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Starsector 0.98a is out! (03/27/25)

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Messages - JustThatGoo

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Oh wow, it's DR! I wasn't aware of the codex creating a leak in campaign instances. I will address this very soon and sorry for the inconvenience it caused!

Any news on this update? It's the only reason I don't have this great mod on my 0.98 runs ;p

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Thanks for the update!

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Hey, hey, people! Does anyone know if this awesome mod by Tartiflette can be EASILY UPDATED to STARSECTOR v0.98a RC5? I mean, Thalan Shipworks has been updated with nothing more than adding a tag descriptor to a weapon that needed its "Primary role" (Assault). Last patch, someone here gave me some general instructions and that worked like a charm. Let's hope this mod won't end forgotten by the community. That would be very sad... :'(

There is an unofficial 0.98 update on the Corvus discord with credit, though it does extensively 'balance' the mod and overhaul ship features, mechanics etc. to keep it up to date with latest Starsector versions. Does have a surprisingly detailed changelog though. Otherwise just updating MnHebi's version's mod_info.json will work

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Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: April 20, 2025, 07:18:07 AM »
Hey, I wanted to use this mod but it seems that it hasn't been updated in a while.
Are there any alternatives or something ?

Yunru's updated mods are here now: https://www.patreon.com/posts/0-98a-mod-125459046

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Bug Reports & Support / Re: Friendly AI Flux management
« on: April 08, 2025, 08:29:04 AM »
I’ve also been seeing comments on the discord and threads on Reddit about the combat AI not reacting well with their own flux levels or just not reacting normally. Everything from not willing to take some hull damage or back a little behind allies to lower their shield, to turning directly away from adjacent enemy ships. Lowering shield early as if it’s already afraid of overloading (at ~15% hard flux) is also reported instead of just staying with allies to keep pressure or backing a bit behind adjacent allies to lower shields. Ships jiggle a lot more to dodge armaments but now they can’t keep accurate fire. Ships that could handle 1v1’s previously now draw out the fight as it’s too afraid to commit is also mentioned

Comments on this reddit post yesterday: https://www.reddit.com/r/starsector/s/j731L9vL5W

This post today: https://www.reddit.com/r/starsector/s/9oDLCAAgPU

Another one just an hour ago: https://www.reddit.com/r/starsector/s/mW5pg34BGX

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Mods / Re: [0.95.1a] Lightshow 1.41 (2021/03/27)
« on: April 07, 2025, 07:06:23 AM »
Updated by Nia Tahl on their Patreon
https://www.patreon.com/posts/lightshow-nia-ed-82636032
0.96a is here!

Link is no longer effective (Nia's post has either been hidden, or removed).  Neither does her profile here link to an updated version or post with a link.   :(

Edit:  First try with 0.97a-RC11 seems to work without issue, regular mod_info.json file edit is required of course.

Here's a google drive of Nia's update: https://drive.google.com/file/d/1KQVzXqE8rF6GiKI3AvH6Kf9QWL1cfcCL/view?usp=sharing

(with my 1 line updated in mod_info to make it work). I'll take it down once Nia uploads it on his github or discord/whatever

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Modding / Re: [0.96a] ElvenSector 0.1.1
« on: August 30, 2023, 04:22:48 AM »
It's time for a Dwarven Sector. Could go DF style with Granite/Bauxite/Lava weapons and other stone type style ships, could go Rock and Stone, could go traditional tolkien mixed with 40K. The floodgates have opened for those who dare

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Mods / Re: [0.95.1] Yunru Core +
« on: August 18, 2023, 09:02:50 PM »
How do I get the updates for the mods? Can't find a way to get to the discord??

Here's the SS discord: https://discord.gg/starsector You can find mod updates in the #mod_updates channel. To search for a mod authors posts in a channel you can type this in search "from: yunru in: mod_updates" without the quotes to get this specific mod authors posts in #mod_updates. They have combined everything into the Yunruverse

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Mods / Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« on: August 02, 2023, 11:55:05 PM »
This is feedback about your Beta on discord but I would really like DomRes to stay on the main mod and not be moved to Brighton mod. Mainly because I don't want to use that faction

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What does the "CommerceBalanceChanges" setting change? Tried searching through the posts here but couldn't find out exactly

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Mods / Re: [0.95.1a] WhichMod 1.2.1
« on: January 29, 2022, 12:09:33 AM »
This mod is a must have on large modlists! Or any size if you're forgetful or haven't played in a while. Would it be possible to extend towards planet buildings/industries added by mods? Maybe even to mod added questlines/bar events at the start of the event?

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Mods / Re: [0.95.1a] Nes's SAW 1.6a
« on: January 28, 2022, 11:27:11 PM »
Have to say I never saw the link between Sunder and Tsundere until now. My mind is now as corrupted as when it was pointed out how many ships have faces on them :L

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Mods / Re: [0.95.1a] Underworld 1.7.1
« on: January 28, 2022, 07:41:28 PM »
You sure you guys aren't confusing this with special Bounty ships and unique Mod-ships from bounties? Ship/weapon pack and Vayra's Sector bounty boards both add this possibility IIRC

Edit: Speaking of IBB...That one bounty fleet from this mod that appears at I think lvl 30....Holy crap, is there any other challenge in ANY mod greater than this?? I threw everything at it and ended up having to come back 40 hours later with a max fleet size of 800 and so many other bounty unique ships and still lost 3x

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Mods / Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« on: January 28, 2022, 12:33:47 AM »
Surprised this has flown under my radar! Very excited to try these out, my god that paragon. Just one request though. Could there be an option in config to disable The Reavers of Ludd? Only because I would either have these guys or Legio Infernalis in a game and the Legio can be disabled. I just wouldn't want both piratey factions at once due to their similar colours

I know they're not actually that similar, I just don't want to enable too many pirate factions :L

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Mods / Re: [0.95a] Adjusted Sector
« on: January 23, 2022, 12:33:59 AM »
[snip]... since there are already setting concerning the Blade Breakers - would it be possible to include a world gen setting for Agni from PRV Starworks?

Also interested in this compatibility!

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