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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Topics - Originem

Pages: [1] 2
Bug Reports & Support (modded) / Wrong code in BaseLogisticsHullMod?
« on: August 23, 2020, 06:43:50 AM »
Code: java
public String getUnapplicableReason(ShipAPI ship) {
boolean has = spec != null && ship.getVariant().hasHullMod(spec.getId());
int num = getNumLogisticsMods(ship);
if (has) num--;
int max = getMax(ship);
if (num >= max) {
String text = "many";
if (max == 1) text = "one";
else if (max == 2) text = "two";
else if (max == 3) text = "three";
else if (max == 4) text = "four";
text = "" + MAX_MODS;
return "Maximum of " + text + " non-built-in \"Logistics\" hullmods per hull";
return super.getUnapplicableReason(ship);

So why text is always MAX_MODS.
I modify the max number, and the tool tip always give me  "Maximum of 2 Logistics hullmods per hull"

Mods / [0.9.1a] ApproLight Plus v0.3.9-RC1 (2020-12-29)
« on: March 21, 2020, 12:03:48 PM »

-Requires ApproLight-
(at least v0.8.6-RC1)

-ApproLight Plus 0.3.9RC1-

The additional mod of ApproLight.

It mainly consists of some new AL ships and contents of:

Appro-Light Modification

Knights Arbiter

Ancient Secrets

Primus Arborea

It can be added in the middle of the game, but can't be removed after that.

What is this mod?
There are extra ships, weapons that have a bit different style from the original ApproLight. As an extension of ApproLight, it provides not only ships but also a special enemy like remnants: Knight Arbiter.

Why you want to add this?
If you want to experience more ApproLight-style ships and a special enemy, just add this.
Ancient Secrets: Hegemony-like
Appro-Light Modification: High cost and well-modified AL ships
Primus Arborea: Flux improved and armor nerfed AL modifications
Knights Arbiter: High-tech enemy, you could get the blueprints by destroying their fleets

2020-12-27 0.3.9 RC1
- Now needs at least ApproLight 0.8.6.
- Buffed Faceless Dance.
- Dijiang's max speed increased from 25 to 30.
- Now the bp drop chance of Knights Arbiter would be increased throughout the time.
- Increases Soul Driver's EMP damage from 400 to 600, flux per second from 400 to 300.

2020-9-10 0.3.8 RC1
- Fire Hammer OP decreased from 24 to 22.
- Reduced the flux cost of Flint Cannon from 150 to 135 per shot.
- Nerfed the hidden buff of Knight Arbiters.
- Oppenheimer-class sprite reworked, deploy point reduced from 40 to 35, OP reduced from 225 to 210
- Qiongqi-class peak time increased from 420 to 540, removed the built in hullmod which higher the CR loss rate.
- Reduced Phoenix Fire range from 1200 to 900. Tweaked the weapon slots of N-H Phoenix.
- New weapon for Appro-Light: Large Energy, Blade of Cleaving Fire
- New weapon for Arbiters: Large Energy, Widow

2020-7-6 0.3.7 RC2
- Now needs at least ApproLight 0.8.4.
- Improved the loop sound of Dijiang's system.
- Increased soul driver's EMP damage from 200 to 400, decreased OP from 20 to 18.
- Discipline-class slot nerfed: 2 medium hybrid slot->2 medium enengy slot.
- Increased the shield efficiency of Master-class from 0.7 to 0.8. Removed the built-in DaDr. Decreased DP cost from 60 to 55.

2020-5-16 0.3.7 RC1
- Fixed the use/end sound of N-H phoenix's system.
- Yingloong nerfed: Hitpoints -100, armor rate -200, flux capacity -500, flux dissipation -100, OP - 20, the charge up duration of system decrease from 4 to 3.
- Added 2 small energy slot to Crown-class. Increased OP from 90 to 105.
- Franklin buffed: Removed built-in A-L Element Modification, 1x large universal slot->hybrid slot. 1 medium hybrid and 2 energy slots-> 1 energy and 2 hybrid, 4 Igniter launcher -> 4 dual built-in Igniter launcher. Decrease the max speed from 60 to 45. Supply cost decreased from 50 to 35. Flux capacity and dissipation decreased from 15000/800 to 14000/700, shield efficiency increased from 0.8 to 1.
- Built-in weapon Heavy Graviton Gun increased range from 550 to 700.
- Remade the description of Master-class system, cancelled the hp extraction and the instant repair of weapon and engine, now could halve the hull damage taken. Active duration decreased from 15 to 8 seconds, cooldown increased from 15 to 16 seconds.

