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Mods / Re: [0.9.1a] ScalarTech Solutions 0.1.4a - Yes, I made another faction mod
« on: July 22, 2020, 01:05:09 PM »
Is it even legal to make ships this beautiful?
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Rather unfortunate. i can assure you, i will attempt to rectify this issue as soon as i canNice, I looking forward conquering the sector with my watermelons
Well, I have no intention to buff them, they are deceptively strong already if differently from before. And the new system is clearly a huge buff for both of them, especially in player hands since you can precisely turn around now, and much more reliable.
Probably not save-compatibleCan anyone confirm this please
Thanks manQuoteDoes this bug still exist?
Nope. I mean, it is still there, but you will never met it. Boggled add a script to open a colony management screen next moment after station built. So, all you need is close that menu and keep playing as nothing happen.
Known issues:Does this bug still exist? I like the idea of this mod but I don't trust myself enough
-If the player does not open the colony management screen very soon after creating a new market, there will be a bug related to population growth. I have no idea what causes this, but my workaround is to open the colony management screen as soon as the market is created to avoid it.
I just realized that this is the name of the program and I am actually an idiot
You can is using the GPU-Z.
Yep I did that, allocating RAM to the game.
Sorry I don't know how to do it in win7 and most videos and tutorials I found show how to do it in win10
Have you checked how much vram is being used?
That video card has 512mb of vram... This is not enough.No it is 2Gb ,and as I said, the game works just fine My only problem is saving that worked just fine until today