Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - beholdadam

Pages: [1]
1
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 18, 2024, 09:22:05 AM »
I like to only use frigates and slot in commanders when I find them - AND I'M NOT SORRY.  ;D

2
Mods / Re: [0.9.1a] Interesting Portraits Pack || 375!! || (v1.2)
« on: April 12, 2024, 11:19:27 AM »
Do I need to do anything to get this to work with the latest SS version?  These look amazing.

3
General Discussion / Command lines arguments?
« on: April 06, 2024, 12:18:57 PM »
Sorry, I search for this and only see the cheat commands in game.  I'm hoping there is a command line argument that bypasses the screen settings when I want to play every time?

4
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

5
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!

6
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

7
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].

8
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.

9
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

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

11
General Discussion / Re: Pather Interest List
« on: April 28, 2021, 10:18:39 PM »
Oh! Okay, that makes sense!  Thank you.

12
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?

13
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

14
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.

15
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.

Pages: [1]