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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - 123nick

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1
Mods / Re: [0.95a] Autosave v1.1c (released 2021-03-26)
« on: May 26, 2022, 01:00:13 PM »
Can there be an option to autosave _before_ starting a battle, or going into one? like, if an enemy fleet that is pursuing is like 10 pixels away from your fleet then autosave pre emptively? so its easier to just reload a save and restart a battle which idk how to do any other way.

2
why did Apex lose its TPC for large energy mount? i kinda liked how it filled a niche in the modiverse of a TPC on something that isnt strictly lowtech.

3
Modding / Re: [0.95a] Plight of the Valkyries
« on: December 05, 2021, 10:52:23 PM »
Have you considered using a different web hosting service that doesnt have a time limit on links? maybe something like drop box or mega?

4
When i got a LP blueprint package, all the ships had SO as a default built in

EXCEPT ONE

the rhino (LP) DOESNT HAVE SO INBUILT!

imo i think itd be great for consistency if the LP blueprint package (on a save with many mods that add ships too it) instead of having 70 ships with SO and 1 that doesnt just had 71 ships with SO.

so if the rhino (LP) could get SO inbuilt, like....basically every other ship modded by the luddic path, i think itd be a nice consistency change.

5
Modding / Re: [0.95a-RC15] Charmingly Wearisome Additions [ver 0.5.1]
« on: September 18, 2021, 11:53:00 AM »
can there be hullmods inbuilt on the smaller capital frigates that have bays? like, maybe a max OP limit on stuff like the excursion class for their hangar bay, and/or a replacement rate recovery penalty or smth. so that an excursion and sidreal dont have identical fighter capacity?

6
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: September 14, 2021, 11:59:19 AM »
Can i install this mid save if i intend too disable the terraforming features and just have station construction?

7
Mods / Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« on: September 11, 2021, 03:10:55 AM »
Is the update name a reference to Wargame: AirLand Battle?

8
is the vow class supposed too look like this in the simulator? and its ability cant be used. maybe it has to do with the systems expertise skill integration? but idk whats causing it. it definitely doesnt look right though

Spoiler
[close]

9
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.2)
« on: May 23, 2021, 11:42:27 PM »
Would it be possible too add a compatability option for use with DIY that makes DIY industries have a little consumption of Domain Artefacts commodity? most of them already need specialized items for them too be of use, but a little domain artefacts usage too both help synergize with this mod and also for lore reasons (stuff too support the artefacts function perhaps? like infrastructure/power supply) could also help balance out the structures, and encourage getting an archeology up when using both mods.

10
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.1)
« on: May 18, 2021, 10:35:58 AM »
You were looking for ideas too buff the solar shades/reflectors when they get improved with a story point or an alpha core? why not, for example, have them deal with more colony conditions? like improvements on a solar shade now makes it deal with extreme weather, alpha core lets it deal with extreme heat and cold, etc.

11
Mods / Re: [0.95a] Capture Officers and Crew
« on: May 16, 2021, 11:37:44 AM »
Can you add a config option too determine how much reputation is gained from repatriating an officer?

12
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.0)
« on: May 15, 2021, 11:25:15 AM »
Hello

With 0.95 adding some new special items that are picky with their installation requirements, have you thought of allowing Terraforming structures too negatively impact planets? IE removal of an atmosphere, so u can install the refining catalyst and such, etc?

13
I get a Null error when interracting with an abandoned siphon station in uh... Yma? i think its the system with Mayasura, or Mairaath. Might be wrong- but anyways,

 Heres the log: https://gist.github.com/cc4e61e421a4763d990071ea533476e3

and my mod list: https://gist.github.com/0922c5f11a669927adb7ea87cdfd076a

some of the mods are from the 0.95 unofficial update zip file mega link- i dont have anything for 0.91 in this 0.95 set up.

Im thinking it might be Foundation of Borken, since it has a unique interaction as markets (including the abandaoned stations) that lets u set up a PCR- universally accessible storage thing, i think. and because im a pirate and inhospitable too Foundation of Borken, it might not be allowing me too do that, but smth along the way is bugged.... idk.


EDIT: On further testing, its not Foundation of Borken. Spawning in Yma, and going too the Abandoned Siphon Station, spawns an error.  Ill test with Nexerelin (for yma start), Ind Evo, and Magiclib/lazylib/etc only and see if i still get the same error.

heres the log without Foundation of Borken (and ICE aswell but for another seperate issue): https://gist.github.com/d20ef96d201ede5aefd3fa4293f7d7a1

EDIT 2: Ok, testing it with ONLY nexerelin, lazylib, Magiclib, and IndEvo, i get the same error when interacting iwth abandoned siphon station.
New Log: https://gist.github.com/380823f1fc24e5b1bba50ae85a5f2ee2




14
Will Industrial Evolution Reverse-engineering support be added for United Pamed ships? or any ships from this mod in general? i could see most xhan ships being reverse engineerable since their fairly conventional, but United Pamed might be too high tech, for stuff like a Carrilon. Then again, i think ingame you can reverse engineer dooms and the tri tach ship that has the time acceleration field, so i dont think a Carrilon would be such a leap from those, and you caan get lots of them fairly easily by just going too paltan every now and then, so reverse engineering of them probably makes sense.

15
Would it be possible too have some cross-mod compatability? Terraforming and station construction has a domain-tech kletka simulation that makes AI cores, and this mod has supercomputers that consume them. Would it be possible too, perhaps, have an option somewhere where having both a kletka simulator and supercomputer on the same market ends up freeing up the supercomputers consumption of AI cores but also preventing the kletka simulator from generating any (I.E the AI cores go straight into the supercomputer automatically).

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