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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Zr0Potential

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1
Mods / Re: Re: [0.95.1a] Better Colonies 1.86
« on: January 23, 2023, 12:03:36 AM »
Hello, I found out while selling metals that you probably might have missed giving Asher in Canaan the Luddic Shrine market condition  ;D
I wanted to give Luddic Shrine conditions to where the Luddic might place them on habitable worlds somewhat. Epiphany should not have it on second reading of it (removed in next update) since it's a barren world where Ludd might not even set his eye on to be blessed with. Asher is this unique exception of course of not having a Luddic shrine since it is the world that is polluted heavily so that the starships of the Church can move on.

So there's a reason for that after all, disregard what I said then, thought it's like Nex's Pirates/Pather Underground Network condition that applies to their Colonies  ;D

2
Mods / Re: [0.95.1a] Better Colonies 1.86
« on: January 21, 2023, 09:45:02 PM »
Hello, I found out while selling metals that you probably might have missed giving Asher in Canaan the Luddic Shrine market condition  ;D

3
Mods / Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« on: December 26, 2022, 05:52:50 PM »
I also got crash as well

Fatal: kyeltziv_infernium_pulse
Cause: null

and it always crash when I try to join battle against pirate
Me, too, but I was in the battles against the pirates before, so I'm not sure why.

Same, one of the Kyeltziv (P) ships has that "infernium pulse" system, might want to skip the fight or in my case, go into the ship_data.csv and replace its system with burndrive as a hotfix  ;)

4
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« on: December 25, 2022, 07:07:04 PM »
Can you please remove the blocker for using more than 1 Hullmod on a ship (or at least put it on the settings)?
Also if I might suggest maybe add an OP discount for Missile Weapons for Arsenal Autoforge

Thanks  ;D

5
Modding / Re: [0.95.1a] Payout Tweaker
« on: November 17, 2022, 07:12:03 AM »
Gratz on the release, King

6
Suggestions / Re: Fix Cryosleeper and Hypershunt rounding errors
« on: October 24, 2022, 06:15:34 PM »
Towing Cyrosleepers sounds very nice, there's nothing more discouraging to find a Cyrosleeper in the middle of a barren Constellation or a few years farther than your Colonies, maybe with the use of an AI Core to revive the engines?

7
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.1
« on: October 21, 2022, 04:52:28 PM »
Sad to see your comment about mutual exclusivity but if I might ask would you be okay with modifications for personal use?
And if yes can you tell me which part of the code that controls it?

Thanks

8
Mods / Re: [0.95.1a] Attuned Drive Field Hullmod [new mod]
« on: October 07, 2022, 05:19:37 PM »
What do i have to do to make this hull mod discoverable. I do not want to have it imideatly. I have made a change in that on exel file in mod data but it seems that this didnt do the trick.

Remove "TRUE" from unlocked

9
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.1
« on: October 04, 2022, 09:03:25 PM »
Whoa this is very nice, looking forward to trying it out for my next playthrough

Some of the upgrades are gonna be overlapping with Extra Systems Reloaded Augmentations though, wonder if we can disable some of them

Thank you. Unfortunately, I don't play ESR, rather I use Exotica Technologies so I can't help you with that. Though the suggestion of having a toggle on/off option for each upgrade in settings.json is a welcomed idea.

Oh yeah I'm still using ESR because of my current save but I'm pretty sure Exotica has their own Exotics in line with ESR's Augmentations though

10
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.1
« on: October 02, 2022, 07:31:37 PM »
Whoa this is very nice, looking forward to trying it out for my next playthrough

Some of the upgrades are gonna be overlapping with Extra Systems Reloaded Augmentations though, wonder if we can disable some of them

11
Mods / Re: [0.95.1a] Better Colonies 1.86
« on: September 28, 2022, 02:02:33 AM »
Changelog 1.86:


  • Removing ruins should re-generate a new seed hoping to ensure a more variety of special items.
  • Luddic Shrines will spawn an NPC contact that allows you to remove the shrine or develop the contact for some reputation gains with the Church.
  • Luddic missionaries will not knock on your door if any new condition applies: pollution, pather cell, lack of a comm relay, or negative rep with the Church.
  • Cryosleeper officers may be available to hire as mercenary officers.


Nice work, can't wait to try out the new update  ;D

12
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 22, 2022, 06:34:11 PM »
I seem to not be able to find any N-brane Oscillators in my current game run. I have at least one or two of everything else, just not the Oscillator, which kinda sucks cause it's awesome, and I have a lot of high gravity worlds.

If there is any advice I appreciate it, or is this a random pull not being nice?

Just luck man, I got a ton of Atmospheric Mineralizer and Stellar Reflector Core on my last run when I've been looking for Tectonic Attenuator  :'(

13
Modding / Re: Jar file and editing it
« on: September 12, 2022, 07:16:09 PM »
I'm not smart enough to figure out Intellij and all that jazz so I just use Recaf

Just load the .jar file you wanted to edit (don't forget to make a backup) and do your thing, save/compile it, then export it to a new .jar file

14
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« on: September 10, 2022, 06:03:22 PM »
2.0 teaser:
New Cowboy-class Light Carrier frigate using Doldrums Chainguns, a new premium small kinetic ballistic that will be featured on the Rocksaw heavy fighter, replacing its Assault Chaingun.



Old Cowboy sprite will be used a for a support-oriented carrier to supplement the new Roider destroyer carrier, the Calidor:



Cool, not really a fan of winged spaceship in general but looking forward to it  ;D

15
Oh yeah I just realized that I haven't seen any S-Modded enemy fleets in a long while too, even in Nex Vengeance Fleets

Hope you find a workaround or follow vcuaoiwk's solution

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