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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Uhlang

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1
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 13, 2021, 10:50:46 AM »
In the lore, Eridani-Utopia had plans to terraform Ogygia, a barren-bombarded world in the Penelope's Star system. It's definitely not magic, it would just be a long and arduous process that would require a lot of investment and tech.
You would need swarms of drones towing nitrogen and water-ice for the atmosphere and hydrosphere, massive facilities converting water or regolith into oxygen, shades and/or mirrors ready to heat or cool the planet as needed for the terraforming process, genetically engineered organisms that would set the stage for terran ecosystems, and, assuming the planet has a weak or no magnetosphere, a magnetic shield to protect it from solar wind.

2
Hullforge just built-in Hardened Subsystems onto a Legion, while my chosen hull mods are there for their respective OP cost on the freshly produced ship.
I give up, this is a slot machine and a very bad one at that.
I mean, it gives you extra built-in hullmods. You can only have 3 of those per ship in vanilla and Decon/Forge can get that number all the way up to 6. Consider the gravity of that. It'd be insanely broken if you could just rig it to always get the exact mods you want, so it has to come at an equally steep price, which in this case is luck.

3
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: September 28, 2021, 05:17:49 AM »
So, I wanted to ask how many "E.U.T.E.C.K." can one typically expect to come across in a single playthrough? Feel free to answer with your experience, even if you're not the mod author.

P.S. Are there additional special items like "E.U.T.E.C.K." that this mod adds that I should be aware of?
I don't think I ever found one in any place that wasn't a Mothership, but I feel like they're almost guaranteed to drop from them. There's 2 Motherships in a standard game, so unless you're playing with Adjusted Sector, that's the amount of E.U.T.E.C.K.s I'd expect to find.

And no, the E.U.T.E.C.K. is the only special item added by this mod.

4
Mods / Re: [0.95a] Weftin's Ship Pack
« on: September 25, 2021, 03:13:03 PM »
Longboi ship pack.

Nice.

5
Mods / Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
« on: September 25, 2021, 12:36:27 PM »
About a derelict industry
I noticed that, while installing a built-in logistics hullmod, the Hull Deconstructor strongly favors Efficiency Overhaul for combat ships, and Militarized Subsystems for civilian ships.
Efficiency Overhaul on combat ships is fine, if a little unremarkable, but Militarized Subsystems on civilian ships is an actual negative for those who minmax the fleet composition around their character skills, since it makes the freighters and tankers count as combat ships.
It's good that the Deconstructor tries to integrate fitting hullmods, and I imagine there's many people who appreciate free Militarized Subsystems, but I'd like most of my civilian ships to remain civilian and generally feel like this system is supposed to be more... random? Like a gacha into which you throw ships over and over until you get the perfect extra hullmod configuration. The Hull Forge does that rather well already, but the Deconstructor... you can actually use it knowing that you'll get Efficiency Overhaul or Militarized Subsystems, which doesn't seem like it was intended.

EDIT: It just hit me that Hull Forges can add any hullmod, logistic or otherwise, and that I may have misattributed the constant addition of Militarized Subsystems to the Deconstructor when it was actually the Forge. I'm gonna have to experiment some more.
[close]

6
Mods / Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« on: September 25, 2021, 06:21:22 AM »
Dunno if it's a problem only I have, but with seemingly every colony constantly having a deficit of Cloned Organs, trade contacts are always giving procurement orders for them.
Considering that you can't seem to find Cloned Organs while exploring and Medical Centers barely produce them anymore, it's pretty hard to amass them to fulfill these orders, and the payout is hardly worth it even if you do, so it's rather annoying that they constantly take the place of what could be a more reasonable task.

7
Mods / Re: [0.95a] prv Starworks v21 (2021-05-08)
« on: September 22, 2021, 05:02:38 PM »
I'm surprised that this mod doesn't get more attention. The sprites have become truly beautiful over time and versions (the multiple color pattern types on prv ships look especially great!), it has fun weapons, the factions are well made and come a few of their own unique mechanics, and it has the hallmarks of a polished faction mod such as unique battle stations.

I wonder if the OP could be updated to better reflect the newer content.
By this point, it's such a constant in my modded games that I tend to forget that not many people appreciate it as much as I do.
Cool factions in cool systems, cool ships, cool weapons, cool hullmods, cool Vayra's Sector bounties, etc. Anyone who doesn't give this mod a (second?) chance is frankly doing themselves a disservice.

8
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: September 21, 2021, 12:13:03 PM »
For a ship that has to be restored and costs about as much as a Doom to deploy, the Clipper seems kinda weak.
Sure, its built-in features and weapons are cool, but it's not winning me the fights I could easily win with other ships in its deployment cost range.
Or maybe I just suck at missile ships. Might have to do some experimenting.

