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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 - Timid

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Mods / Re: [0.97a] Iron Shell 1.1813aj
« on: March 24, 2024, 09:20:47 PM »
can someone explain how to put the version of the mod up to the date ?

i download the mod yesterday and it show that it need the 0.95. 1a-RC6 version of the game despit being updated to 097a-RC11

Should be downloaded off this link, I believe.

Mods / Re: [0.97a] Too Much Information 0.98a BETA
« on: March 24, 2024, 09:12:33 PM »
version checker not working btw, online version file is empty (master branch)
Oh, thank you for noticing. Fixed, I think.

Mods / Re: [0.97a] Supply Forging 1.5a
« on: March 08, 2024, 11:37:07 AM »
Changing the version from 0.96 to 0.97 seems to work fine from what I've tested.   

Here's what my settings.json file looks like. In case anybody wants supply production that costs food and is a little bit faster.   
"SF_MetalConversionRate": 4.0, #This equates to 3 Supplies!
#Just don't set those two above to zero or less. Because... you can't really set it to zero without the whole thing bamming and crashing.

#These determine how civilian ships are increasing the bonus of your supply forging, civilian frigate provide +5%!

"SF_Input":true, # Should the modifier affect the input? (Metal and Heavy Machinery Cost)
"SF_Output":true, # Should the modifier affect the output? (Supply)

"SupplyForgingSensorProfileIncreasePercent": 100,

#UseExtraCommodities can either be set from 0-whateverasmuchasyoulike. If it's, 0 it will not detect any extra commodity to convert.
"UseExtraCommodities": 1,

#Here's a list of all the commodities: organics,volatiles,ore,rare_ore,rare_metals,domestic_goods,organs,drugs,hand_weapons,luxury_goods,lobster,alpha_core,beta_core,gamma_core

#ExtraCommodities0, ExtraCommodities1, ExtraCommodities2, ExtraCommodities3, ExtraCommodities4 must then have text string that make sense or else it'll CTD!

#The cost should be more than zero

#Not to mention you need to also put a corresponding Cost as well like ExtraCommoditiesCost2, and so on.

#"SF_CorruptedMetal":0.10, UNUSED
#"SF_PristineMetal":0.30, UNUSED
#"SF_SalvageGantry":0.40, UNUSED
#This is like the modifier that messes with the... bonus modifiers.
TL;DR: Uses 100 metal, 4 heavy machinery and 4 food to produce 12 supply per day. This is about 3600 credits worth of products used to create 1200 credits worth of supplies. I think these are reasonable numbers. A lategame fleet with 8 civilian capitals can produce about 30 supplies per day.
Thanks! I'll post this as an example config of what users can configure it to!

theres a strange bug that causes the supply forging to turn off when i save, its really annoying and makes me unconsiously not save enough and wind up losing a ton of progress, any idea what could be causing it?
Intentional, this is how the mod can be removed out of a save (by removing the skill before the game saves which turns it off). A fix would be easy but it would make it not removable mid-save?

Mods / Re: [0.97a] Iron Shell 1.1813aj
« on: February 27, 2024, 06:30:42 AM »
With the indominable, every fight i get the low CR warning noise, and i randomly lose engines.  Am I missing something here?
I don't know why you're losing engines, but for the Indomitable if you put large AND medium missiles (you can do 1 large + 2 medium ballistic or 1 large ballistic + 1/2 medium missiles), you'll get reduced missile ammunition and the warning is that indication, but your engines shouldn't be randomly lost?

Mods / Re: [0.97a] Content Unlocking Missions 1.14
« on: February 26, 2024, 06:26:47 PM »
The Patreon link appears to still download 1.13, not the new 1.14 version. Only the direct download from Github has the new 1.14 version.
Thanks for noticing!

Mods / Re: [0.97a] Commissioned Crews 1.999999gggg
« on: February 26, 2024, 06:23:31 PM »
I just wanted to add this is a fun mod and the updated IX Battlegroup now has CC support.

Nice, thanks!