2020-3-22 0.3.6 RC1
- Initial official update.

Modding / Asking help for ApproLight translation
« on: October 10, 2019, 06:50:21 AM »
I found that players here may have outdated opinions on ApproLight, it's a super OP mod in the past, but after my long time update, it has been tweaked well.
Because of the freaking large description, I think I need some help here for a translation.
To be serious, ApproLight updated very frequently. It has 1500+ lines of changelog from the beginning.
So it may be hard work to keep on update.

Mods / [0.95a] Unofficial New Game Plus 1.3.0 (2021/3/27)
« on: September 20, 2019, 08:18:37 AM »

New game cycle!

1.This mod to some extent makes up for the position of the previous old mod, SaveTransfer. When a player reaches the max level, he/she can record a saving point through the UNGP menu (there is only one saving point in all saves, which could be overwritten). The saving point will save your current credits, blueprints (other than the factory), and the current game cycle number (the new save's game cycle number will be "1").
2.After that, you can start a new game. If you open the UNGP menu within 1 day, you can inherit the saving point, inherit 0~100% of the credits and blueprints (you can choose the percentage freely), and get a skill point bonus (game cycle number -1).

Specialist Mode!

1. From the second gamecycle, players can choose to enter the Specialist Mode.
2. The specialist mode is divided into 1~20 levels.
3. The selection rules have a maximum number of rules, which increases with the specialist difficulty level, up to 10. Specialist level can be unlocked up to 5 levels every cycle.
4. Specialist mode offers two types of rules: positive rules and negative rules.
Positive rules: consume Cost points and provide you with different benefits for the rest of the game.
Negative rules: providing Cost points to add heavy obstacles to your game
Specialist mode can only be enabled if the total number of Cost points is greater than or equal to 0 and the number of rules is greater than the specified value.
5. Specialist mode can change rules once a year, once in the beginning by default. However, the specialist level is fixed.

How To Use:
Press Left Control + P.
Dulicate the "saves/common" folder to the new SS root to get the old save points!

Change Log:
Compatible with 0.95a.
How to use saving point in old Starsector: Move the "saves/common" folder in the root of old starsector to the root of new starsector.

Not save compatible, please inherit the data before loading the new version.

Wide-area Radar: Sensor strength +15~30%->25%~50%
Low Efficiency Repair: Fleetwide repair and combat readiness recover rate -10%~30%->15%~30%
Low Interchangeability: Engine and weapon repair time x 1.5~2.0 -> 1.1~1.25, in the same time engine and weapon's taken damage x 1.1~1.25

Add new rule type : Golden Rule, one type of positive rule, Golden Rule could only be chosen once at the same time.
Add new positive rules: HSS Phoenix(Golden), Stay Calm(Golden), Shield Specialization(Golden), Yang, Experimental Shunt
Add new negative rules: Deep Space Fear, Ying, Disarmament Agreement, No Way Back, When it rains it pours

Optimized the UI.
Attention: Code structures and contents have been changed.

Overwhelming Vision: Enemy weapon and sensor range + 10%~30% -> 10%~20%
Work Hard!:Marine: crew lower than 20%~40% -> 15%~30% might cause a riot by a chance of 5%->8%, it will cause a random ship loss its combat readiness by 50%->75%, and there will be 50% of crews die from this riot
Tech revolution now only +5% OP.
Naval Treaty: Mothballed ships that will now be included
Close Fighting Drill Manual: Tweaked cost point from -4 to -3

Add new positive rules: Mercantilism, GLaDos, Industrial Zone

Specialist Mode have the limitation of minimum amount of rules now.

Save point wouldn't be deleted after inherited.
Now there are 3 slots of savepoints.
Specialist mode totally reworked.
Cancelled the settings that could switch language.(Still could run swapLangFile in mod folder to switch language)
There are more options for settings.json.

