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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Zr0Potential

Pages: [1] 2 3 ... 8
1
Halo, is there a reason why Nex spawns a Ground Defenses in Agreus? I'm using Ko Combine mod and now I have both Ground Defenses and Heavy Batteries
Nex adds the Ground Defenses as part of its 'enhanced vanilla markets' setting. I'll make it so it doesn't add the GD if the Heavy Batteries from Ko Combine are already there.

Well that explains it, what and where does the Enhanced Vanilla Markets add anyways?

2
Halo, is there a reason why Nex spawns a Ground Defenses in Agreus? I'm using Ko Combine mod and now I have both Ground Defenses and Heavy Batteries

This only happens when Nex is enabled (tried disabling IndEvo first but Ground Defenses still present), I've also checked the Arcadia.json, for the KoC mod it's supposed to be Heavy Batteries while the vanilla .json has no Ground Defenses/Heavy Batteries, modlist below

Spoiler
{"enabledMods": [
  "Everybody loves KoC",
  "IndEvo",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "nexerelin"
]}
[close]

3
Mods / Re: [0.97a] Terraforming Made Easy 2.4.1
« on: May 11, 2024, 10:30:08 AM »
Has anyone tried both this mod and DIY Terraforming? I'm only using DIY for the radiant Scarred Spacer quest anyways
Have tested it with DIY and haven't gotten a crash, though the industry build list will get very long. Other than that it should work at the same time.

Good to know, I'll be taking this for a spin then, thanks

4
Mods / Re: [0.97a] Terraforming Made Easy 2.4.1
« on: May 11, 2024, 06:36:02 AM »
Has anyone tried both this mod and DIY Terraforming? I'm only using DIY for the radiant Scarred Spacer quest anyways

5
Please pretty please update this mod!

This is so awesome =)
I was wandering through the mod directory looking for the origin of my favorite ship - Cassowary. And here it is =)
please continue your updates and support of this mod.

This mod still works fine on the latest version iirc. There are a few bugs yes but most of the stuff works fine. I'd like to take this as my next maintainer project after Unknown Skies but due to a pretty busy irl schedule for a good while I wouldn't count on it just yet.

That would be awesome (if possible), appreciate the great work you've done with Unknown Skies

6
Mods / Re: [0.97a] Roider Union 2.1.0
« on: April 22, 2024, 04:34:44 PM »
Roider expeditions don't exist anymore. There are only mining expeditions atm.

Coming back I hope? I loved how alive it made the sector feel and I liked to tag along and see if I could scrounge up some good tech too :D

Aww that's too bad, I was starting to like em

7
Mods / Re: [0.97a] Interstellar Imperium 2.6.4
« on: March 07, 2024, 09:56:38 PM »
I'm sorry, I love this mod, but I just couldn't stand them, so I made mine. https://i.imgur.com/rz3tUt0.png

While I do not agree with the ones you made, I do agree that the ones that come with the mod are really taking out the immersion (especially for the Rome 2 cover guy, he's way too memorable)

8
Mods / Re: [0.97a] Roider Union 2.0.3
« on: February 19, 2024, 12:05:30 PM »
Expeditions are gone atm. I forgot to mention that in the changelog, sorry.

I've been wondering what exactly are expeditions? Are they just more things to kill when you're exploring or there's something more to it?

A brief explanation in the front page would be nice

They were basically NPC expeditions that you could encounter.  They would be heading to far off star systems collecting loot that they've gathered and stashed.  Most of the time I find the systems with the stashes before I ever find the expeditions though.  The systems with the stashes would have lots of stashes located around the system that you'd need to use the Neutrino Detector to find.  If the expeditions find you looting their stashes they'll be unhappy however.

That sounds very cool, thanks for the info

9
Mods / Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« on: February 19, 2024, 12:04:55 PM »
Hey King Alfonso, I updated the mod for the new update along all my other mods but I've isolated a fatal crash to HMI on loading the game, stating

Fatal: Error loading [data.scripts.weapons.SignpostOnHitEffect]
Cause: data.scripts.weapons.SignpostOnHitEffect
Check starsector.log for more info.

If there is anything I might do to get around that, and thanks as always for your amazing work!
Probably due to the Signpost being removed
-Removed Signpost, McGuyver and Kane weapons; already existing weapons fulfil the same role and better.

10
Mods / Re: [0.97a] Roider Union 2.0.3
« on: February 18, 2024, 12:01:17 PM »
Expeditions are gone atm. I forgot to mention that in the changelog, sorry.

I've been wondering what exactly are expeditions? Are they just more things to kill when you're exploring or there's something more to it?

A brief explanation in the front page would be nice

11
Mods / Re: [0.97a] Roider Union 2.0
« on: February 12, 2024, 11:42:49 AM »
Aww sweet new update

12
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 18, 2024, 04:52:39 PM »
Chiming in on the dominator hate, my endgame combat fleets that do everything always include at least 2 14th dominators because they're absolute beasts when supported. If anything dominators are the benchmark of 25 DP cruisers and i regularly rate modded cruisers against them.

Yeah the Dominator is too good for just 25 DP, 2 large ballistics & solid line holder for that price is just too good, maybe raising it a bit to 27/28?

13
Mods / Re: [0.96a] DIY Planets - Terraforming and more! Community Edition
« on: January 17, 2024, 06:52:31 AM »
Industrial Evolution overwrites the star interaction dialogue as part of dealing with an issue outside the scope of this mod. I've already brought up the issue with SirHartley. For the moment, if you're running both DIY Planets and IndEvo, you're not gonna be able to deploy the hypershunt rig.

Hope we will get some kind of workaround/compatibility patch since both mods are too good to pass up

14
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: December 09, 2023, 05:29:52 PM »
Just confirming again that the latest download still crashes on old saves due to ship ids being changed with the albatross (and possibly other ships)
I know, im sorry about it, but albatross name was taken, hence why its called pelican now. I just finally got to replacing the name in the ship ID. You can try renaming the ID and versions and world ship list names.

Had to be done, like pulling one of those rotten teeth...

Oh yeah that has bothered me since back then, good to know it's finally fixed

15
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.1 27/11/23
« on: November 30, 2023, 04:15:38 PM »
Question, is there plans to integrate nex mod update checker?
idk what that is and i will look into it.
It would amount to adding a \mods\<modname>\<modname>.version file with the following contents (using another's mod as an example):
Code
{
    "masterVersionFile":"https://www.dropbox.com/s/q5z5wry7bnxkvus/RealisticCombat.version?dl=1",
    "modName": "Realistic Combat",
    "modThreadId": "24855",
    "modVersion": {
        "major": 1,
"minor": 33,
"patch": 4,
    }, "starsectorVersion": "0.96a-RC10",
    "directDownloadURL":"https://www.dropbox.com/s/u1e3cpwiv9c0k2d/RealisticCombat.zip?dl=1"
}
And also a '\mods\<modname>\data\config\version\version_files.csv' file:
Code
version file,,,,,,
RealisticCombat.version,,,,,,
This might necessitate re-combining the sub-mods into a single mod once more; alternatively? Do the above for each sub-mod.

And purely for convenience's sake? I'd respectfully request an alternative upload which combines all six sub-mods, even though I've manually done so when v1.0.1 came out.

Yeah I'd rather have it all merged

Also never thought this would made a comeback tbh, kudos to everyone involved

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