Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

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 - MapleDaddy__ TTV

Pages: [1] 2
1
Modding / Re: [0.95.1a-RC6] Alkemia Armoury
« on: November 28, 2022, 10:33:16 PM »
Getting the same error as above. Do you have Roider union as a dependent without stating such?

2
Mods / Re: [0.95.1a] Too Much Information 0.9 BETA
« on: October 13, 2022, 10:46:44 AM »
Immediately being jammed into my stream playthroughs for the forseeable future, due to being able to show stats. Thanks a ton for making this!

3
Mods / Re: [0.95a] Capture Officers and Crew
« on: April 29, 2022, 09:12:09 AM »
Because there isn't anything stated here, I'll do so for the good of anyone coming to download this mod in the future, from what a few have pointed out, the Author is MIA and it likely won't be fixed (If it is fixed down the line I'll delete this, maybe.) But currently, Capture crew has a memory leak bug where EVERY officer gets loaded into memory. That doesn't sound too bad on the outset until you realize most fleets have about 6 or so officers, sometimes more, which will add up fast. I'd seen a post a while ago, think it was on the discord, where someone posted a crashlog and it was capture crew eventually just killing their save. If you download this mod, you're loading a ticking time bomb into your mods, there's no telling when it'll go off, much like Beyond the Sector, which, unsurprisingly is also made by the same author.

4
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: April 15, 2022, 08:50:55 AM »
1.03.32
 - Replaced Gogol Hmod - Attuned coils
 - Tweaked Gogol variants
 - Google Afflictor S>M.Mounts
 - Added Google Phantom
 - Added WING_NO_DROP to hopefully fix ***
 - Added custom converted hangers (no penalty to fighters)

1.03.31
 - Gogol HMod fix
 - Armstrong Station event tweak

Links updated:

You might want to add that your settings you uploaded also has the base campaign zoom and combat zoom both set to 5.0, which causes a ton of lag on modded playthroughs.

Also I did what Mr_8000 suggested and added no_bp_drop to all the wings and that worked, though the last update you put out didn't fix it, so you might want to make that change in the next update

5
Bug Reports & Support / Re: Slipstream looping and doing weird things.
« on: April 08, 2022, 10:36:40 PM »
The only thing I have affecting hyperspace as a whole is Adjusted Sector, and something I noticed is that the systems I was around were slightly overlapping in some ways, or just really close. I think what's happening is when the ghost goes over a system, it looks for another system to move through, and in this instance it just kept going over all the systems in close conjunction to each other. I know that things like this happen in Vanilla too, where the systems just mess up generation slightly and generate close to each other, so maybe putting in a vector search, and a minimum distance? Like if headed 90 degres to the west, only continue in vectors of within 90 degrees either north or south. Not sure of what I said made sense there, just came home from a long day of work, heh.

6
Bug Reports & Support / Slipstream looping and doing weird things.
« on: April 08, 2022, 12:37:39 PM »
Someone from my chat while I was streaming said that you were looking for saves that had some weird things happening with the slipstreams. Now the save is heavily modded, so I'm not sure if you can use this, but I don't have anything that alters the slipstereams at all, and I came across a bit with the slipstreams looping in on itself and doing other weird things. Video included as well.

https://clips.twitch.tv/TiredHelpfulKangarooTheRinger-iy2odWAxGbXvi2TR

And here's the save itself, compressed with 7zip. https://www.dropbox.com/s/nplx55ebh0x9eod/Looping%20slipstreams%20save.7z?dl=0


7
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: March 22, 2022, 09:34:37 AM »
I technically do have one that alters the drops, but it shouldn't affect what drops, as it just increases the number of blueprints per drop, so instead of 1-3 per raid I get 3-7. I add so many factions that I just feel like 1-3 is so underwhelming. So yes, it does alter the drop, but I don't think it should affect the drop table at all. Lemme question the creator of said mod and I'll get back to you.

