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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Topics - Mira Lendin

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Bug Reports & Support (modded) / OutOfMemoryError: PermGen space
« on: July 05, 2022, 07:15:26 PM »
I am putting this here to help anyone getting this error "[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.OutOfMemoryError: PermGen space"
If you run too many mods, odds are you have the same mod with memory leak as me which i couldn't single-out, It will cause you to crash every ~15-20 mins consistently.
1- Open your game folder
2- Right click on VMparams and select "edit with notepad" or any other text editor
3- Add the following line after "java.exe": "-XX:MaxPermSize=1024m -XX:+CMSClassUnloadingEnabled -XX:+CMSPermGenSweepingEnabled" make sure there is 1 and only 1 space before and after the added text.
This will force the engine to clear classes that are "no longer in use" and limit the size allocated to them preventing PemGen from leaking into memory space allocated for the game.

Bug Reports & Support / Militarized subsystem
« on: July 03, 2022, 09:32:53 PM »
Militarized subsystems reduces maximum burn instead of increasing it, has anybody noticed this ?

Modding / Adding a station to the game
« on: June 11, 2022, 02:53:43 PM »
So i want to add a new type of station to the game, one that is generated with the sector and spread across the map, such station is identical to any regular research/mining base but drops different loot, can someone give me simplified steps on how to do it ?

General Discussion / My opinion about the The character passive tree
« on: December 27, 2021, 10:22:51 AM »
Originally, after hearing that 0.95 changed the character tree i was excited, however my excitement was gone when i realized that the Tree is now less impactful, and the things i didn't like about it stayed.
1-I hate that you have to take some irrelevant skills to get what you want, it doesn't make sense that i have to take some "frigate" skills to unlock "officer" ones, i highly recommend adopting a new character skill-tree philosophy, one that has more selections and each selection path is always centered around 1 specialization, (example: you can start with weapon damage skills and these will only focus on weapons and their damage until the end of their specialization sub-tree) i also prefer a wide selection of in-depth options (some with big downsides) as they can provoke thinking.
2-The bonuses from some elite upgrades are just a waste of story points, 1% ECM bonus for an elite upgrade on a capital ship with Gunnery Implants? just why...
3-Some skills are completely broken one some ships and useless on others (example: Ranged specialization on Paragons), i don't believe that having upgrades that allows few ships to break the balance of game and be useless on others is a good thing as it pushes you to focus on that 1 broken combination until you steam-roll the game.
4-The new tree is Less impactful overall, some skills punishes you for having bigger fleet (why?) isn't the whole point of progressing a camping run is to have a bigger and stronger fleet ? why should i feel punished for it ? i feel sad for the flux skill which is just a shadow of it's former self.
My advice:
I think the game needs a Bigger skill tree, one with less bonuses per skill and distributed across many selections, the tree should contain many sub trees where each one specializes in a specific thing and only that thing, and you can start progressing with each one at the very start of your camping, higher captain level (at least ~60) and game changing super skills that can be allocated at the very end of every sub-tree which improves something and weaken something else (example: increased damage at close range but reduces it at long range).
Note, i still didn't do a gameplay run for 0.95.1a and i know that some skills got changed/replaced, however i know that most of my concerns are still in the tree so i decided to write this post.

General Discussion / A missing Faction feature
« on: December 11, 2021, 02:41:55 PM »
I don't know why, but there isn't an option to give factions a specific combat theme that loops while you fight them, it should be optional as if not passed by the author the game will just loop through different available combat-tracks, this feature can provide a unique atmosphere when you fight some Secret factions introduced by the main game or different mods.

Modding / A quick question
« on: October 12, 2021, 06:33:09 PM »
What collision class do i need to give to explosions so that they would affect fighters ?

Modding / [0.95a] small API issue
« on: August 14, 2021, 06:10:18 AM »
I noticed that if you try to retrieve "ProjectileSpecAPI" from an Instance of "WeaponSpecAPI" via ".getProjectileSpec() function" you get an instance of "com.fs.starfarer.loading.specs.h" instead of "com.fs.starfarer.api.loading.ProjectileSpecAPI", even if you try to cast it via (ProjectileSpecAPI) the game just crashes, from how the functions are worded this has to be an unintended behavior.

Mods / [0.95.1a] Superweapons Arsenal v2.5b Storms are coming!
« on: June 23, 2021, 05:41:58 PM »
Superweapons Arsenal v2.5b
Link Removed ~Thaago
Mod requirements:
GraphicsLib - Get here!
MagicLib - Get here!
LazyLib - Get here!
Slightly Better Tech-Mining - Get here!

After playing Starsector for a while i noticed that there is not much excitement over finding weapons in this game (with the exception of end game missions), so i went ahead and created a subset of weapons that are balanced above the level of base weapons, hopefully to give a sense of satisfaction when found.