0.2.0 2019/10/31
Now could inherit 0~100% blue prints and credits.
Specialist mode could be on and off freely while inheriting.
Change "switchLang" in data/settings.json to switch language.(default for English,zh-cn for Chinese)

0.1.0 2019/9/20
Public Test!Yes.

Originem for total mod.
Fax, RUA for translation.
Light of Shadow, Helai for icons.
Haixian Group for ideas.
Special Thanks:

Bug Reports & Support / [0.9.1a-RC8]Can't save solution settings
« on: July 19, 2019, 09:12:06 AM »
Each time I open the game, the setting will be reset.
1280*720 no fullscreen no sound

Bug Reports & Support (modded) / Salvage problem
« on: February 08, 2019, 12:35:18 AM »
136859 [Thread-4] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction: null
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial.addMember(
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial.init(
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial.init(
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction$SalvageSpecialDialogPlugin.init(
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction.execute(
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(
at com.fs.starfarer.ui.newui.U$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.oOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.U.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

The fleet is generated by CreateEmptyFleet and AddFleetMember.

    public static CampaignFleetAPI generateImmortalLightFleet(String fleetName, int maxShipAmounts) {
//        CampaignFleetAPI fleet = Global.getFactory().createEmptyFleet("immortallight", fleetName, true);
        CampaignFleetAPI fleet = FleetFactoryV3.createEmptyFleet("immortallight", FleetTypes.MERC_ARMADA, null);
        Random random = new Random();
        float extraPtsFactor = 1f;
        float commanderLevel = OriMisc.getPlayerLevel();
        if (commanderLevel <= 10f) {
            extraPtsFactor *= 0.8f;
        } else if (commanderLevel <= 20f) {
            extraPtsFactor *= 1.0f;
        } else if (commanderLevel <= 30f) {
            extraPtsFactor *= 1.2f;
        } else if (commanderLevel <= 40f) {
            extraPtsFactor *= 1.4f;
        } else {
            extraPtsFactor *= 1.6f;

        float cycleFactor = (float) Math.sqrt((Global.getSector().getClock().getCycle() - 206f) * 0.5f);
        cycleFactor = cycleFactor < 1f ? 1f : cycleFactor;

        extraPtsFactor *= cycleFactor;

        int pts = Math.round(extraPtsFactor * maxShipAmounts * (random.nextFloat() * 0.25f + 0.75f));
        for (int i = 0; i < pts; i++) {
            FleetMemberAPI member = Global.getFactory().createFleetMember(FleetMemberType.SHIP, IL_FLEETMEMBER_PICKER.pick());
            VariantUtils.addPermaMod(member, "IL_isomery");
        int maxPts = pts * 12;
        FleetParamsV3 params = new FleetParamsV3(
        params.officerNumberBonus = (int) (4 * extraPtsFactor);
        params.officerLevelBonus = (int) (5 * extraPtsFactor);
        FleetFactoryV3.addCommanderAndOfficers(fleet, params, random);

        fleet.getStats().getFleetwideMaxBurnMod().modifyFlat("IL", 6f);

        DropData dropData = new DropData(); = "ilfleet";
        dropData.chances = 4;

        try {
        } catch (Exception ignored) {

        return fleet;

Bug Reports & Support / Error in the second month
« on: December 22, 2018, 09:42:32 AM »
New game, the second month, after a strange sound.

36490 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
        at com.fs.starfarer.api.impl.campaign.tutorial.RogueMinerMiscFleetManager.advance(
        at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
        at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
        at com.fs.starfarer.campaign.CampaignState.advance(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$ Source)
        at Source)
36573 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [campaign_music_part_2_v28.ogg]
36573 [Thread-10] INFO  sound.H  - Playing music with id [campaign_music_part_2_v28.ogg]

Mods / [0.9.1a] Celestial Mount Circle 1.3 (2020/7/8)
« on: December 22, 2018, 06:04:39 AM »

A somewhat lonely faction.
A simple and not showy mod.
-Designed as a learner mod-

version 1.3


Required  - Lazylib -

Recommended - Version Checker -

Celestial Mount Circle, although a derivative of the luddic church, is not a fundamentalist luddite group, who believes that people should give themselves back to nature, and in the same way, everything has a destination. The ultimate goal of the Circle is to "mix the elements and unify them", but they are confused in the process of expanding their territory, wondering why human being could not have an actual END. Not knowing what to do next they lived their primitive lives huddled in a small star system provided by the luddic church.