Mods / Re: [0.97a] Too Much Information 0.98a BETA
« on: February 24, 2024, 01:16:09 AM »
Psssst the mod_info.json still says 0.96-RC10
Weird I just redownloaded right now and it seems to work with the current version, could you try again?

Mods / Re: [0.97a] The Knights of Ludd
« on: February 23, 2024, 02:11:53 PM »
I don't care who Ludd sends, I am not paying my tithes!

Mods / Re: [0.96a] Content Unlocking Missions 1.13
« on: February 23, 2024, 01:38:24 PM »
If I do hornet's nest and turning the table and I use the both renewable rewards before doing the campaign mission am I locked out of better rewards once I actually do the campaign mission?
The better reward is a more improved renewable reward, so you're not locked out of them!

Mods / Re: [0.96] Too Much Information 0.98 BETA
« on: February 23, 2024, 01:35:50 PM »
Dear Timid,

I hope this message finds you well. My name is EAGERLLier and I am an active player of the starsector from china. I recently came across the mod you created on the Fractal Softworks Forum and found it absolutely amazing. It adds an additional layer of richness to the game and greatly enhances the gameplay.

I am reaching out to seek your permission to share your mod with the player community in my country through our local forum. I believe that many players in my country will appreciate your work and it will significantly improve their gaming experience. Of course, all credit will be given to you as the original creator and I will link back to the original post.

Thank you in advance for considering my request. I am looking forward to hearing from you soon.

Best regards, EAGERLLier
My apology for the late reply, I approve of your request but I was aware that someone already translated this..?

I have a ship with beam weapons and s-modded "High Scatter Amplifier". I see in the TMI beam stats that the beam range was cut by HSA, but the damage has not changed. Is it a bug in TMI or in the game, and HSA does not fully work as expected? How can I check what are exactly the case?

Update: I tested it with Phase Lance in simulation: without HSA, one shot to an Atlas shield does about 1480 dmg, and with non-s-modded HSA does about 1630 dmg. So, the damage really increased, but the changes were not shown in the TMI.
Unfortunately, the code in HSA adds their damage effect in the combat layer! Since you're in the refit screen, the hullmod can't possibly show it what it does? If that make sense while the range effect seems to work regardless in the refit or combat layer.

Sorry for the inconvenience!

Mods / Re: [0.96] Too Much Information 0.98 BETA
« on: December 20, 2023, 05:14:19 PM »
Projectile speed is still borked. All changes are displayed in red with a - sign, and increases display the change as being 30% larger than the actual change in value.
Ooh, Alex changed that part of the code which messes up with the calculation. Thanks!

  • Fixed projectile speed bug
Save-game compatible.

Mods / Re: [0.96a] Content Unlocking Missions 1.13
« on: December 20, 2023, 04:52:47 PM »
Hey, I seem to be having some kind of issue with the abandoned research station in the Tia system. I did the mission to unlock it, forget which mission it was, and I've decrypted most of the files with the help of ai cores, but I can't seem to restore the data integrity on the files. I'm using an alpha level ai, but it says I need a higher technology skill in addition to the alpha ai. I assumed that meant I needed to reach the final tier of perks for the technology tree, but I did that and it doesn't seem to have worked. What do I have to do to get this to work?

Okay, I figured it out, I just respecced my skills to get every single skill in the technology tree and that worked. I think there should be a tooltip there to say how many skills you need in the technology skill to do that, since it's rather confusing.
It does a Technology Skill Check of you having 0/1/3/6/9 skills in the Technology Aptitude.
A Gamma Core assistant lowers this requirement to 0/0/1/-/-, it is unavailable to help you with the 4th and 5th check.
A Beta Core assistant lowers this requirement to 0/0/0/1/3/-, unavailable to help you with the 5th check.
An Alpha Core individual lowers this requirement to 0/0/0/0/6.

