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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 - Rasip

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1
Mods / Re: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion
« on: February 06, 2024, 09:59:25 PM »
Requires MagicLib

MagicLib has moved to a new owner.
https://fractalsoftworks.com/forum/index.php?topic=25868.0

Also, on launch it instantly crashed saying lunalib is required.

2
Mods / Re: [0.95a] Autosave v1.1c (released 2021-03-26)
« on: April 01, 2021, 08:19:22 PM »
Any chance of a new feature being added? Specifically, using save copy instead of overwriting the save?

3
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: January 30, 2020, 01:30:04 PM »
I don't know of a command to move a jump point, but i have seen them close enough to giant stars to take damage trying to jump without unknown skies. I know i have seen that with nothing but Nexerelin and think i have in vanilla.

Making giants bigger probably makes it more common though.

4
Modding / Re: More Officer Skills
« on: January 25, 2020, 01:04:45 PM »
This is because OfficerLevelupPluginImplMod gets called every time you open the inventory.

Is there a way to not do that? It adds 1.5 seconds every time i open my inventory.

5
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: January 25, 2020, 12:21:46 PM »
A, if you don't have enough people or enough cargo space you burn through supplies much faster.

B, bounties tell you what you will be fighting and the game assumes you paid attention in the tutorial so you will know you can't take on a much larger fleet of bigger ships.

C, easy mode increases the damage your ships do and reduces the damage they take.

D, the game supports most common resolutions, if you have a weird screen with a nonstandard resolution that is on you not the dev.

E, bounties have a time limit. If you are too slow that is on you. Most give you 120 days.

F, bounty hunting requires you to have a decent fleet of ships in good condition. If you are taking tiny fleets of busted up ships with garbage weapons against pirates that is your mistake.

Stop by the bars at the stations/planets. You can often get cargo carrying jobs that provide the cargo and pay you 20-50k once you have a couple freighters you can make 120k or more off a single run.

Do exploration/salvaging missions to make money and get better weapons or even advanced ships if you are lucky.

6
Mods / Re: [0.9.1a] Another Portrait Pack v1.2
« on: January 25, 2020, 12:01:29 PM »
It is working now. Weird. The other day it just sat with that spinny thing for 5 minutes.

7
Mods / Re: [0.9.1a] Player Station Construction (v3.0.0)
« on: January 24, 2020, 10:34:11 AM »
With just that tiny piece on the log file there isn't much we can tell you, but unknown source usually means you didn't activate the required library mods.

8
Modding / Can i request a bit of an odd mod?
« on: January 22, 2020, 06:05:05 PM »
I'm wanting a mod that increases the purchase cost of ships (destroyers x2, cruisers x5, capital ships x10) while at the same time reducing the chance of recovering them from combat (destroyers 25% lower, cruisers 50% lower, capital ships 90% lower).

Is there a way to do that with a mod or would it require editing every ship individually?

9
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: January 20, 2020, 05:48:06 PM »
Any chance you can add a config option to disable nuke and "toggleai enemy off"?

10
General Discussion / Re: orbital ring and planet conditions
« on: January 19, 2020, 11:47:45 AM »
Are you adding the condition in game or editing save file?  I don't think it is possible to do it the first way.

11
The suspicious cargo hit is usually because you have a lot of something that was bought on the black market recently. It doesn't have to be illegal, just something that was heavily traded without being taxed.

I haven't seen my own patrols pulling me over though. Are you in a system with another faction?

12
Modding / Re: Hullmod Expansion Disappeared/Taken Down
« on: January 17, 2020, 04:28:14 PM »
Will removing the mod crash my save if i don't remove the hullmods from ships? Will it load up just fine but my ships just have unused op?

13
Modding / Re: Hello, how would you edit or make a hull mod?
« on: January 17, 2020, 04:25:54 PM »
That "ship.getHullSpec().getFighterBays() <= 0" is the part that tells it you can't add it to anything that already has fighterbays. Change the 0 to 6 and it should be addable to every carrier.

14
Thanks. This will make figuring out why some ships seem to perform much better/worse than expected easier.

15
Mods / Re: [0.9.1a] Logistics Notifications 1.3
« on: January 15, 2020, 07:32:15 PM »
Your screenshot is throwing a bit of a red flag. 412 supplies using 10 a day will last 510 days? Shouldn't that be 41? Or is it calculating based on the normal usage and not the current usage which spikes for repairs and regening CR?

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