9
Mods / Re: [0.95a] Industrial.Evolution 2.2.f - Campaign content expansion
« on: September 12, 2021, 08:42:04 AM »
Is it just me, or do Courier Ports don't work properly?
I created a contract to restock a Supercomputer with a Gamma Core from my main storage every three months. It seemed to work fine at first, but eventually, I got an intel log saying that the Supercomputer was running out of cores. I never noticed a message saying that a delivery failed, but I assumed the couriers were attacked on the way, even if that seemed unlikely since the storage and the destination were literally orbiting the same ice giant. Anyway, I figured I could do without the income bonus for a couple months and just continued exploring. After getting a couple logs saying that my Supercomputer was starving, I got an entry about the next Gamma Core delivery, soon followed by an entry saying that it was successful and guess what? I got no message saying that the Supercomputer picked it up and kept getting messages that it was still hungry. The "deliveries" that followed months later showed the same results.
Spoiler for exploration content, still Courier Port-related
Though I'm not as certain about this one, I also tried using the Courier Port for interstellar deliveries between Hull Forges, Ancient Labs, and Hull Deconstructors, and I'm fairly sure I lost a couple printed ships and Forge Templates while doing so, possibly the same way I lost the Gammas.
[close]
Needless to say, I have built up enough of a paranoia of the ports that I do the deliveries myself now.

10
Spoiler-ish suggestion:
Spoiler
I run into way too many worlds that would be great for Soil Nanite farming if they didn't have transplutonic or volatile deposits, and while thinking of ways of dealing with it, I thought of the planets in Opuntia, which The Mess has stripped bare of all their resources.
That made me think... what if we could harness this power? What if there was a way to gain some degree of control over The Mess and use it to strip our own worlds of those pesky transplutonics and volatiles? Maybe there could be a Seele-like event which would give you something like that? Perhaps a blueprint for a Mess-based mining industry that actually depletes resources? Or maybe a Mess-based item that does the same when installed in mining?
Mind you, I have no idea if this is feasible from a technical standpoint or if it would be worth the time investment, I just thought it'd be cool to have some sort of pathway to free up worlds for Soil Nanites.
[close]

11
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: September 02, 2021, 07:52:09 AM »
Suggestion: a "Magnetic Shield" structure that would suppress the "Irradiated" condition.

Deploying magnets at L1 Lagrange points to protect planets from a star's radiation is among the most popular suggested terraforming techniques. It's not high tech and definitely not Clarketech. I didn't suggest it before since I didn't see much use for it, but now that I finally got a chance to get into 0.95, I'm finding a good number of No Atmopshere worlds that would be good Refining/Fuel Production markets if they weren't Irradiated, and nothing in this mod seems to address it.
If added, I personally think it'd be relevant and realistic enough to be default, but if you're apprehensive about that, you could make it an option like the Harmonic Damper or Agrav Field.

12
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: August 31, 2021, 03:12:11 PM »
Yes, that would be a more accurate description, but I had to look up the meaning of "Paraterraforming" and I assume most other users won't know what it means either. Same with creating a planet type called Ecumenopolis - most players won't know what that refers to (unless they've played Stellaris).
Well, this mod could be the Stellaris in this case and teach the meaning to the players. They would see "Paraterraforming" and perhaps become confused, but then they'd see the icon and description and quickly make the link between the word "paraterraforming" and domed, earth-like environments, adding it to their lexicon.

Again though, this isn't a big deal.

13
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: August 31, 2021, 12:30:38 PM »
This is an extremely late suggestion for how insignificant it is, but wouldn't "Paraterraforming" be a better name than "Domed Cities?"
I feel like it fits the mod better and see no conflict between the name and the structure's function or description.

14
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.0)
« on: May 10, 2021, 03:22:15 PM »
You could add something like this to the description:
Quote
These mass drivers were designed solely with terraforming in mind and were subject to strict pre-Collapse laws meant to limit misapplications such as weaponization and smuggling. A hardcoded failsafe in their exclusive software precludes their construction on planets without an abundance of water-ice.
We now have items with similar restrictions, so the existence of structures just as picky would make sense, if you ask me.

15
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.0)
« on: May 10, 2021, 08:51:26 AM »
Realistically, Ismara's Sling should give an accessibility bonus.
Mass drivers and launch loops are often mentioned alongside space elevators and skyhooks as means of cheaply going to space, so having them and using them solely for the purpose of transporting water-ice seems silly.

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