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Starsector 0.97a is out! (02/02/24)

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Messages - beholdadam

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1
Load Monitor with Hardened Shields, Stabilized Shields, Shield Conversion - Front, Hardened Subsystems (could be anything), Vents 13

Rename type of Frigate to something

Save to any autofit slot

Apply autofit profile to with these options: Use ordnance from cargo, Use ordnance from storage, Strip before autofitting.

Results in...

Load Monitor with Hardened Shields, Stabilized Shields, Hardened Subsystems (could be anything), Vents 16

2
General Discussion / Re: How to remove (s) mods / s-mods /smods
« on: May 03, 2021, 05:09:33 PM »
Yes you can modify the save file. Make sure you make a backup first, in case you do anything wrong.

Search through the save file for the ship's name. About 2 pages after that (depending on how many weapons the ship has), you'll see some text that looks like this:

Code
<hM z="43705">
<st>comp_hull</st>
<st>hardenedshieldemitter</st>
<st>hardened_subsystems</st>
<st>solar_shielding</st>
<st>safetyoverrides</st>
<st>frontemitter</st>
</hM>
<pM z="43706">
<st>comp_hull</st>
<st>hardenedshieldemitter</st>
<st>hardened_subsystems</st>
</pM>
<sMods z="43707">
<st>hardenedshieldemitter</st>
<st>hardened_subsystems</st>
</sMods>

If you want to get rid of the S-mod for hardened subsystems, for example, just remove the 3 lines where it shows up. That'll get rid of the hullmod entirely from the ship.

I love you.  Thank you!

3
General Discussion / How to remove (s) mods / s-mods /smods
« on: May 02, 2021, 06:39:37 PM »
Due to how short the term is, I couldn't find any good search results, but is there a way to remove (s) mods, say, on a ship that has a very limited production run? I know there isn't a legitimate way in-game to do this, but surely there is a way to modify the save file?  I'd like to avoid using a mod, since the game tracks that.  Thanks, and my apologies if this has (surely) been asked a million times... I've constructed this post to perhaps be picked up by the search feature a littler better.

terms: (s) mods, s-mods, smods

4
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 30, 2021, 03:50:29 PM »
...
  • Fixed issue with "improved" tech mining actually being 4x less effective
...

Oh. My. [REDACTED].

5
Suggestions / Re: Black Hole Interaction with Stars Maybe?
« on: April 29, 2021, 10:33:58 AM »
That. Is. Amazing!  Thank you.  I really, really, really love this game and its people.

6
Suggestions / Black Hole Interaction with Stars Maybe?
« on: April 28, 2021, 11:58:01 PM »
It would be lovely if you could see a star's mass being pulled into a black hole... https://imgur.com/a/iB0UzbO

7
Bug Reports & Support / Re: The Typo Thread
« on: April 28, 2021, 10:19:33 PM »
[REDACTED]

8
General Discussion / Re: Pather Interest List
« on: April 28, 2021, 10:18:39 PM »
Oh! Okay, that makes sense!  Thank you.

9
General Discussion / Pather Interest List
« on: April 28, 2021, 09:21:28 PM »
The Pather Cell interest values seem to have changed since last year and even recently.  When I search for them, most of what I see says certain things count as zero, when they count as 4, such as ground defense.  Does anyone have an updated list?

10
Honestly, all I would do is:

"A quote about robbing Peter to pay Paul, something, something..."

  • Every month (or after being deployed in combat) there is a chance a d-mod will transform into a different one.
  • No d-mod is ever permanent.
  • Negative effects are reduced by 50%.
  • Elite: Maximum d-mods is 5 -> 3.
  • Elite: Supply cost to recover from deployment reduced by 20% -> 33%.

Compromised Armor
Compromised Hull
Compromised Storage
Damaged Flight Deck
Defective Manufactory
Degraded Engines
Destroyed Weapon Mounts
Erratic Fuel Injector
Faulty Power Grid
Glitched Sensor Array
Ill-Advised Modifications
Increased Maintenance
Malfunctioning Comms
Phase Coil Instability
Structural Damage
Unreliable Subsystems

11
General Discussion / Re: How to deal with pirate activity?
« on: April 28, 2021, 10:11:03 AM »
I have -3 rep with pirates, but I guess there isn't honor among thieves, as they are more an ideological construct than a structured organization, so there isn't diplomacy with them in the typical sense.

12
General Discussion / Fully automated combat?
« on: April 19, 2021, 04:05:26 PM »
Hello!  Is there a mod or option or configuration that allows for fully automated combat?  Thank you.

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