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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Harpuea

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I always wanted something like this. Thank you.

Nice. Will test. Thanks for all the amazing mods.

Modding / Re: [0.95.1a] ThirstSector - A Complete Portrait Replacer
« on: March 02, 2023, 08:22:03 PM »

Modding / Re: [0.95a] Extra System Reloaded v.0.8.8
« on: February 04, 2023, 12:06:55 AM »
I installed Exotica Technologies and never really used it cause it causes negative stats as side grades. Extra System is better for me since it potentially give my starting ship staying power by straight upgrading it. Highly recommended this mod cause it is simple and straightforward.

Mods / Re: [0.95.1a] Space Truckin' [v0.9.1]
« on: February 02, 2023, 07:16:27 PM »
Hello, I have a crash on new game.

2968692 [Thread-3] INFO  - Added officer at pengersick5
2968726 [Thread-3] INFO  - Spawning officers/admins at orthrus
2968726 [Thread-3] INFO  -     officerProb: 0.25
2968726 [Thread-3] INFO  -     additionalProb: 0.1
2968726 [Thread-3] INFO  -     mercProb: 0.25
2968726 [Thread-3] INFO  -     adminProb: 0.1
2968726 [Thread-3] INFO  -
2968834 [Thread-3] INFO  dynamictariffs.util.TariffUtil  - DynamicTariffs: Player opened market
2969048 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at ST.Plugins.ST_CampaignEventListener.shouldHaveConcierge(
   at ST.Plugins.ST_CampaignEventListener.reportPlayerOpenedMarket(
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   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)
   at Source)



Wow. Very unique look. They creep me out. Looks like REDACTED abominations that has evolved.

Modding / Re: [0.95a] Combat Docking Module 004
« on: June 26, 2021, 02:34:01 AM »
Hi, I found out if there is one ship installed this hullmod, the save will be broken. It is a serious bug so this mod cannot work at all.When you are trying to load that broken save, a message will shows "error loading saved game" with some debuging information following. It happend on both 0.91 and 0.95. I will post it in both versions so you may find out what's wrong.

I was able to reproduce this problem. Sorry for the trouble. Updated to 005

Modding / Re: [0.95a] Combat Docking Module 004
« on: June 18, 2021, 06:34:04 AM »
The landing autopilot didn't work for me. I tested it on a Kite with 20%hull, turned on autopilot and it just stoped moving.
It did not move, turn, turn on shiled or shot. That Kite just stoped like there is no ai applied on it.
On the left screen there were two infos "land autopilot installed" and "system cricital warning".

 Do you know how to fix it?

ps. The carrier I used is an Astral class. Game verison is 0.95a. Lazylab 2.6 is installed.

I figured it out. Your astral is completely empty. The astral need to have at least 1 fighter LPC equipped for the combat docking module to work. I'll fix that when I am able to.

How do I make a ship disappear from the player fleet on the campaign map? The ship is a shuttle that should be stored within the carrier, therefore it shouldn't show to be cruising around along with the player fleet.

I tried using mod plugin and set alpha color to 0, but that didn't work. There's also the issue of the engine trail too.

public class cdm_modplugin
  extends BaseModPlugin{

public PluginPick<ShipAIPlugin> pickShipAI(FleetMemberAPI member, ShipAPI ship) {    
    if (ship.getVariant().hasHullMod("combat_docking_module")) {
    ship.setAlphaMult(0f); //Invisible?
      return new PluginPick<ShipAIPlugin>(new combat_docking_AI(ship), CampaignPlugin.PickPriority.MOD_GENERAL);
    return super.pickShipAI(member, ship);

Modding / Re: [0.95a] Combat Docking Module 001
« on: June 07, 2021, 01:47:31 AM »
This should have been in game wth! How is this not in the actual game? Does it apply to frigates from mods?

Doesn't apply to most frigates. I already made a version with a whitelist. I guess I'll update it now. Whatever float your boat, you add it to the whitelist.

Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: June 05, 2021, 03:54:11 PM »
Loving the new Aleste! It almost got everything I ever wanted for a pilotable mech! Various armaments, beam sabers, and new and improved Docking AI. Very nice. Do you mind if I steal some of the improvements you made for the Docking AI?

Mods / Re: [0.95a] AdvancedGunneryControl 0.9.2
« on: May 22, 2021, 09:40:58 AM »
ShieldsOff(Flux>50%)   Force turn off shield at ship flux > 50%   Only recommended for high armor ships with good PD

Very nice feature. I absolutely needed this for a very long time.

Mods / Re: [0.95a] Automated Commands
« on: May 10, 2021, 01:00:28 AM »
Wow, very nice! I really needed Autonomous ships back. Can you add the Reckless, Aggressive, etc hullmods back as well?

Modding / Re: [0.95a] Paintjob ver 003: Swapping skins in-game.
« on: May 04, 2021, 07:22:12 AM »
Updated for 95a.

Mods / Re: [0.95a] AdvancedGunneryControl 0.4.1
« on: April 30, 2021, 06:17:24 PM »
Wow. That was fast. I'll test it out as I play.

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