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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Kwbr

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1
Bug Reports & Support / [0.95a- RC12] Repeated patrol scans
« on: March 30, 2021, 05:32:31 PM »
Bought a ship off the black market, got chased by a hegemony patrol. Turned my transponder off before exiting the system and got intercepted by the patrol in hyperspace, who then demanded I turn my transponder back on and submit to a scan. After the scan was over I immediately got the "You match the profile of a suspected smuggler" dialogue and was forced to submit to a second scan. This all happened in the same dialogue window, I was only intercepted once.

Not really a bug just weird behavior I thought was worth mentioning.

2
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« on: January 11, 2021, 04:07:59 AM »
dunno if this is a known bug or anything, but uh -
Spoiler
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3
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: September 17, 2020, 02:32:54 AM »
this mod is inactive so it's unfortunately unlikely to be updated unless someone like nofood picks it up again. also don't really think the sajuuk would translate well to starsector's top-down style, it'd just kinda look like a boring featureless wedge. maybe if it was on its side or something but then it'd be asymmetrical and not in the good way.
Spoiler
pic related
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4
Modding / Re: [0.9.1a] Commonwheat Additions [ver 0.2]
« on: August 26, 2020, 03:55:54 PM »
love the capital frigates. thought i'd mention that the galaxy tigers mod also has a mini onslaught (not that it actually matters), and that arsenal expansion also already has a ship named vanquish

5
weird, it runs fine on its own so i guess its a different mod? im not running exalted if that matters.

id post the error log but its sorta gigantic, would probably be better to send it over discord or something if you wanna take a look at it

6
it happens when the game tries to load all the mods, doesn't even get to the main menu. i seemed to have fixed it by copying the missing portraits from an older version of the mod.

7
latest update seems to crash during initial load because several portraits were removed when the mod split


8
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.16
« on: June 03, 2020, 07:11:40 PM »
easiest way is to use the console commands mod. backup the version of this mod that you're using, install the newest version, then start a new save and use console commands to add the ships from this mod to your fleet.

9
vayras sector has a setting / feature that makes pirate & pather bases stop spawning if all of their markets are destroyed.
this includes established markets, not just the hidden stations they raid you from, so removing the pirates entirely would probably take a bit. as far as i know it works standalone

10
Modding / Re: I found myself needing a larger bomber
« on: May 26, 2020, 03:27:22 PM »
the mayasuran navy mod has a frigate bomber, the mako. it can't mount the prox mine launcher though, it just has two built in dumbfire bomb launchers that utilize the ships momentum

11
Modding / Re: Hyperspace Maps
« on: May 26, 2020, 12:25:02 PM »
Yep, go to starsector-core > data > campaign > terrain and replace 'hyperspace_map.png'. I recommend making a backup of the original just in case

If you're making your own, black = empty space and white = hyperspace clouds. The dimensions don't have to match the original but things can look weird depending on whether the new map is larger / smaller

Some mods overwrite the hyperspace map (adjusted sector, mainly) so depending on what mods you're using you might have to replace it there instead

12
Mods / Re: [0.9.1a] Better Colonies 1.4
« on: May 08, 2020, 07:54:07 PM »
it allows you to transfer lots of stuff quickly by holding alt + mousing over items in inventories. it's an option in starsector's settings.json but its set to disabled by default for some reason, so i guess this mod overrides it to be enabled by default for convenience.

Spoiler
visual example cause my smoothbrain is bad with words
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13
General Discussion / Re: FPS Drops in Large Battles
« on: May 04, 2020, 11:47:30 PM »
the tutorials in this thread might help, 8gb isn't a whole lot of ram though

14
Mods / Re: [0.9.1a] Better Colonies 1.4
« on: May 04, 2020, 10:55:44 PM »
If you're using nexerelin you'll need to change it in nex's settings.json

15
Mods / Re: [0.9.1a RC 8] Metelson industries: 7.2.0 04/27/2020
« on: May 04, 2020, 03:39:04 PM »
dunno, doesn't seem to be super common.
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