Sorry you had to respec your entire skills in the technology tree, I think I will make note of this when updating the mod!
Loving the mod, the Wolf Pack reward is great for kickstarting my runs as I prefer to play a trader/explorer. Nothing Personal has a possibly my favorite gun once I get the skills/core for it, Turning the Table is a very nice slow but unlimited loot box, and Greater Ludd is (to me at least) outright overpowered if I select the right response.
One question though, I can't seem to figure out what the Bismark reward is supposed to be? I finally beat the (surprisingly tough) fight in campaign and get a bit of ordinary salvage and recovered 1 Tempest that doesn't have any special features the way the Ambush mission reward did. A bug, bad RNG, or is that really all I get from it?
One question though, I can't seem to figure out what the Bismark reward is supposed to be? I finally beat the (surprisingly tough) fight in campaign and get a bit of ordinary salvage and recovered 1 Tempest that doesn't have any special features the way the Ambush mission reward did. A bug, bad RNG, or is that really all I get from it?

I think you're supposed to be able to recover a Hyperion and two Tempests, though honestly I think I'd prefer being able to recover the Onslaught.
Yes, that's correct, those Hyperion and Tempests are supposed to have some random s-mod hullmods... and should always be recoverable. How weird. The Onslaught is weird to recover given... its hull exist in another mission and is known to be alive (or at least if presumed dead in their next mission, they wouldn't be in that location).

I'll make a note to grant these 3 ships some s-mods, however.

Mods / Re: [0.95.1a] Commissioned Crews 1.999999ggg
« on: December 20, 2023, 02:58:47 PM »
So, I've rather enjoyed having this mod included in my run's. It gives more to being commissioned to a faction beyond having access to more of their military market and a steady paycheck, which while not bad, felt like it lacked a certain x-factor that made it really worth going out of my way to join up with a Faction. That said, for all the good the mod does, I do have a question, does the Commissioned Crews for modded factions handled on your end or the mod makers end? Because with regards to Diable Avionics bonus, it feels a bit dated now that Solar Shielding can give a 100% reduction to Hyper-space storms while s-modded. Yeah you can just not have it s-modded instead, I suppose it doesn't hurt much regardless, just felt like there could have been something more to it than just that. However I still do enjoy your mod regardless and look forward to adding it into my future runs once I am satisfied with my current playthrough.
Modmaker's end.

Mods / Re: [0.96a] Content Unlocking Missions 1.13
« on: July 21, 2023, 09:22:18 AM »
Awesome mod, thanks. I just want to check, if I update or remove this mod (either replace file in update or disabling mod) will I have to redo the missions or does it just check to see if they are completed and then unlock the content?
Just checks. It does nothing to your mission score, you can cheat and insta-kill every ship for a 100% but the mod only checks for a bare minimum score of 1%+ and then lets you process through the rewards.

Call me an idiot but I don't really understand what you mean with this:

Quote from: Enginseer
You do not need to complete all the missions for them to appear although finding them might be pretty under rewarding. ALL missions rewards apply retroactively. You do not have to do it again. Plenty of story points to gain from this mod.
I'll be glad to clarify. ALL mission rewards apply retroactively means they'll spawn mid-save IF possible (if the Askonia system doesn't exist then obviously... the rewards spawned in Askonia won't appear but if it does, it'll appear!) The under-rewarding is that some of the rewards will still spawn despite you not having to complete the mission.. (it will give you a reminder if you proceed to one of these text that you should do these missions, so save and exit to main menu and do mission, then head back :) )

Mods / Re: [0.95.1a] Iron Shell 1.181
« on: July 21, 2023, 09:18:20 AM »
The only jar here is the one I use to catch my tears. Why do you torture us so, techpriest?

I am sorry, I thought it had the file but I guess not. I'm bad with GitHub uploads.

For those looking for the hotfix, the official GitHub has a zero-byte file.

As an alternative, there IS the following fan-created alternative (YMMV, taken from the Discord):

I can confirm that using the .jar file from the above avoids the CTDs from 'hovering' the cursor over tooltips.
I don't know why the official GitHub uploaded a zero-byte file.. or how that even registered.. is that even possible to just have a name but 0-byte?

Yes, this fan hotfix update is ok for the time being.

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