  • All have funnels.(built-in UAV)
  • No medium mounts.
  • Reduce ship performance when funnels are destroyed.
  • High shield keepup when shield is not unfolded completely.
  • Specific shield generator which will influence fire rate.

  • Serveral ships.
  • Serveral weapons
  • ...Okay there is nothing special.

Capital Ship




  • Originem, I mean myself, heh.
  • BZone, some sprites improvement.

-Added Peach Garden Guardians, like XIV, special skins.
-Nerfed Clarity-Aphrodite Gun.

-Added Helan-class Super Battle Cruiser
-Added Kaishan-class Destroyer
-Fixed wrong descriptions of planets.

-Added BaXia-class Heavy Cruiser
-Fixed Tianchi-class can't produced.
-Nex Compatible.

-Fix empty sprite blueprint package.
-Replace FairyEagle's sprite.

-0.9 published
-add version file
-add license file

Modding / TooltipMakerAPI's Basics in Hullmod or Other things
« on: December 09, 2018, 01:38:28 AM »
Some simple application of TooltipMakerAPI in hullmod coding.
And please modders who learn from this could move the string into strings.json, which could help translation.

    public boolean shouldAddDescriptionToTooltip(ShipAPI.HullSize hullSize, ShipAPI ship, boolean isForModSpec) {
        return !isForModSpec;

    public void addPostDescriptionSection(TooltipMakerAPI tooltip, ShipAPI.HullSize hullSize, ShipAPI ship, float width, boolean isForModSpec) {
        float pad = 10f;
        tooltip.addSectionHeading("Testing Grid", Alignment.MID, pad);
        int col = 3;
        Color valueColor = new Color(0, 255, 100);
        tooltip.beginGrid((width - pad * 2f) / (col * col), col);
        tooltip.addToGrid(0, 0, "X0", "Y0", valueColor);
        tooltip.addToGrid(1, 0, "X1", "Y0", valueColor);
        tooltip.addToGrid(2, 0, "X2", "Y0", valueColor);
        tooltip.addToGrid(0, 1, "X0", "Y1", valueColor);
        tooltip.addToGrid(1, 1, "X1", "Y1", valueColor);
        tooltip.addToGrid(2, 1, "X2", "Y1", valueColor);
        tooltip.addToGrid(0, 2, "X0", "Y2", valueColor);
        tooltip.addToGrid(1, 2, "X1", "Y2", valueColor);
        tooltip.addToGrid(2, 2, "X2", "Y2", valueColor);

        TooltipMakerAPI text = tooltip.beginImageWithText(Global.getSettings().getCommoditySpec(Commodities.ALPHA_CORE).getIconName(), 36);
        text.addPara("I think it's fu*king COOL!", 0);

        text = tooltip.beginImageWithText(Global.getSettings().getCommoditySpec(Commodities.BETA_CORE).getIconName(), 36);
        text.addPara("I think so.", 0);

        text = tooltip.beginImageWithText(Global.getSettings().getCommoditySpec(Commodities.GAMMA_CORE).getIconName(), 36);
        text.addPara("NO I HAVE THE OPPOSITE OPINION!!!", 0);

        tooltip.addSectionHeading("Then Gamma core turns into...", Alignment.MID, pad);

        CargoAPI debris = Global.getFactory().createCargo(true);
        debris.addCommodity(Commodities.METALS, 40f);
        debris.addCommodity(Commodities.RARE_METALS, 20f);
        debris.addCommodity(Commodities.ORE, 10f);
        debris.addCommodity(Commodities.RARE_ORE, 5f);
        debris.addCommodity(Commodities.HEAVY_MACHINERY, 5f);

        tooltip.showCargo(debris, 6, true, pad);

        tooltip.addPara("...Poor Gamma Core.", pad);

