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

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Messages - Jonass

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Mods / Re: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)
« on: January 18, 2024, 01:50:02 AM »
Does anyone know if this mod is compatible with the latest release?

Sure is. I use it.

And it is listed as containing and update from the current version 1.0.0rc2 into 1.0.1, but i can't find the download for the alleged update. 


Thank you again. Here's a fix:

When I fixed the memory leak, I made a mistake when adding the script that adds Redwings ships to SRA markets and instead of being added once, the script was added once...every frame.

No, thank you. I love this mod and you are the reason i can use it. Very much appreciated. 

Hi there,

Last update 002. My Shadow yards markets are overflowing with ships. Like hundreds ships of all sizes. Feels not right

Mods / Re: Machina Void Shipyards v. 0.60
« on: January 04, 2023, 04:32:02 AM »
The link for download that says 6.0, still brings you to a file named 0.59

Thanks for sweet ships

Edit: Also, when i start a commission with MSV, i am not granted blueprints for the capitals. Is this intended?

Mods / Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« on: January 02, 2023, 04:39:36 AM »

When i try to start a custom game, with custom core worlds, i choose to disable a faction (In this case, MSV) But the MSV still generate with their colonies.

My wish was to see if i could disable the MSV, but still Choose to start an own faction with their blueprints to choose from. Maybe i have missed some obvious thing, but why do they generate when i list them as disabled?

My suggestion is to be able to start a game as an own faction with no planet, but to be able to choose a set of blueprints from the mods (As you may, when you start with a colony) What i feel would be neat is if you then could choose to have unique ships as an emergent faction. Rather than share MSV ships, with the MSV faction.

Sometimes i just want their sweet ships as solely my own, role playing to be able to start as faction emerging from scratch, rather than with an established planet. The custom start could be that you as a small space explorer came across some long lost civilizations blueprints, and know the quest is to make them roam the sector once again.

Also on another point: i am very much against that when being enlisted with a faction i may choose to engage in hostilities that drag your employer into a entire new war. I should not be able to attack factions other than the ones that the faction you are enlisted with, is already at war with. You are merely a merc. This freedom feels contra intuitive and kind of anarchistic. Unless you may convice your employer to start the war, with subterfuge, of course 

Thanks for this great mod and your hard work

I have claimed a sweet world with artillery station. It says it's broken (i had to?!) and need a orbital station to be repaired. I have the orbital station and nothing happens? What have i missed?

Also. More general question. Is there some domain tech or otherwise that makes high gravity go away? I have a shitload of fantastic world in this play through and all of them are high gravity :(

General Discussion / Re: Is there a point to colonies?
« on: December 18, 2022, 03:44:15 AM »
I sneakingly highjack this thread with some related questions, regarding colonies. Aimed at the more experienced player.

I have nexerelin and Industrial evoulution.

1. In faction trading: Does proximity matter? Will my colonies supply each other even from separate systems, and if so does distance even factor in?

2. I am planing on conquering the moral backwards, but industrially  strong worlds of Diable Avionics. Why search for good worlds when others sit on them in full view.
If i steal their fuel operations first, will that affect the strength of their fleets? Can i sustain an assault on a faction without a base of colonies myself?

3.Can i make heavy industries work, without building in faction logistics first, like mining, and lighter industries?

Thanks in advance.

I really do enjoy your mod, and the thorough info on it, in the OP. It really ads some atmosphere to the game.

How would you feel about the idea to be able to ad 'patrol system/planet' to a fleet detachment? When establishing colonies, babysitting it for pirate incursions or otherwise could be handled by a detachment. Until you get your patrols/industry running. Or if you know an invasion is coming but want to flesh out your defenses.

Will this work if you just tell the detachment, to stay put and engage enemies?


Mods / Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« on: November 12, 2022, 07:31:22 AM »
Hi, i love these ships. The design is kind of unique and they add a special distinct cultural feeling about it all.

I really appreciate your effort with this.

Mods / Re: [0.95.1a] Apex Design Collective v1.0.10a
« on: October 27, 2022, 12:19:17 AM »
All of Apex's markets should always be selling a few of their special hullmods, so it shouldn't take very long to find them.

I must have been in bad luck, cause i actually looked for it in markets, but did not see it. 
I kinda assumed you start with your factions hullmods, since you start with the blueprints. Thanks

Mods / Re: [0.95.1a] Apex Design Collective v1.0.10a
« on: October 26, 2022, 03:03:07 PM »
Maybe its just that you need to be docked for the option to put it in to be available.

I am docked, and as i wrote i can see the add on on a ship i start with, remove it, and then it is not listed anymore anywhere.
I even reinstalled the game, and removed all other mods except this one, the libs and Nexerilin, and this strange thing reoccurs.

Mods / Re: [0.95.1a] Apex Design Collective v1.0.10a
« on: October 26, 2022, 03:22:06 AM »
I can't find the hullmod "remote armor patcher" that is supposed to repair my battleships, in the list of hull mods?

If I restart a campaign with a Komodo ship or larger, the ship starts with this add on. I can then also see it listed among the other add ons.

If I remove the add on from the ship, then the it disappears completely from my list of add ons and i can't see it or reinstall it. It up and vanishes from my campaign?!

This seems very strange.

I have the latest version of ur mod 1.0.10a

Mods / Re: [0.95.1a] Apex Design Collective v1.0.9a
« on: October 23, 2022, 05:59:43 AM »

I am new to starsector. But i started with Nexerilin mod.

I want to thank the modder making this faction. The ship design of the Apex, reminds me of a design found in an old favorite game from my childhood. Space quest V.
The ship appears at this moment in this playthrough
Then follows a struggle on the planet were you try to survive this avocado green terminator ***. And eventually get to steal the cloacking device of her ship. I also like the name Apex, since it brings the alpha predator to mind, and there is a view somewhere of this ship, sitting like a hawk on a cliff.

Anyways i am learning the game with this supercool faction.

It seems to be a discord for this faction/mod, i can't find the link ?

Thank you for amazing design, cheers

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