Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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 - Spardok

Pages: [1] 2 3 ... 7
1
Mods / Re: [0.97a] Ashes of The Domain
« on: March 28, 2024, 10:01:45 PM »
How does this mod interact with others? specifically Nexerlin and I am assuming it sorta replaces "Terraforming & Station Construction" and or "Insdustrial Evolution"? Is it worth playing with those 2 and this ? or just use this ?
TASC integrates its functionality with the research tree, requiring you to actually research how to terraform. Ind.Evo focuses more on other parts of the colony.

They work just fine together... once TASC gets the research bugs fixed, anyway.

I assume that's why I can't actually teraform anything. I don't see anything under special interactions with the planet after researching terraforming. : /

It's not done that way anymore, it actually has a button now that you can assign on your skill bar that will open the terraforming interface when used.

>_> whoops.

In other news. I'm not sure if this is a conflicting mod, shouldn't be because I only have ToSC extra for colonies. But it looks like the items for facilities can't be used on the upgraded versions that this mod adds. Is this working as intended? It seems odd to me considering there is an end-game facility that allows you to create said items only to not be usable on end-game facilities. As an example and while I know it's from base game too, I can't put a pristine nanoforge on an Orbital Manufactorium and above.

2
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.7)
« on: March 28, 2024, 11:40:07 AM »
Is there anyway to allow building a hypershunt on other star types? If not I'm halfway tempted to just change the star in my system to a blue one using console lol.

3
Mods / Re: [0.97a] Ashes of The Domain
« on: March 27, 2024, 11:59:34 PM »
How does this mod interact with others? specifically Nexerlin and I am assuming it sorta replaces "Terraforming & Station Construction" and or "Insdustrial Evolution"? Is it worth playing with those 2 and this ? or just use this ?
TASC integrates its functionality with the research tree, requiring you to actually research how to terraform. Ind.Evo focuses more on other parts of the colony.

They work just fine together... once TASC gets the research bugs fixed, anyway.

I assume that's why I can't actually teraform anything. I don't see anything under special interactions with the planet after researching terraforming. : /

4
Great mod thus far!

Question regarding the Super Cap ships. If you put Expanded Crew Deck on the main module does that affect all of the other modules? Looked in this thread a bit and didn't see that mentioned.

Also regarding the lootable hullmods you mentioned. Are you only able to put those on specific ships? I have two of them and I do not see the option on any ships to add those.

5
Mods / Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« on: March 01, 2023, 04:14:32 PM »
Would it be possible to make the other prototype MS (Gundams) as flight wings rather than just pilotable craft?

6
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
« on: July 21, 2022, 07:43:15 PM »
Just wanted to say as an avid Gundam fan, amazing work. Free is free, take the time you need to do what you need to do, I don't think anyone here would complain or I at least hope they wouldn't. I saw in your Starsector Discord post that you and your other dev are sick with Covid, hope you both get well soon!

7
Modding / Re: [0.9.1a] Star Wars 2020 v0.6.0
« on: March 08, 2021, 05:24:00 PM »
You can get the ship BPs and Hullmods from derelict stations/techmining/ruindiving

8
Mods / Re: [0.9.1a] Sylphon RnD 1.0
« on: March 05, 2021, 12:56:49 AM »
So odd bug with the battlecarrier. Combat autofit has 4 launchbay slots, Strike has 6.

9
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: February 28, 2021, 07:29:16 PM »
I used the same command that the Chairman of Suryasari said to use.

10
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: February 28, 2021, 12:09:27 AM »
I grabbed it from tritach, and I even tried spawning one in to my fleet. Sselling it and buying it back, didn't work either.

11
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: February 27, 2021, 12:56:26 PM »
Any reason why if I add a ship to the the whitelist it's still not able to reverse-engineer it?

12
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: February 27, 2021, 12:12:46 PM »
 I just changed it in the settings to just give it to me. I sold the astral somewhere so not sure if I can find it again.

13
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: February 26, 2021, 09:19:15 PM »
So I'm not sure what's going on but when I bring an
Spoiler
astral to the guy for the gate quest the only option I have is "not yet" so it's not seeing that I have it in my fleet...
[close]

14
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: February 26, 2021, 09:00:49 PM »
More like where is it at lol.

15
Modding / Re: Question about how the game loads Java files
« on: February 13, 2021, 06:49:48 PM »
Sorry for the late response, been working on my capstone. The source files are .java but in the .jar they are .class files.

Thanks again for the help

Pages: [1] 2 3 ... 7