Suggestions / Personal Suggestions about 0.9
« on: November 27, 2018, 06:23:22 PM »
Playing 0.9 for these days, and I feel there should be more improvements.
"Player" is so strong that the factions become invisiable and unimportant which is totally different from the previous version. They are only signs of specific blueprints.
And the ship production only needs credits, it's too "automatic". I think if it needs more materials like metals(manual in the early game because of lack of resources,  automatic by industries in the later game), it could be more fun and gameplay plus.
Also, the focus of game turns into colony, not "ship battle" anymore. The bounties become so weak and couldn't match the income. I think the difficultity should be higher and the reward should be something different, like mod spec, blueprints.
I just feel 0.9 is somewhat too easy when  the colonies begin to operate.
bounties grow so fast, but if I put all efforts on colonies...The bounty becomes optional.
I really don't think a player can be a threat to an entire faction.
Look at it this way, these factions are too weak.

Bug Reports & Support / [0.9]Chinese Translation character problem
« on: November 22, 2018, 10:19:28 PM »
About Chinese character word wrap: It seems can not calculate the characters' width correctly.
The character is cut off and half becomes "??"
And, the composing seems wired too.

Mods / [0.9a] Foundation Of Borken v0.2.4-RC3 (2019-1-19)
« on: January 15, 2018, 08:52:19 PM »

Foundation Of Borken
-*Welcome to Cthulasus Borken*-

For 0.9a

-Requires LazyLib-
-Requires GraphicsLib-
-Requires MagicLib-


No one understood the rise of ApproLight which was so abrupt and unexpected. But Borken does--- They are ApproLight's shareholder, supporter and "enemy" that rivals and instigates them via proxy behind the scenes.

Great Old Gods dominated all that was, then Cthulasus Borken was born. Their birth into reality brought with them into the world beauty, peace and then chaos. After the death of the Old Gods', they carried on and into the infinite void of space. Eventually finding themselves in an unfamiliar place, the Persean Sector at the expanse of their precious treasure, Time.

If you meet them in your travels, fear not. Though their tentacles and alien appearance are unsettling Borken, as alien as they are you can trust are peace loving and shrewd traders.

The ships of the foundation are unlike those built by humans, employing short-lived phase cloaks and regenerative armor plating for defense.


Gameplay examples

Private Crystal Rift

A unique storage service offered by the Foundation, assuming you stay on their good side, allowing you to establish a network of connected transport facilities, giving you access to your Rift storage from across the sector at a fee.
(WARNING,Lots of pictures)

Peaceful Evolution-Deleted Temporary-

A special mission. Assist the Foundation of Borken in analyzing the carbon-based life of this universe. Bring a battleship of the Foundation carrying Evolver container into battle with you. After combat, a certain percentage of its crew will merge with the Evolver container to become Evolver. Evolver container could be produced by Borken's freighters.

Mental Healer
Borken personality adjustment therapy can change the personality of an officer. Healers can be met at comm directory in Borken's market.

Fleet catalogue

Enjoy yourself, now.

Faction concept and design by BZOne.

Meso - Translation proofreading and some sound effects
Nia - Translation and minor design contributions
BZone - Faction Design, artwork, sprites, some writing etc
Originem - Everything else
and thanks to all of you for enjoying this mod


2019/1/18/0.2.4 RC3
-Changed the icon of Ceremonial Workshop, and each additional hullmod will decrease the capacity of cargo and fuel.
-Increased Halo Microwave Cannon MK.III,MK.VI damage per shot from 550 to 600.
-Added new ship: Ammutseba-class, salvaging ship.

=2019/1/12/0.2.4 RC2
-Increased Plasmoid ASC MK.III dph from 180 to 200.
-Decreased Halo Microwave Cannon MK.III,MK.VI flux per shot from 800 to 750.
-Decreased Nyogtha's supplies per deploy and month from 32 to 30.
-Decreased Polyps's supplies per deploy and month from 28 to 25.
-Fixed the exceeded damage of Touch of Niggurath.
-Twice the ammo of FixG-M & FixG-L.
-Fixed some bugs.

=2019/1/9/0.2.4 RC1
-Temporary support 0.9aRC10. Temporary deleted Peaceful Evolution mission.
-Improved armor effect and required MagicLib now.
-Decreased Halo Microwave Cannon MK.VI OP by 4.
-Added new large energy weapon, Touch of Niggurath.

