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

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Messages - Kaysaar

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1
Mods / Re: [0.98] Ashes of The Domain
« on: May 13, 2025, 05:23:05 AM »

2
Mods / Re: [0.98] Ashes of The Domain
« on: May 05, 2025, 03:55:30 PM »
Ashes of The Domain - Dreams of Past  3.0.3 (Save compat with 3.0.2)
    -Added adjustments for new intel entry when you discover cryosleeper
    -Fixed issues with wrong info display about Cryosleeper/Ark

3
Mods / Re: [0.98] Ashes of The Domain
« on: May 04, 2025, 07:05:07 PM »
Ashes of the Domain : Question of Loyalty 2.0.5 (Save compatible with 2.0.4)
    -Fixed issues with quatermaster being drunk af giving too many resources
    -Fixed issue with retirement payment not being received ( I hope)
    -Fixed crashes related to Emergent Autonomy and Rebellion stuff
    -Fixed crash with promotion request (That I also hope)

4
Mods / Re: [0.98] Ashes of The Domain
« on: April 29, 2025, 08:22:48 AM »
Ashes of The Domain - Vaults of Knowledge 3.3.5(Save compat with 3.3.0 - 3.3.4)
    -Fixed issues with Pre Collapse Facility related to ItemSpecAPI and Magiclib
I wont be available for few days so decided to do quick hotfix before I go

5
Mods / Re: [0.98] Ashes of The Domain
« on: April 23, 2025, 02:34:49 AM »
Ashes of The Domain - Vaults of Knowledge 3.3.4(Save compat with 3.3.0 - 3.3.3)
    -Fixed issue with projects, where ship is demanded, that caused player to not get refund for s-mods
    -Fixed issue with wild talk to officer button (shhh that is for other project)
    -Fixed graphical issue in tech tree, that scaling sometimes was off by 1 pixel
    -Made preparations with coreUI script for new upcoming module
    -Fixed grammar issue with compound tooltip

6
Mods / Re: [0.98] Ashes of The Domain
« on: April 19, 2025, 08:52:57 AM »
That seems like you upadted from 3.2.0 : UIInitializer was script that was in 3.2.0 and was deleted down the line in middle of developing 3.3 patch

7
Mods / Re: [0.98] Ashes of The Domain
« on: April 19, 2025, 12:40:25 AM »

Ashes of The Domain - Vaults of Knowledge 3.3.3 (Save compat with 3.3.0 -3.3.2)
    -Fix issues with repeatable projects not being repeatable

    -Note : If you have issues with project being stuck at 100% to fully apply fix must be finished first, to do this type command finish_project <project_id> : Project id's you will find in aotd_projects.csv in data/camapign folder of mod.

     Example finish_project aotd_nanoforge_restoration
   
    -Fixed issue with Ziggurat project using invalid id.

8
Mods / Re: [0.98] Ashes of The Domain
« on: April 17, 2025, 10:48:34 PM »
Ashes of The Domain - Vaults of Knowledge 3.3.2 (Save compat with 3.3.0 - 3.3.1)
  -Fix issues with colonization of nidavelir giving double megastructure (Love discovering bugs right AFTER releasing patch)

9
Mods / Re: [0.98] Ashes of The Domain
« on: April 17, 2025, 10:38:51 PM »
Ashes of The Domain - Vaults of Knowledge 3.3.1 (Save compat with 3.3.0)
    -Fix issues with compopund UI scaling
    -Fix issue with you immediately getting Nidavelir (It will be removed from your list)
    -Fixed crash with searchbar for Items

10
Mods / Re: [0.98] Ashes of The Domain
« on: April 17, 2025, 12:29:02 PM »
Ashes of The Domain - Vaults of Knowledge 3.3 (NOT SAVE COMPAT) (REQ NEW ASHLIB 1.2.0)
    -Overhaul of Entire Special Project mechanic : now having its own tab
    -Introduced 4 new projects, related to AI cores, new commodity ship enhancement and corrupted nanoforges
    -Reworked entire framework for Special Projects, allowing much more customization
    -Replaced Vanguard Forge and Bulwark Foundry sprites (Thanks Neo)
    -Fixed bug where save files grown to stupidly large sizes due to oversight in code
    -Fixed issues with Research manager crashing when some of vanilla factions don't exist.
    -Fixed issue with duplicate research facilities
    -Adjusted amount of layers Nidavelir is using for rendering for performance increase
    -Fixed issue with negative progress of research menu when toying with speed multiplier
    -Fixed issue with Technologies not consuming databanks properly
    -Fixed issue with NPE for Bifrost Network, when you are building another gate.
    -Fixed issue with Nexerlin colony fleets not claiming Nidavelir
    -Added collab with Arthur's Ship n Stuff : Arkoship Construction Special Project

11
Mods / Re: [0.98] Ashes of The Domain
« on: April 08, 2025, 01:05:08 AM »

Code
MarketAPI marketToShowTooltip = Global.getFactory().createMarket("to_delete", "TEst", 6);
Why does VoK create thousands of these markets? They're all being serialized into the save file.

Should be fixed next version, I've sent some messages on USC bug report "Massive save times - crashing" in regards to this.

