Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


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

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 - Meelock

Pages: [1] 2
Is there any way to completely turn off the redacted skill features? I want to be able to use truely automated ships' system for it, rather than this mod, but the two mods conflict it seems. Thanks!

Modding / Re: [0.96a] Truly Automated Ships v1.2.5
« on: November 05, 2023, 07:44:25 PM »
Does this mod work with Quality Captains? I tried the two mods together, but didn't seem to notice any change to automated ships from this mod, but I might have been missing something. Thanks!

Mods / Re: [0.96a] Mayasuran Navy 10.0.1 RC1
« on: October 27, 2023, 06:42:44 PM »
I am unclear on what this does, exactly. Does it add markets controlled by Mayasura? Which ones?
It lets you control the world of mairaath, a former vassal of the persean league, that hates luddics and heggies. If you don't play as them, it adds some cool ships, a few bounties, and a tiny faction, and thats all.

I wish this faction had something like a commission system, but instead of giving you money, you pay them to ignore you/assist if you are friendly enough. This commission would also remove the fee for shopping gmda ships, and would prevent you from taking a commission from any other faction. Something like this would help you roleplay as a independent backer if you already have a faction, or a independent bounty hunter in the eyes of gmda. Thanks!

Does anyone know if this will work fine on 0.96 if the mod's version is changed?
Wisp unofficially updated it on the usc, so consider checking that out before anything.

Mods / Re: [0.96a] Mayasuran Navy 10.0.1 RC1
« on: September 06, 2023, 09:01:15 PM »
Is there a reason the Iapetus is not part of the schematics pack? It has not been part of the pack for a while, and I don't understand the reason at present, as it was in the past. Tysm for updates.

Mods / Re: [0.96a] prv Starworks v26.4 (2023-05-07)
« on: May 18, 2023, 03:47:09 PM »
I'm getting a CTD when fighting luddics sometimes, on latest prv and extraworks:
1656256 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
    at scripts.hullmods.plugins.RamshieldListener.advance(
    at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
    at Source)
    at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
    atÔo0000(Unknown Source)
    at Source)
    at Source)
    at Source)
    at Source)
    at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
    at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
    at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$ Source)

Modding / Re: Mod Manager Proposal
« on: May 17, 2023, 12:44:19 AM »
I think you're looking for SMOL.

Modding / Re: [0.96a] Missing Drones
« on: May 07, 2023, 01:53:01 PM »
Looks very neat! Looking forwards to checking these out.

Modding / Re: [0.96a] Arulite Starworks v0.2a
« on: May 06, 2023, 01:44:09 PM »
A large number of the ships are missing descriptions, is this intentional or a bug? Thanks for the mod either way!

Mods / Re: Cebby Ship Pack [V 1.1.8]
« on: March 15, 2023, 03:21:12 PM »
Trying to include a paradusa as my starting own faction fleet in Nexerelin and I notice that the variant name "Cebby_Paradusa_Default" doesnt seem to work. Anyone have a clue what the right string would be?
I believe the correct tag is "Paradusa_Default".
I corrected all the csv related bugs I could find that were previously mentioned:
Unknown if this fixes Faun's issue.
Feel free to merge this back into main branch, as all I changed were some csv files. Thanks!

Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: March 11, 2023, 01:42:30 PM »
TYSM for update! Looking forwards to testing Caleph changes.

Mods / Re: [0.95.1a] Idoneus Citadel Exiles v0.42
« on: February 24, 2023, 04:11:09 AM »
My game is crashing on version 0.4.3 at June 15th of year 208 every time I reload the save:
843108 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)

Modding / Re: [0.95.1a] Calvera Custom Star System 1.0.1
« on: October 20, 2022, 11:08:48 AM »
For those that want a challenge, could you add an option to spawn like 10 remnant bastion stations? Also, I don't know if it is hard coded, but it would be neat if most things in the system triggered the remnant auto-hostile you get from looting stuff occasionally in remnant stations. These would trigger so that the player has to clear out the bastions even if they are friendly with remnants. Neat idea none-the-less, thanks!

Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: October 03, 2022, 06:53:49 PM »
Dev lineup for release, bar several frigates/destroyers that are still wip, but may still be subject to change. Not sure if Unsung rework will make the cut for release, either, since it's intended to be linked to some campaign content but I'm not sure if I can make it bug-free in time for my release deadline. Anybody that complains about it looking more like a conquest should pilot a conquest sometime, and tell me it's a bad thing afterwards lol ;D.

Neutrino weaponry is still TBD, I want to avoid the common syndrome of having token weapons that are barely sidegrades to vanilla guns, so the current plan is to refurbish the standout guns like the Neutron Lance, Photon weapons etc., while still having dependence on vanilla weapons for loadout options.
Very neat, only gripe is the conquest varient's wings are a tad too dark to be fully visible on starscape, imo. Also, all ships that rely on collision damage are jank and cringe.

Pages: [1] 2