=2018/10/27/0.2.3 RC4
-Support Gladiator Society, and add 2 bounties(for test).
-Fixed a bug of Peaceful Evolution.
-Increased Skorka AAC damage per hit and flux.

=2018/8/17/0.2.3 RC3
-Nerfed Shuddemell-class's weapons arcs of two large and two medium weapon mounts.

=2018/7/20/0.2.3 RC2
->Void Shambler Shell couldn't launch missile slot weapons' projectiles anymore.(and reduce the quantity)
->Chaugnar-class OP decreased from 235 to 160.
->Shoggoth-class OP decreased from 90 to 80.
->Tweaked some sound files.

=2018/6/20/0.2.3 RC1
->Move data/config/pch to data/config/fob/pch.
->Modder could override the start relationship with FOB by data/config/fob/start_relation.csv
->Buffed Hound Core Array's extra speed for 10% and tweaked extra damage.
->Removed the armor buff after fob ships' phase. Added new buff to A.O.O.I: Take 25% more kinetic damage, 25% less high-explosive damage.
->The rate of AOOI's adaptive recovering armor reduced from 50%~80% to 40%~70%.
->Added Mental Healers in Borken's market who could change Officers' personality.
->Added new light cruiser: Old God Scholar. Ship system: Shadow Dash, built in weapon: The Breath of Cthugha.
->Smoothed the tentacles' animation.

=2018/5/22/0.2.2 RC3
->Increased the time of Peaceful Evolution's generation.
->Chthonian-class removed 4 small turrets. OP decreased from 110 to 95.

=2018/5/18/0.2.2 RC2
->Decreased Peaceful Evolution 's profit, fixed some visual bug.

=2018/5/17/0.2.2 RC1
->Add Weapon series 'Sine Repeater'.
->All ships' sprites improved.
->Debuffed Void Shambler Shell's cooldown by 5 seconds.
->AOOI: All armor buffs which are not come from FOB will be reduced by 50%.
->New campaign mission: Peaceful Evolution.
->All Borken freighter gained 'Ceremony Workshop' hullmod.

=2018/2/17/0.2.1 RC4
->Tweaked 'Void Shambler Shell'.

=2018/2/16/0.2.1 RC3
->Now A.O.O.I armor's recovered amount will be based on armor rating, and the recovering time rises to 2.5 seconds.
->Changed Basatan-Class's system from 'Cthulasus Fever' to 'Void Shambler Shell'.

=2018/2/13/0.2.1 RC2
->Optimized tentacles' scripts.
->Buffed some weapons:
Skorka AAC OP 30 -> 28
Halo Microwave Cannon (All types) Add 50 range

=2018/2/6/0.2.1 RC1
->Added Nex Support.
->More tentacles.
->Now armors turn red while it's restoring.
->Added normal/surface/material maps for most of ships.
->Tweaked Deepspace Navigation.

0.2.0a Translated

Suggestions / Save and Load
« on: August 28, 2017, 07:15:52 PM »
Each time I save I prey, this time please don't break down. And It works most of the time but not always.
And I noticed, if i play for a long time, the jvm warns that the heap is in trouble, and then i have no way but to restart the game.
Is this the problem of my frequent save and load? It's like the xml resources don't release.
And the saving xml file, why not use an optimized library? Or it's inconvenient.

Bug Reports & Support (modded) / Low fps when the resolution are 1080p
« on: August 05, 2017, 04:55:47 AM »
I use nividia. And it's high performance mode now.
When I use 1600*900?everything looks great .But when I switch to the 1920*1080(cover the whole screen)?the fps dropped to 10 even lower . And it happened too when I toggled the fullscreen on.

Bug Reports & Support / Burst beam weapon's chargelevel problem
« on: June 03, 2016, 11:59:01 PM »
There are two states.
if i have a chargeUp for 2,chargedown for 0.5,burst size for 2, when i fire and vent at a low flux rate, after venting , the chargelevel will step up like i'm still firing and keep increasing flux.
Also, if the flux is to the limit, fire will stop but the chargeLevel become dancing like tic, it returns to normal in some time.
Well, it does bother me while i'm modding.

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