Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - exelsiar

Pages: [1] 2
1
Modding / Re: [0.95a] Another random SWP
« on: June 21, 2022, 03:15:55 AM »
Hi, would it be possible to either split the Baryonic Dynamics faction and it's ships and weapons off into it's own mod, or add a setting to disable that side of the mod? I ask because I love the new ships and weapons that fit the vanilla style, but the Baryonic Dynamics, while looking nice, doesn't fit imo.

2
Hi not a major issue, but I just noticed that on random worlds from nexerelin, the basic abandoned stations that allow for free storage don't show up on the storage tab when discovered. No error messages or anything, just doesn't exist. All other storage works fine, so yeah not a major issue.

3
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 16, 2022, 07:30:40 AM »

No, I'm going to allow removing toxic atmosphere on volcanic planets or extreme weather on gas giants. Other planet types can remove it or suppress it with Domed Cities.

I've addressed the defense penalty on Domed Cities many times before this thread - ultimately I decided not to add a settings option to remove it.

Can you post a screenshot of the organics problem with the water world? I think it should be possible to increase them there.

Lobster seeding time is controlled via the settings file. If it happened instantly, you may have set the time to 1 day.

It seems like you really want to customize the mod even more than the settings file permits - I would recommend checking out the source code (https://github.com/boggled-starsector/boggled_modpack/blob/master/TASC-Source.zip) and making changes to it to fit exactly what you want. Removing the defense penalty on Domed Cities should be trivial.

For the toxic, weather and defence fair enough.

For the organics and lobster, I forgot I hadn't actually changed it to a water world yet, I just named it Water World, after the movie, naturally it's got extreme cold, yeah my system looked so nice when I picked it.. near the core, good ores/volatiles, which fitted my miner run to a T. Alas I ignored all the conditions. -sigh- Still, it's been an interesting learnin experience.

As for editing the mod, that's a tad out of my area of expertise.
My main aim from all this was just handing out ideas/suggestions, and attempting to point out bugs, though the bugs turned out to be user error.

I do have one last suggestion, perhaps allow AI cores on the buildings for the demand and upkeep bonus's?

4
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 16, 2022, 02:52:44 AM »
@boggled Hey I'm back with more idea's/issues.

I just noticed my famous volcanic planet is toxic as all hell. Would it be possible to enable the atmosphere building for such? After all the magnetosphere building is still available for volcanic worlds.
Same for gas giants, but extreme weather (just got around to colonising one.

Is there going to be a way to counter extreme weather so that we can terraform planets that are blocked by that?

Would it be possible to get a setting to edit the defence penalty from domed cities? I find the current setting a tad too harsh, though I definitely see the reasoning behind it.

I noticed an issue with water worlds. I says one can improve organics from none to what ever it was (I forget), but it refuses to let me do so.

Question about the lobsters from gene lab on water worlds. How long does it take to seed them? Or if it's mean't to be instant, that I have an issue..

God I hadn't realised just how much I'd noted down from just a few hours play time.

I'm looking forward to toying around with Ouyang and Planet Cracker.



5
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.51
« on: June 15, 2022, 02:46:19 PM »
Just wondering, would it be possible to make the bonuses work on built-in hullmods? I do find it sad when I find a ship which has some built-in hullmod which doesn't get the S-mod bonus (To me, built-in hullmods are just free S-mods, and they function like that somewhat)
Though I do adore the mod for it makes you use hullmods you would never make s-mods, like efficiency overhaul, it's a legit choice and I love this mod for it

Your in luck, there is functionality for that, it's in the mods settings file.

I found it by chance, and hadn't even noticed that built in mods weren't affected.

6
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 15, 2022, 02:37:04 PM »
Shame about the volcanic but fair enough :)

-smacks head on desk-
I've definitely seen that several times, and have indeed enabled it and all other buildings in the settings. I seem to lack object permanence, ahh but then again I'm not overly surprised, my memory has been getting worse and worse.

Keep up the wonderful work dude ^_^

7
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 15, 2022, 07:02:49 AM »
Ohh, heh now I feel dumb, ahh well, thank yee kindly.

Shame about the volcanic terraforming, may I ask why they can't be terraformed? it doesn't make much sense to me. Sure it'd be super hard, but should be possible lore wise.

What is the basis in the lore for terraforming volcanic planets? I assume that due to the extreme volcanism, the surface of the planet will be in large part covered in lava, making terraforming impossible.

While I'm going to be over simplifying this.. by a LOT. Orbital mirrors to cool the planet, water to cool the lava further, atmospheric building to control / use the resulting outpouring of gases, along with the tectonic building.

I'm sure in reality it'd take a crap ton more this'd do for working with the game mechanics.


New side question, I've not noticed any options for modifying gravity? Like you've got the phase building, surely that could be used in someway to modify the grav?

8
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 14, 2022, 11:51:47 AM »
Ohh, heh now I feel dumb, ahh well, thank yee kindly.

Shame about the volcanic terraforming, may I ask why they can't be terraformed? it doesn't make much sense to me. Sure it'd be super hard, but should be possible lore wise.

9
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 13, 2022, 09:10:56 PM »
Hello, just got around to trying the terraforming function of this mod. Everything seemed to be going well as I started to understand what was needed. Only to find that the moment I tried opening the menu to actually build anything, the game CTD'd with this:

Code
Fatal: org.json.JSONException:
JSONObject["boggledLimeLightNetworkPlayerBuildEnabled"] not found.

From the log file:

Spoiler
16661718 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["boggledLimelightNetworkPlayerBuildEnabled"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["boggledLimelightNetworkPlayerBuildEnabled"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.0000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
   at data.campaign.econ.industries.Boggled_Limelight_Network.isAvailableToBuild(Boggled_Limelight_Network.java:70)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.0000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: org.json.JSONException: JSONObject["boggledLimelightNetworkPlayerBuildEnabled"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getBoolean(JSONObject.java:422)
   ... 17 more
[close]


Side question, is it possible to terraform a volcanic planet? From what I was seeing in game, it appears no? :s

10
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: June 07, 2022, 01:31:27 PM »
I'll admit I've not gotten that far with terraforming yet, but have you tried removing and rebuilding the mirrors? In theory it should at least fix the name issue.

11
Hello,

I was super pumped when I found this mod, alas I'm having an issue. Everything seems to work, and I'm getting the clicking noise of detection, but I'm not getting the visual effects of it pointing to what ever it's detecting. Any idea what could be causing this? I have the latest version of Lazy lib, and object analysis. Can't think of any other mods that would touch this.

Thanks

12
An update to my previous message:

I finally managed to test it, and it works just fine on existing saves. As long as you remember to uninstall the old version properly, which I naturally forgot about at first :p

I suspect this is the issue BronzeLizardx is having.

Much love for this update my dude ^_^

13
@Jaghaimo

Buddy I love you! Not actually tested it yet, but will soon, hopefully BronzeLizardx's issue isn't a major one.

14
Hello, I'm loving this mod, super useful for just about everything :D

I especially love the contacts page.
Would it be possible to get Alviss Sebestyen, from the academy quest line added to the system?

Thanks

15
Mods / Re: [0.9.1a] Missing ships mod
« on: November 16, 2019, 02:07:26 PM »
Thank you for the update, hopefully will get to test it soon :3

Oops forgot to follow up on this, building Nagato works just fine now :) The 200 cost is damn steep, so only really usable with really large battle size settings.

Pages: [1] 2