy the lines from an old settings file and pasted to the new settings file would it work? or would it cause CTD?

2
heres a link for the arthr's faction blender make sure to read how to install it comes with options activate only 1 at a time
https://fractalsoftworks.com/forum/index.php?topic=25425.0
https://discord.com/channels/187635036525166592/825068217361760306/1026173307428536340

3
there used to be setting for raiding heavy / orbital works in nexerelin things like raid bp cooldown quantiy of blueprints weather you had "learned" blueprints getting dupicates or not now i can't find it

4
update please! the 9.1 git hub is here https://github.com/Nicke535/the-vass-public but its only for 9.1

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Mods / Re: [0.95a] Console Commands v2021.04.10
« on: April 30, 2021, 07:38:37 AM »
Ok i need help for the common game crash fix. the file for this fix
Quote
You can fix this by disabling the console's background: open saves/common/config/lw_console_settings.json.data in a program like Notepad and change "showBackground" to false.
is not there or generated to implement said fix the only file at the location specified is lw_console_aliases.json.data how do i force the right file to generate?

Edit: got it working. i was using "resolutionOverride":"1915x1015" and when i would open console the game insta CTD so it would not generate the file needed. the fix is to comment out resolution override and on launcher select the smallest available resolution. get into game and open the console and it worked turn off background save and quit the menu and close the game. re enable my custom resolution and it works

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Mods / Re: [0.95a] Adjustable Skill Thresholds 1.0.0
« on: April 22, 2021, 01:10:25 PM »
Can you make a Adjustable High Scatter Amplifier setting too please?

7
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
« on: May 17, 2020, 07:43:40 AM »
so when i make terraforming structures on a market when i hit 12 "industrys" but still have room to make an industry that is a production type i can't add one if there is a terraforming structure in the last slot but when i set it all up to build and max out the colony in one go i can go above 12 with terraforming structures and all so to get around this i have to shutdown all the terraforming industrys till i have a slot open 11 out of 12 and then i can add the production industry i want then i have to re add the terraforming. is there a better way to do this?

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Modding / Re: [0.9.1a] Boardable Unboardables.
« on: May 15, 2020, 02:32:23 PM »
If I add other unboardable ships like ones from other mods, like the Solar Droneship Battlecarrier from the Ship/Weapon pack mod etc etc, and if I add their details in this mod and remove the Unboardable tag and the Hidden in Codex tag, would they still work as in the chances of them being boardable after battle with Remnants?

If a mod adds a(n) unboardable ship you want you can go into the mod \Starsector\mods\Name of mod adding ship\data\hulls look for ship_data.csv open that file with a word edditor i used notepad++ find the ship in the file and follow the line to this part "UNBOARDABLE, HIDE_IN_CODEX" and just delete the part UNBOARDABLE, leave the  " there and delete the , after unboardable and delete the space then save the csv and then enjoy capturing the ship you want

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Mods / Re: [0.9a] Active Gates 0.2.0
« on: April 06, 2020, 03:45:03 AM »
is there a way to get this to work with Player Station Construction by boggled so that the astral gates can be listed as destination to jump to AND go back through the astral gates back to these gates?

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Mods / Re: [0.9.1a] Player Station Construction (v4.1.0)
« on: April 06, 2020, 03:16:28 AM »
I thought they were compatible, but perhaps something has broken since I implemented it. I'll look into this and fix it. Thanks.

I did a test and it seems I can use Gates Awakened activated gates just fine. Make sure you read the tool tips on my gate jumping abilities - after you jump, you have to use the left and right arrow abilities to select your next destination! Please let me know if that doesn't resolve your problem.


All 3 mods don't crash the game when used togeather so thats nice but not what im after. after testing by makeing a new game constructing a astral gate then activateing a gate with the active gates by toast the gates do not work togeather as in no travel between them i think it has to do with how each system is implemented to use active gates you have to interact with said gate and then choose a destination from the menu that comes up and the astral gates do not get listed on this menu witch is what i am after... the astral gate system where you use the ability bar to select a gate dose not show the "activated" gates from active gates by toast in the rotation of gates that i can cycle through witch is also what i am after... the gates awakened mod does allow one jump and only one jump from an activated gate to any one astral gate and never works again and cannot be cycled through to be selected via ability bar skills so a one way trip and only once witch is disappointing to say the least. so all in all yes the game runs but the gate systems don't seem to interact with astral gates yet and vice versa save that one time use of disappointment. also when i interact with the astral gates there is no other gates even astral ones listed in the pop up menu i only get a leave option.  thank you for working on this! you are awsome!

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Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: April 05, 2020, 12:47:50 PM »
I Found a MUD while i'm playing as pirates so i've got a pirate commision and i'm a governor of a colony and i can't use the MUD on it so how can i use the MUD on it then?

The MUD can only be used on player-faction controlled planets. I wasn't aware it was possible to gain control of a planet without it being part of the player faction. I'm working on a major update for this mod right now (hope to have it out within the next week or two), and I will include changes to account for this circumstance. Sorry!

Thank you for your hard work! can't wait to see what other cool things you do!

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Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: April 02, 2020, 06:45:27 PM »
I Found a MUD while i'm playing as pirates so i've got a pirate commision and i'm a governor of a colony and i can't use the MUD on it so how can i use the MUD on it then?

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Mods / Re: [0.9.1a] Player Station Construction (v4.0.0)
« on: April 01, 2020, 05:55:31 PM »
Is there a way to make the gate part work with Active Gates or Gates Awakened? so far i have been able to go from a gates awakened gate to a constructed one (and only one time thats it) but not back the other way and its kinda frustrating. i just want to make a gate and then use it from where i made it to go to the gate network i'm already using. other than that Loveing your mods! thanks!

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