8
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: March 20, 2022, 12:36:18 PM »
Had a crash while raiding for blueprints, though the crash doesn't point specifically to KoC, I searched my directory for where the thing came from and it was from KoC.
https://pastebin.com/sjmj79Sg

The image attached, however does point this way, the wing is only found within the KoC files. Dunno if you removed this, but just forgot or something.

[attachment deleted by admin]

9
Really needs to be a confirmation window when hitting either of these buttons in the refit screen. If you don't want to fully pull the trigger on adding this feature, add it as a config option, and let the user decide if they want the confirmation. Nothing feels worse than making a loadout, then going to hit Run Simulation, then accidently hitting strip instead because the buttons are next to each other. Same with hitting Undo when you go to set weapon groups. Yes, the hotkeys exist, but my dumb self can't remember things well, and hotkeys are the last thing I'll ever remember.

Also, reminder to put missile HP in tooltips. thanks.

10
Suggestions / Re: Search function in refit screen.
« on: February 21, 2022, 05:40:55 PM »
This is an excellent suggestion, right now I think it's sorted by OP top to bottom but being able to sort by range, damage, damage/sec or flux/damage would be great!

It's currently sorted by OP cost, then I really don't know how it sorts when things cost the same OP, because goddamn it really feels random. Maybe it sorts by the item tag in the files, because it's definitely not alphabetical last I saw.

11
Suggestions / Search function in refit screen.
« on: February 20, 2022, 04:07:05 AM »
This is mostly a suggestion that'd relate to those running tons of mods, but as someone that does that, I would love a proper search function for filtering out weapons in the refit screen, maybe for hullmods too. Weapons mainly by primary damage type, maybe? Maybe range filters too? Would love a bit of QOL changes regarding that, or open up the ability for modders to change up the refit screen via a mod. (If that option isn't already available, not sure how much of the UI is able to be modded.)

12
Suggestions / Missile HP in tooltips.
« on: February 13, 2022, 12:48:43 PM »
Please, please please, put missile HP in tooltips. I'm tired of having to delve into the files to find out why X missile is so much easier to get shot down than Y missile, when they have the same speeds and everything, only to find that one missile has 100 hp and the other has 350, for example. It shouldn't be hard to display that number in the tooltip, right?

13
Mods / Re: [0.95.1a] Modern Carriers 1.8.2a
« on: February 05, 2022, 06:42:53 PM »
I was fighting the domain explorarium drones with Ironshell when this crash happened, and it mentions Modern Carrier by name, so I figured I'd post it here. https://pastebin.com/b1XcGAes

14
Is there any way to solve Legio's war weariness issues? they accrue so much and never declare war or want to go to war, I like allying with them for my playthroughs, but when they vote no on literally every war declaration because they have almost 200k war weariness, it make things hard to enjoy being in an alliance with them. https://i.imgur.com/SSr2xtg.png
The war weariness mechanic wasn't really meant for hostile-to-all factions like Legio. I could implement a new trait to negate this effect like Timid suggested elsewhere, assuming I don't find another solution.

(On that note, are they already hostile to the target of the war vote? I probably ought to make this situation an automatic yes vote)

Sorry bout the late reply, I forgot to check for a reply. I don't forums often haha. Thing is, Legio actively seeks out peace when allied with the player, voting yes for peace on everything, and rarely ever voting yes for war. It can even be observed how the war weariness affects Legio in that within the first cycle of the player making their first colony, and by extension, their faction, Legio reaches out for a ceasefire, allowing the player to explore Legio's system with them just being inhospitable. Legio is supposed to be a late game, pirate-like megafaction, they have nearly 100k ground defense on their capital for example, and from what I gather, Legio should love to be at war. They have Stalwart for -33% weariness gains, but it isn't enough, not even close.

15
Mods / Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
« on: January 02, 2022, 06:15:48 PM »
I also need to add, when I took Tototchic over, only modifying the upper end of max industries, it was over the cap of 4 for it's current value when I took it over, so you may want to look into it if it was something you overlooked.

Pages: [1] 2