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News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Felcaster

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Mods / Re: [0.96a] Adjusted Sector
« on: September 12, 2023, 11:10:08 PM »
Upcoming patch is more or less set of setting files you can replace your own with. So if you already have a working preset in mind you may start already.
As for presets, I'll post early version of them just here in a few minutes.

Sweet, thanks man! Cheers!
Already updated 0.6 archive with presets, also you can find them on previous page as standalone archive, same is in discord.

Yeah I was checking them out! I think I'm going to role with your "unhinged" preset, with some spawn add for angi and a couple tweaks to reduce ruins loot drop. It's similar to my last couple playthroughs. :)

2
Mods / Re: [0.96a] Adjusted Sector
« on: September 12, 2023, 09:14:38 PM »
Upcoming patch is more or less set of setting files you can replace your own with. So if you already have a working preset in mind you may start already.
As for presets, I'll post early version of them just here in a few minutes.

Sweet, thanks man! Cheers!

3
Mods / Re: [0.96a] Adjusted Sector
« on: September 11, 2023, 08:21:58 PM »
Lets goooooo!! I started my first Starsector playthrough years ago with Grand Sector/Nex, and later I switched to Adjusted Sector.

I had no idea how fundamental a massive Persean sector was to my SC experience until I tried playing without on my current save. Even the stop-gap measure with RAT and a custom edit to 1.5 map size just felt like playing on easy mode. I really enjoy the logistics of planning and supplying a long haul to the outer systems.

I'll probably wait for the upcoming patch and then I'm absolutely restarting my game with Adjusted.

4
Hi there, this is a great mod, really enjoying the additional depth added by the new industries.

I think I'm encountering a bug. 3 in-game months back I "liberated" Maggie's station in Ounalashka system. A system I think was added by Roider's Union. There was a salvage yard on Maggie's already before I captured it.
I immediately switched ownership over to the independents. However I am continuing to receive the warning icon at the end of each month letting me know the Salvage Yard is below 30% and decaying.
It doesn't really impact my game, it's just a quirky bug(maybe?) that I thought I'd let you know about.

Thanks for the additional depth you are adding to the game, the Academy in particular meets my personal need to hoard good officers that I'll never ever use.

5
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)
« on: February 12, 2021, 11:49:43 AM »
Ok, darn, that's what I figured. I'll probably be extra safe and just stick with 3.5.1 for now. Thanks so much for the quick response!

Good luck squashing that bug!

6
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)
« on: February 12, 2021, 10:49:47 AM »
Hey, great mod! The Junk Pirates are definitely a must have faction for my Starsector playthroughs.

I experienced the same crashes as the others above (I have not tried the hot update from today). I'm about to start a new campaign, so I figure I'll just go with the current stable version (which looks like it's.... 351?).

My question is, when you finish updating 3.5.3. will it be safe to update from 3.5.1.? Or will it break the save?

Either way, awesome awesome mod, thanks for the fun faction!

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