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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - SirHartley

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what are the requirements for a condition to show up in the planet search? Just marking it as "planetary" apparently is not enough.
Thanks for your time!

Edit - Answer: it requires extending BaseHazardCondition and an entry in condition_gen_data.csv, it does not have to be a planetary condition.

which is kind of besides the point since his question was mod specific.

you can, given time and dedication, make a rift-road that lets you traverse the entire sector without going into hyperspace once, yes.

that is incredibly weird
I'll take a look when the mod works again (am in the middle of restructuring)

thank you for the report!

Thanks for the release! Editing descriptions & images always adds more flavor to campaigns :) I played around with it a bit this morning and have a few minor issues to report.

Running 0.95.1a-RC6 on 64-bit Windows with ....
You get the award for absolute best bug report of the year. Thank you, I'll go over all of those and check back with you once I know more.

An absolutely superb mod that finally lets me colonize Penelope's Star to my heart's content without being annoyed by the planet descriptions being off. Well done!

So far I have encountered only a single issue: the image I picked for one of my planets keeps  getting reset...
Which planet? is it an orbital station, by chance?

am aware, they are bugged atm and don't reliably target you

will be fixed, am picking up work on this again
also reducing spawn rate there are too many

VRAM requirement can actually be mitigated almost entirely.

The mod only loads the pictures you look at. This means that when you enter a system with 4 planets, it'll load these 4 pictures.
If you visit every single vanilla system, that'll be around 100 images, or 45mb VRAM.

When you use the image picker, it also has to load the images it displays. So if you use that one, you'll likely have a high VRAM load (depending on how many different images it had to load), but if you pick your image, then save and restart the game (just reloading the save is not enough!), it'll unload all pictures and you will have a blank slate again.

as such, it's surprisingly light on VRAM even during normal use.

If you want to go full light-mode, set "illent_apply_pre_set_images" to "false" (and keep "illent_apply_images_to_random_colonies" and "illent_overwrite_vanilla_illustrations" false as well!). That way, vanilla colonies don't get images, you can still choose pictures for your own, and you'll probably stay under 5mb vram use if you restart the game after using the image picker.

You'd miss out on the cool new pictures for vanilla planets, though :P



Requires LazyLib

There are currently no known compatibility issues with other mods.

Integrated with Version Checker
Supports Unknown Skies planet types

Colony description changer! Bug fixes! The mod is now feature complete! Yay!

Text changing Functionality
Your colony texts are boring!

You click the change button and write a better description!

Click save, and your colony texts are no longer boring!

Change Log
  • General
  • Added - In-game overlay allowing you to change planet and colony descriptions and texts
  • Added - Setting to set the "Display duplicates" button to true by default
  • Fixed - Should now consistently apply illustrations to player owned planets without image
  • Fixed - Removed signature from image 12
  • Fixed - Added !cld tag to image 3

DUDE, update download link for the new version please ;)
I accidentally pushed the new version file to the repo, new version is coming in the evening - very sorry!

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 21, 2022, 11:19:06 AM »
Do you know how to enable building artillery for stations from other mods(like the remnant battlestation from terraforming)
Mod author has to add compatibility.
Hello! I'm the author of TASC. How can I add compatibility with the IndEvo artillery station to the Remnant station from TASC?
Hey! I thought I'd pop over and tell you here, it's more likely you'll see it that way.

Adding compat is simple, just add this small bit of code in your orbital station industry class, and the "indevo_compat" tag to the industry in industries.csv, and I'll have it patched with the upcoming update!

    protected void ensureStationEntityIsSetOrCreated() {
        if (stationEntity == null) {
            for (SectorEntityToken entity : market.getConnectedEntities()) {
                if (entity.hasTag(Tags.STATION) && !entity.hasTag("no_orbital_station")) {
                    stationEntity = entity;
                    usingExistingStation = true;

        if (stationEntity == null) {
            stationEntity = market.getContainingLocation().addCustomEntity(
                    null, market.getName() + " Station", Entities.STATION_BUILT_FROM_INDUSTRY, market.getFactionId());
            SectorEntityToken primary = market.getPrimaryEntity();
            float orbitRadius = primary.getRadius() + 150f;
            stationEntity.setCircularOrbitWithSpin(primary, (float) Math.random() * 360f, orbitRadius, orbitRadius / 10f, 5f, 5f);

Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 20, 2022, 06:49:55 AM »
Not sure if this crash is related to Nexerelin or not.
happens when you try to console in an unfinished IndEvo consumable item!

Suggestions / [Modding API Request] Multi-Line checkboxes
« on: November 20, 2022, 06:48:33 AM »
Multi-Line checkboxes for TooltipMakerAPI, please!
We got single line, but it's not currently possible to do multiline.


Suggestions / Re: Buy false IFF in bar
« on: November 19, 2022, 02:07:18 PM »
I added a transponder IFF spoofer to industrial evo with 3.0.

I have a rather confusing experience with the transpoofer consumable.
It starts with me engaging a luddic path base by sneaking in with an active transpoofer.
After the battle however, the game calculated that the ship i have deployed were hostiles and made me fight my own ships.
That is a bug. Thanks for the report!

Do you know how to enable building artillery for stations from other mods(like the remnant battlestation from terraforming)
Mod author has to add compatibility.

If I want to configure the ships in my mod to be reverse engineered in the Engineering Hub, do I just add in a data\config\indEvo\reverse_engineering_whitelist.csv to my mod with the ship names?

I think with how Starsector does things it would just append, but I haven't tried with new mod files before, only core starsector files.
Yeah, you just need a file in your own mod - there are instructions under the "mod authors" tab on the mod page, check it out!

Added the mod to a new save, but after several reloads,my colonies don´t get a new image nor the option to change it.

Vanilla planets did get a new background.
yup yup looks like a bug. Thank you!

How much additional rendering time you pay for, or was it all relaxed mode? Any V4s in here?
Total around 100€ for a 3-month subscription, mostly used relaxed (when fast ran out lol), ran up close to 200 hours. No V4s, the generation part was done before V3 released and I spent the remainder of the time doing the sorting, cleaning and tags.

Loving the mod so far! I can finally make it so my terraformed worlds don't keep default portraits  Neither restored mairaath nor ocean ithaca should look like barren deserts, and this mod offers a solution.
I did have a few issues with changing a few images, (namely Boe's Refuge, Hesperus and Kapteyn Starworks), but having it so I could change the look of other factions and transfering it to the indies temporarily solved it.
It also had a few images missing, but that could be from it being added midgame. Once again, EXTREMELY minor.
oh, what was missing? It should have images for all vanilla planets. If you want to enable in-game changing temporarily, opening the console and typing "devmode" enables the change overlay.

Nice. :D
>How many images did you sort through?
>Around 6500.
My sanity has suffered a tad of a hit.

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