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Messages - Sanrai

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1
Is it a bug or a feature that centralization bureau doesn't affection void extraction?

2
Mods / Re: [0.95a] Adjustable Skill Thresholds 1.0.0
« on: April 16, 2021, 07:29:13 PM »
Specifically could we get one for bulk transport? I have no clue why the bonus gets capped at 2000 for cargo and fuel, but 5000 for crew, something you need infinitely less of.

3
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 11, 2021, 07:36:08 PM »
Found a bug. If your outside the sector at the end of the month, you don't get your monthly report. Instead it rolls over to next month.

4
Mods / Re: [0.9a] Automatic Orders 0.3.2
« on: April 04, 2021, 09:31:41 AM »
I never realized how much I relied on this mod until it was gone. Please update soon.

5
Bug Reports & Support / Permenant D Class
« on: April 01, 2021, 05:50:15 PM »
If a ship is repaired by the D mod repairing skill it retains it's D classification. Should this be the case?

6
Bug Reports & Support / Re: Pirate Activity, no breadcrumb
« on: April 01, 2021, 05:47:38 PM »
Oh, I thought this was a mod feature that we didn't have anymore. Yeah I've experienced this too.

7
Modding / Re: More Officer Skills
« on: July 30, 2020, 06:48:39 AM »
So, nilanthanimosus' script has been deleted. Anyone still got it?

8
No, I don't use F.lux. I've disabled my integrated GPU, I only use my 1080 nvidia card.

9
Mods / Re: [0.9.1a] Supply Forging 1.2
« on: July 29, 2020, 09:26:23 PM »
Honestly, I would prefer if Nanoforges just increased the rate of the conversion, rather than the efficiency.

10
No, I didn't even know you could diable the gui like that.

11
I've noticed a glitch with this mod where mousing near the center of the ship causes things like weapon arcs and the trails of weapon fire to skew a fixed amount.

12
Mods / Re: [0.9.1a] Hostile Intercept 1.0.0
« on: July 29, 2020, 04:14:04 PM »
Looks like someone is way smarter than the rest of us. Nice work.

You flatterer, you

this is VITAL! could you add a feature that has it autopause when a fleet that is chasing you is detected? that would also be nice.
That would be hell a lot of pauses!

A good idea, and a good point. I will think about it later.

Maybe to cut back on the pauses, the game only pauses when you go from no fleets detecting you to 1?

13
Modding / Re: [0.9.1a] Relaxed Logistics.
« on: August 08, 2019, 08:53:19 PM »
Hey, your mod has the same problem as with sun diving where it doesn't actually decrease corona damage as much as it says on the tin. Here is the solution I came up with:

So, I did more testing and can only come to one conclusion.

Corona's are an eldritch horror we can never understand.

"public static final float CORONA_EFFECT_REDUCTION = 0.0f;" is the line in the mod that controls how strong the mod is. You can find it in datas\hullmods\solarshielding.java. You can edit this file with any decent text editor, I recommend notepad++. I tried setting this value to increasingly smaller negatives with only some results until I flipped it to over -8.99. I don't know if this was some oversight in my testing, or if my computer was just being a ***, but only after that did coronas start healing me, and by a lot. I tuned it back and found that -2.9 seems to be the golden zone where coronas only do the barest bit of CR damage. You'll want to turn off repairing while in a sun's field to prevent bleeding supply like crazy, as every ship in your fleet constantly spends a full repair tick of supply when you are the barest sliver below max CR. Please note, moving around seems to have some kind of effect, and for some reason, while Sun flares push you away, and generally do more damage, being right by the base of one can cause a very minor heal. Also, don't use emergency burn and go straight at the sun, you'll punch right through and the middle of the sun WILL start healing you CR. Surprisingly, nebula damage seems to still work as intended.

I theorize that there is actually a second damage type being emitted by the sun that is only being countered by the healing the corona is doing. Now, a really cool mod to add to this would be something that disables ship repairing while in coronas, making gameplay a little more seamless, and it honestly makes sense that you can't perform repairs while next to a sun. Your ship might be sun-proof, but I doubt the spacesuits are.

Oh, and by the way, "if (index == 0) return "" + (int) Math.round((1f - CORONA_EFFECT_REDUCTION) * 100f) + "%";" is the line determing what the mod description shows on your ship. If leftalone after my modification it will list as 390% but you can change it to "if (index == 0) return "" + (int) Math.round(100f) + "%";" Or how it's going to look in my game, "if (index == 0) return "NEARLY " + (int) Math.round(100f) + "% (Terms and conditions may apply)";".

14
Mods / Re: [0.9.1a] Sundiving 1.1
« on: August 08, 2019, 08:51:07 PM »
So, I did more testing and can only come to one conclusion.

Corona's are an eldritch horror we can never understand.

"public static final float CORONA_EFFECT_REDUCTION = 0.0f;" is the line in the mod that controls how strong the mod is. You can find it in datas\hullmods\solarshielding.java. You can edit this file with any decent text editor, I recommend notepad++. I tried setting this value to increasingly smaller negatives with only some results until I flipped it to over -8.99. I don't know if this was some oversight in my testing, or if my computer was just being a ***, but only after that did coronas start healing me, and by a lot. I tuned it back and found that -2.9 seems to be the golden zone where coronas only do the barest bit of CR damage. You'll want to turn off repairing while in a sun's field to prevent bleeding supply like crazy, as every ship in your fleet constantly spends a full repair tick of supply when you are the barest sliver below max CR. Please note, moving around seems to have some kind of effect, and for some reason, while Sun flares push you away, and generally do more damage, being right by the base of one can cause a very minor heal. Also, don't use emergency burn and go straight at the sun, you'll punch right through and the middle of the sun WILL start healing you CR. Surprisingly, nebula damage seems to still work as intended.

I theorize that there is actually a second damage type being emitted by the sun that is only being countered by the healing the corona is doing. Now, a really cool mod to add to this would be something that disables ship repairing while in coronas, making gameplay a little more seamless, and it honestly makes sense that you can't perform repairs while next to a sun. Your ship might be sun-proof, but I doubt the spacesuits are.

Oh, and by the way, "if (index == 0) return "" + (int) Math.round((1f - CORONA_EFFECT_REDUCTION) * 100f) + "%";" is the line determing what the mod description shows on your ship. If leftalone after my modification it will list as 390% but you can change it to "if (index == 0) return "" + (int) Math.round(100f) + "%";" Or how it's going to look in my game, "if (index == 0) return "NEARLY " + (int) Math.round(100f) + "% (Terms and conditions may apply)";".

15
Mods / Re: [0.9.1a] Sundiving 1.1
« on: August 08, 2019, 06:31:52 PM »
I did a little testing and pulled the shielding mod off one of my ships, turns out, the shielding is only reducing corona damage to equal exactly how much CR you can repair a tick. So while you never see an increase in supply/day, it still causes supplies to evaporate. With repairing off, by the time my one ship without shielding hit 10%, my other ships were at 20%.

Edit: Did a little more testing with solar storms. Solar Storms work, though you still take hull and armor damage, the majority of the supply cost from getting hit by them.

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