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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 - chrysalisx

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Bug Reports & Support / Re: No sound after focus change
« on: February 08, 2024, 10:12:46 AM »
I wanted to bump this, I believe this issue is impacting steam deck. I've been really enjoying playing starsector on flights, but miss the music!

2
Suggestions / What if Story Points just gave you more OP?
« on: April 22, 2021, 02:22:31 PM »
All this talk of making it so that SO cant be built in got me thinking - the reason it's so OP is that it's one of the most expensive hull mods, so building it in is how you get more OP on player ships, something that you could previously do via a skill. Perhaps the answer is to just have 1sp be worth xOP worth of built in? You could spend 1-2 (3 with a skill) SP to get x OP more for your ship, flat. Or, perhaps you have to pick your built ins at that time & the leftovers get converted to spare OP, maybe with a small conversion cost to encourage you to spend the OP on hullmods? Probably have to figure out something to do with the current thing where it lets you have >2 logistics hullmods, and the fact that augmented drives are such a huge OP cost. Just food for thought I hadn't seen mentioned.

3
General Discussion / Re: Colony Candidates in .95a
« on: April 08, 2021, 01:34:43 PM »
yeah, the "failsafes" make the new colony boosters just... useless

"no atmosphere" for synochrons.... is so backasswards for example, because the best place to build a refinery is a GAS GIANT WITH VOLATILE MINING

"hot/extreme hot" for the military item is backasswards... cause you want your military industries on low haz worlds, not extreme hot worlds

same with the heavy industry one

or even worse, the FOOD item.... unusable when the planet has rare ore or volitiles.... which never happens

the items themselves are so rare... that those failsafes just.... dont work conceptually
They *can* happen, just rarely. The more I think about it, the more I think that the items are meant to make it so that you can take otherwise crummy worlds in your system that you want to settle for other reason and make them good. Trouble is that it makes it so that really, you're trying to find a system with a bunch of strange hyperspecific criteria.

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General Discussion / Re: Colony Candidates in .95a
« on: April 08, 2021, 12:26:59 PM »
Ruins don't really yield much, especially if you have blueprints learned from exploration already.
Cryosleeper isn't too useful with population cap at 6.
Hypershunt has a massive transplutonics demand, honestly I don't want to bother with that.
High hazard means ridiculous hazard pay for growth.

You might not find the colony enhancement items in the first place, so don't worry about them when you're beginning to build.

System defense still makes grouping up colonies important.
That's lining up with about what I thought. I guess the question then is do I make my gas mining colony on the +1 world at 200% hazard with high gravity in the same system as the cryosleeper, or the 175% hazard without high gravity in another system? Or likewise, do I take the +3 transplutonic ore at 225 in the same system, or the 175 with volitiles in a lone system near the hypershunt? I've gone back and forth a lot.

As for the items, I've been doing a bunch of exploration and found tons of them. The only things I don't have at this point are orbital fusion lamps, soil nanites, and a pristine nanoforge.

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General Discussion / Colony Candidates in .95a
« on: April 08, 2021, 11:24:28 AM »
Just starting to colonize worlds and having a lot of trouble figuring out what my best options are for colonization.
I've got one system with 2 habitable worlds close to the core, both 100-125 hazard, one with bountiful farmland (but a trace amount of rare ore, so no boost item) the other with +1 farmland & some ruins, a gas giant with 225. I've got another system with a cryosleeper with one habitable world at 125 with max organics & +1 farmland, as well as some minerals, and several other worlds in system, but no other max resources. Dhuzak has a 225 hazard volcanic world with maxed out both ore types and Penelope's star has a 175% hazard gas giant *without* low gravity, plus some no atmosphere worlds and moderate rare ore. Then across the galaxy there are a few systems with 1-2 planets each in range of a hypershunt. 1 150% habitable world with +3 rare ore and a bunch of random planets. One nebula with a 175% hazard world with +3 rare ore, +2 ore & volitiles, but nothing else in the system, One system with 2 habitable worlds, one with vast ruins & poor farmland, one system with planet with bountiful farmland but -1 rare ore.
I think for the hypershunt to be worth anything I need a non-habitable world with +3 rare ore I can stick the mining upgrade in, correct?

I just don't quite understand how to prioritize? How much do I value having good farmland? How valuable are ruins? The cryosleeper? The hypershunts? I suppose most importantly, especially in the new update with all the changes to how pirates & inspections work, how valuable is it to have most of your colonies in a single system? Frankly I just want to colonize them all & stick alpha cores in them but I'm not quite ready to take on the hegemony

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Suggestions / Better Planet Filtering
« on: April 07, 2021, 11:18:56 AM »
One of the most consistently frustrating things for me is searching for/remembering which planets I want to be colonizing. Need to find the gas giant with abundant volatiles with the lowest hazard within 10 LY of a hypershunt tap? How about locating all worlds with no atmosphere with hazard < 200% sorted by distance from the core systems? Have fun manually scanning through things.

I would *LOVE* to be able to have an arbitrary set of filters - Hide/Show planets with condition X, where condition is any one of the possible planet conditions, proximity to one of the 10LY buff objects (hypershunt/cryosleeper) or hazard rating. If that's too much, having a stable sort would go a long way so I could sort first by hazard, then by distance. Add to that the ability to set a 'home' location you're querying distance to, and you'd be 70% of the way there. After that the biggest helps would be 'x resource present in y amount', then 'has/doesn't have condition x', mostly to filter out planets with high gravity, or look for places with no atmosphere. As an engineer I wouldn't mind if there was a query langugage, but realistically, just having a set of buttons to toggle on/off planets with various conditions would do the job just fine.

While I'm at it, the ability to 'favorite' a planet to remember there's stuff of interest there would be pretty cool too, but *way* less necessary with the filter search features outlined above and the CaptainsLog mod already handles that pretty well.

Would this be possible with a mod if it's not part of the vision for the base game?

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