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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - MericSever

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Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: July 29, 2021, 02:57:28 AM »
An update on progress:

It's been halted for the last 3-4 weeks.  Life's been *** and going forward indefinitely I'll have far, far less time to mod than before.

Thank you for all the amazing modding but take care of your self/numero uno first and foremost, everyone else can wait.

Cheers again :)

Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: June 30, 2021, 04:01:19 PM »
I made an altered nausicaa (old one) a while ago for my own playthough, you can have it if you like ... i may have made it a bit cheaty  ;D

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: June 26, 2021, 10:23:54 AM »
Must have mod for just the bounties alone  ;D hoping for the new update :)

Mods / Re: [0.9a] Foundation Of Borken v0.2.4-RC3 (2019-1-19)
« on: January 04, 2021, 12:21:42 AM »
Hello Originem,

will you be bringing your updated 0.3.1-RC1 over here ?
or is there a translation available ?


I translated directly from Chinese to English, I don't know if it's allowed to post it here.
because I didn’t contact any of the dev for that, I just did it for me to use

Ya thats what im doing at the moment, id just wait till we get a reply from Originem on the issue :),
all im using is google translate so its a bit off on somethings then re-check will an older 2.6 rc2 i got from a pastebin site.

Mods / Re: [0.9a] Foundation Of Borken v0.2.4-RC3 (2019-1-19)
« on: January 03, 2021, 05:07:39 AM »
Hello Originem,

will you be bringing your updated 0.3.1-RC1 over here ?
or is there a translation available ?


Modding / Re: [0.9a] New Star System To Colonise Mod
« on: November 30, 2019, 10:57:23 AM »
Hay all,

Just wanted to share my updated !! heavily edited !! version, i have made a ton of changes and now it !! REQUIRES !! the UnknownSkies mod,
just replace the OP's mod plugin file in ColonyStar(Max or Min etc.) / data / scripts /

I cant go much further with this for modding one file without uploading a new mod altogether,
cheers all and enjoy :).

Twin Star system (Yellow / Blue)
North North West of Core Worlds (Above core worlds)
(if you have the Sylphon RnD mod its just west of them)
3 Gas Giants
15 planets - 13 are custom 2 are random
worlds not to overpowered (very good system)
Several asteroid fields
Large magnetic fields
Several debris fields
3 main Jump-points ... one is still in the gate ;D
4 extra Stable locations for other mods to use (mods that add extra buildings available for stable points)
Several ships to claim (nothing to overpowered)

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Modding / Re: [0.9a] New Star System To Colonise Mod
« on: August 28, 2019, 12:24:25 AM »
Thanks Soren,

Question do you know how to add an independent trade station in system, i keep trying to and it in and i just keep failing  :'(,
the best luck so far has been copy pasta SCY - prisim freeport in but it has no market/options other than leave...

i'm stumped  :o


Modding / Re: [0.9a] New Star System To Colonise Mod
« on: August 27, 2019, 06:20:46 PM »
This is really tempting, but really feels like cheating. I am conflicted.

Toranet added in 3 versions in the mod = max-cheat, mid balanced, and Min random ... you could use min as that would be random market conditions :D
(not sure if you still need to use "fix all empty planets" utility mod still) or go in and customize the system as you see fit like i did,
you can see the changes i made for comparison to help if you wanted to customize it yourself.


Modding / Re: [0.9a] New Star System To Colonise Mod
« on: August 27, 2019, 02:37:29 AM »
Thanks for the mod it got me to figure out the rest  :o, added in a asteroid belt, changed the planets around, added in a probe, mining derelict, background image, derelict ships and put a jump point in the gate  ;D
also figured out how to clean the hyperspace from around the star by adding the following, (from other mods and forum)

!! also added my altered file if you wanted to have a look !!

  (add to top page)
import com.fs.starfarer.api.impl.campaign.procgen.NebulaEditor;
import com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin;

 (add to bottom page after line)   
system.autogenerateHyperspaceJumpPoints(true, true);


    void cleanup(StarSystemAPI system) {
        HyperspaceTerrainPlugin plugin = (HyperspaceTerrainPlugin) Misc.getHyperspaceTerrain().getPlugin();
        NebulaEditor editor = new NebulaEditor(plugin);
        float minRadius = plugin.getTileSize() * 2f;

        float radius = system.getMaxRadiusInHyperspace();
        editor.clearArc(system.getLocation().x, system.getLocation().y, 0, radius + minRadius * 0.5f, 0, 360f);
        editor.clearArc(system.getLocation().x, system.getLocation().y, 0, radius + minRadius, 0, 360f, 0.25f);


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