When this is gonna be fixed, and will it "cure" my existing savefiles? If not, this is extremely sad, i wasted a lot on time on this run.
This one was caused by industry rather than creating market - redownload vok and this should solve issues

12
Mods / Re: [0.98] Ashes of The Domain
« on: April 08, 2025, 01:04:32 AM »
<snip>

Stay on the AotD Discord please. "Crashing out" is such a teenager lexicon, and incorrect given that I've bothered to track down the wiki first and scoured his personal website for any sign of documentation. You know, like an adult would do. Also, try to not conflate or make mistakes in your timeline when posting a "ure a Karen" post - I stated that the reply was childish because frankly, it was.

You'll note the Mod author didn't even answer the question directly, just typed an aggressive "If you are not fine with aotd not playing nice with all mods , you find it bs, then dont use this mod" when a simple "That's correct, not compatible with that part of IndEvo" would have been far far more helpful, since I still don't know if it's intended or buggy (as his prior builds show, lots of bugs). Even a minor effort towards documentation would help here, as most mods do. Under "Compatability" you'd type "Compatible with IndEvo but removes Hull Forge effect on non-template production" and people would instantly understand the mechanics and not wonder if it is a bug or not.

IndEvo has the mechanics to produce this effect manually (Hull Deconstrucor > Template > Forge) and it's not a huge deal if it's intentional - but it is if it's a bug between AotD and IndEvo instead of AotD simply removing it "because reasons"; it'd be good to fix it.

*shrug*
Tbh I dont know why you find my reply such hostile (Tbh now I should feel that your reply was hostile given "Stay on the AotD Discord please. "Crashing out" is such a teenager lexicon" ), I only stated that if you dont like changes done by aotd then dont use my mod, shrimple as that, if you wanna give it more meaning than it should, be my guest. Also to some extend i do find your replies somewhat amuzing.
And ofc I do apologize for lack of documentation. I never bothered doing it, mainly because for me i dont like doing it and tbh i never will. Given that even wiki is not even maintained by me, because i dont have time. I already spent hours daily modding stuff (like yesterday i spent entire 24 hours codding session, doing revamp of special project mechanic ). If i was in addition need to spent time going through other mods, ensure what works what does not, I would probably loose all joy, because I change mechanics very often, which would require rewriting documentation each time.
And again I will repeat if you find such things unaceptable then, its your right. You can always stop using mod whatsoever. I mean what am I going to do bite you? For what?

13
Mods / Re: [0.98] Ashes of The Domain
« on: April 07, 2025, 10:34:24 AM »
I had the same bug where double research facility shows up.

One of them never researches and just eats your databank while stalled at 10%. The other one actually works, and there is no way to tell which one is which.


If you go to the website, d/l the single individual versions of the mods (not the complete package) - this is fixed in the 0.98 build that is live atm.

Ok, another bug / issue - previously running Nex + IndEvo (+10 faction mods etc etc), getting free S-mods on stuff made with a Hull Forge + Alpha core wasn't an issue and anything made defaulted to using it. I've set up in a similar manner (with largest ship production @ same colony as forge) but... nothing I make uses it. Since AotD replaces the vanilla setup with this new layout (and no option to use the old interface), how do I get my free S-mods on forged ships?!

This is just getting irritating - you'd think with a live Discord, playing nice with the most popular mods used would be taken for granted. For the record, I just made another Smart which got no extra S-mods barring the inbuilts (gantry, survey, HR sens).


"This is just getting irritating - you'd think with a live Discord, playing nice with the most popular mods used would be taken for granted. For the record, I just made another Smart which got no extra S-mods barring the inbuilts (gantry, survey, HR sens)."
While i do understand that everything would be perfect if every mod played together and worked perfeclty. There is huge reason why AoTD is feature overhaul, and that is because it REPLACES a lot of vanilla mechanics and add new ones. I can't foresee what every mod does and add each time compat patch so it plays when x and y mod is enabled. Bonus content sure, because that is collab between two mod authors who come together to do sth, but I heavly disagree to take compatibilty as granted. All it is, is good will and *** tone of dedication from mod author.  If you are not fine with aotd not playing nice with all mods , you find it bs, then dont use this mod.

14
This is follow up to ping on my public discord, where i mainly communicate about Exoitca. I had time to think about it, given events i had this month and progress made through entire year.

"So with Exotica i had plans of reworking UI and changing few mechanics, given similar to like Avorion. But as i said in post first i need to focus on aotd for few months.
It has been a year nearly , there has been no update towards Exotica, I only did few things that I have planned for it , and yet this is from my eyes not enough for release.
Given how AoTD have literally became main thing for me not only because of simply being my mod, there are ton of people supporting me financially because of aotd, so always i do feel somewhat part of obligation, to keep delivering good content in ample supply.

Not to mention I am involved directly or indirectly with development of many mods, either offering my full services or knowledge.

Another thing, is that with time , I need to admit : I was losing slowly interest more and more with maintenance of mod. Even with my workaholic attitude I could not simply motivate myself to push it further, to the point even simplest bugfixes are still not done.

With sadness then , I will need to admit, I wont be able to maintain Exotica,  I do really like the mod itself, but it's one of very very few times, where there was simply too much on table for me and I will admit that."

15
How to check if Codex UI is opened?

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