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 - SirHartley

Pages: [1] 2 3 ... 56
1
Modding / MOVED: [0.97a] Refit Filters
« on: March 15, 2024, 03:43:47 PM »

2
Modding / MOVED: [0.97a] Scy v1.8.3
« on: March 15, 2024, 03:43:42 PM »

4
Modding / MOVED: [0.97a] Unknown Skies v1.0.3
« on: March 02, 2024, 02:45:56 PM »

6
Modding / MOVED: [0.97a] SCY Nation v1.7.0
« on: March 02, 2024, 02:45:47 PM »

7
Modding / MOVED: [0.97a] Diable Avionics v2.8.1
« on: March 02, 2024, 02:45:40 PM »

8
Do Centralization bureau work with other modded industry? Mine doesn't.
Specifically the AOTD industry upgrade.
Has to be added to the whitelist under \data\config\indEvo to work, it runs off a whitelist to prevent breaking other mods.

Have a question, how to i apply pets to my fleet?, I right click the pet item and nothing happens, just boots me out of the cargo screen
Appears to also be broken, very sorry. Couldn't replicate that issue yet, but am working on a fix.

Anyone else have an issue where the transplutonic focused refinery doesn't get the production bonus from the catalytic core?  I story pointed and placed an alpha core to try getting a hypershunt tap in, but the specialization made it worse.
Aha! I knew of that one, but it's elusive. Sorry, for now, all I can do is work on fixing it cause there is no workaround. Sometimes it works like it should, and sometimes it refuses to recognize the item.

Hi,

I am doing tests with loot pools in my game. I am trying to add "rare_tech:10" and "terraforms_tech:10" (from DIY terraforming) pool drops in pre collapse facilities from Aotd.

I don't know how but when the pool is drawn indEvo items are like 6-8 items of the pool and almost nothing appears from DIY terraforming. Checking the IndEvo pool definition doesn't seem to have any rare_tech definition but then I don't find on the mod where the looteable elements are defined (so I assume is integrated somewhere more obscure).

In any case, is it normal that indEvo loot pools are messed with rare_tech pool?

Thanks in advance

IndEvo uses scripts to add onto the rare_tech pool. On a technical level, it listens to when loot gets generated, and, after the loot generation is done, checks if the rare_tech and rare_tech_low groups were present, and if they are, it will roll on the ind.evo specific loot tables and add the loot to the output that is displayed. At no point does the mod edit, dilute, change or in any other way influence vanilla drop behaviour.

9
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.0)
« on: February 26, 2024, 03:24:31 PM »
CTD error when attempting to build an Industry on a station. I've attempted this with two different industries (such as Hydroponics). Will try with a planetary colony soon(tm) and see if I get the same results.

Copy of crash message:
Spoiler
java.lang.NullPointerException
   at boggled.scripts.BoggledTerraformingRequirement$RequirementContext.<init>(BoggledTerraformingRequirement.java:80)
   at boggled.campaign.econ.industries.BoggledCommonIndustry.<init>(BoggledCommonIndustry.java:170)
   at boggled.campaign.econ.industries.BoggledBaseIndustry.init(BoggledBaseIndustry.java:29)
   at grandcolonies.listeners.IndustryPanelReplacer.getWidgetIndustry(IndustryPanelReplacer.kt:374)
   at grandcolonies.listeners.IndustryPanelReplacer.getAllWidgets(IndustryPanelReplacer.kt:340)
   at grandcolonies.listeners.IndustryPanelReplacer.advance(IndustryPanelReplacer.kt:156)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
See:
Hi, switching GC to Legacy Mode in the settings.json file should stop it from crashing in the meantime!

10
Suggestions / Re: infinite money method
« on: February 25, 2024, 01:14:44 PM »
Since this thread has failed to remain civil for any length of time it has been locked.

11
Here as well - go to settings.json and switch grand colonies to legacy mode to stop it from crashing. You'll lose the nice scrollbar, but you can play the game.

We'll have to wait until boggled can patch, since this is an unfortunate cross-mod interaction.

12
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.0)
« on: February 25, 2024, 12:27:10 PM »
Hi, switching GC to Legacy Mode in the settings.json file should stop it from crashing in the meantime!

13
Suggestions / Re: infinite money method
« on: February 25, 2024, 05:11:39 AM »
Yeh, and to do that you need "only" 20k units of food and 2k marrines... You know that from a single red ordo fleet you can get cores worth of 1-2 millions? Or you can kill caravan carring armaments or drugs and again get 1-2 millions? The way you described gonna block that market for months.

Hello silly person, what you said is very brainless.
1. 20k food is only $400k. 2k marines is also only $400k. You make around 300k a single raid with negligible need for replacement. If you're scared of big numbers in cargo space, just condense your balance into a more valuable item like heavy armaments, which I showed in the post.
2. You 'can' get cores worth 1-2 million's(ic)' if you are extremely lucky. Very very lucky. So lucky that pointing out this miniscule chance is worthless.
3. Killing caravans won't make you nearly 1-2million's(ic)'.
4. It blocks the market for "at least a month". Not a big deal. Why would you think it would block it for multiple months?

This is literally the fastest way to make money in the game, and absolutely reliable AND scalable. Can't believe its getting compared to ambushing convoys by some noobs who think they're smart.


Insults and conduct like this are not wanted on this forum.
Kindly re-familiarize yourself with our rules, the first one in particular: https://fractalsoftworks.com/forum/index.php?topic=2668.0

This is an official warning.
Thank you,
-H

14
Modding / MOVED: [0.97a] Auto-Continue-Inator 0.0.4
« on: February 18, 2024, 11:48:54 AM »

15
Modding / MOVED: [0.97a] The Knights of Ludd
« on: February 17, 2024, 12:48:57 PM »

Pages: [1] 2 3 ... 56