Superweapons are divided into "Tiers", the tier of a Superweapon decide how rare it is and where it can be found, to put things into perspective, the Tachyon Lance has a base rarity of 0.6, Factions will never Sell/Drop/Use Superweapons against the player.

-Rarity: 0.6
-Tier: 5
-Can be tech-mined: Yes
X9 Prism Driver

Tartarus LRM

Terror MRM

Xatrix Tesla Coil


Ultra Rare
-Rarity: 0.5
-Tier: 4
-Can be tech-mined: Yes
Supercharged Fusion Beam

Photon Lens

MX Gauss Cannon


-Rarity: 0.4
-Tier: 3
-Can be tech-mined: Yes
Electromagnetic Railgun

Devastator Lance

Hyperpulse Repeater

Lightspear Accelerator

NovaX Defense System


-Rarity: 0.3
-Tier: 2
-Can be tech-mined: Yes
Phalanx Particle Cannon

Plasma Storm

BFG Ultra


-Rarity: 0.25
-Tier: 1
-Can be tech-mined: No
Black Hole Generator

Cluster Torpedo

Lightning Storm Generator

Supernova Launcher

Reflective Shield

Big thanks to Tartiflette for allowing me to utilize his Singularity script while building the Black Hole Generator

Syndicate Refit
The Syndicate is an unknown entity specialized in weapon engineering, they are the masters of destructive weapon design.
-Rarity: ~0.2
-Tier: 0
-Can be tech-mined: No
Positron Lens

Annihilator Hyperlance

Z950 Flash


Some of these are inspired by weapons from other games.

New additions:
Lightning Storm Generator

-A weapon made by an energy research organization called Xatrix, it creates powerful storms, scaling in their intensity based on the number of specialized Tesla Coils present on the ship.

Xatrix Tesla Coil


How to get them:
-You may find any of these weapons while exploring the outer worlds, mainly in a weapon cache, mining base or a research station.
-You will be offered bounties for a chance to recover Superweapons after beating their current owner in battle (Require Vayra's Sector).
-Exploring Planets with Vast ruins and mining them for tech can yield Superweapons on regular basis (Require Slightly Better Tech-Mining).
-it's not possible to attain blueprints for any of these weapons, also they won't be used by any faction.

-v2.5b (Quick update)

-(Visual) Reworked part of the Annihilator Hyperlance that was based-off of one Dassault-Mikoyan weapon.

-Fixed a bug with Lightning Storms lingering after battle if the battle ends before their duration expires.

-Updated the Tesla Coil weapon and it's hullmod Description.


-Fixed a bug that caused selected Superweapons to not spawn in Prism Free-port.


-Added the Lightning Storm Generator to the game.

-Added the Xatrix Tesla Coil to the game.

-Added Epsilon High Value Bounty to the game, the Syndicate have made a move! test your capabilities as a commander in this dangerous mission.

-Added few lower tier Superweapons to the Doritos faction.

-Added 3 hand-picked Superweapons to Prism Freeport market (these will change with every update).

-BFG Ultra:
  • Reworked how the weapon deals damage:
  • Instead of shocking nearby enemies it now strikes them with thin beams that have Pin-point accuracy.
  • Increased strike rate by 100%, reduced strike damage by 50% (Less effective against armor).
  • No longer deletes all fighters on screen as it now deals 25% damage to them.
  • No longer ignore obstacles along the way when striking a target.

-Photon Lens:
  • No longer benefit from Energy Stat modifiers.
  • Now benefit from Ballistic modifiers instead (but can still be mounted on energy slots).

-Changed "Exotic" category to "Exceptional" in-order to avoid conflict with Seeker.

-Fixed a bug with the Supernova launcher displaying "ready-to-fire" visuals while the weapon is empty.

-Fixed a typo in the Blackhole Generator description.


-Added Supernova Launcher to the game.

-Various improvements to the Annihilator Lance turret and it's sound effects.

-Cluster Torpedo:
  • Slightly faster detonation sequence.


-Added the Annihilator Hyperlance to the game.

-Fixed a bug that caused the blueprint of the BFG and Blackhole Generator to be attainable.

-Electromagnetic Railgun:
  • Increased maximum and optimal weapon range by 15%.


-Added Rogue AI high value bounty to the game, challenge this large fleet for a chance to attain a Black Hole generator.

-Production dealers (bar event) will no longer offer to build Superweapons for you.

-Tartarus LRM Lancher:
  • Increased splash energy damage from 15% to 30%.
  • Increased splash EMP damage from 30% to 60%.

-NovaX Defense System:
  • Fixed a bug causing the weapon to not deal damage to regular ships when detonating on proximity to fighters or missiles.
  • Increased damage by 25% (flux cost remains unchanged).
  • Improved visuals.

-BFG Ultra:
  • Damage against stations and modules increased from 25% to 40%.


Please consider leaving your feedback down below, it will come in handy when i update the mod.

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