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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Yubbin

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61
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: April 06, 2020, 05:47:07 AM »
Sorry that this list is so long,
Spoiler
$$$ Lightshow 1.40
Autosave 1.1
Better Colonies 1.4
Blackrock Drive Yards 0.9.5
Captain's Log 0.0.1
Commission Crews 1.8
Console Commands 3.0
Dassault-Mikoyan Engineering 1.18a
Flux Reticle 1.0.1
Hazard Mining Incorporated 0.2.2g
Industrial Evolution 1.0
Interesting Portraits Pack 1.2
Interstellar Imperium 2.1.2
Kadur Remnant 3.1.2
LazyLib 2.4e
Leading Pip 1.8.3
Luddic Enhancement 1.2.0
MagicLib 0.28
Mayasuran Navy 8.2.9
New Beginnings 1.1.1
Nexerlin 0.9.6c
Outer Rim Alliance 0.87
Planetary Shield: Access Control 1.1
Portrait Pack v1.2.3
Practice Targets 1.3
Ruthless Sector 1.2.6
Sanguinary Anarchistic Defectors 1.0.1d
Scy Nation 1.58
Secrets of the Frontier Prerelease 7
Ship/Weapon Pack 1.10.5
SkilledUp 1.1
Starship Legends 1.3.14
Tahlan Shipworks 0.3.15a
Tiandong Heavy Industries 1.2.1a
Torchships And Deadly Armaments 0.1
Underworld 1.4.2
Unknown Skies 0.42
Upgraded Rotary Weapons 1.41
Vayra's Sector 3.1.5
Vayra's Ship Pack 1.1.4
Version Checker 2.0
Weapon Arcs 1.3.1
Weapon Group Controls 1.1.0
ZZ Audio Plus 1.1.1
ZZ GraphicsLib 1.4.1
[close]

62
I got an error while using this mod while commanding the excelsior ship from ship and weapon pack (I have the newest version of both). This didn't crash the game, but it spammed the chat with an error message
Quote
Color parameter outside of expected range: Alpha
Flux reticle encountered an error!
Please let the mod author know.
I think this only happens when I start the combat with another ship, then switch into the excelsior. I have a lot of mods running, do I need to give a modlist? Thanks.

63
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: April 05, 2020, 07:40:48 AM »
Quote
Hello, I recently downloaded the updated version of this mod and I noticed that the Cathedral Capitals weren't spawning in Luddic Church Fleets. I verified it by force spawning invasion fleets with both 10.5 and 10.4 versions. I'm not sure if they're just EXTREMELY rare but I stopped spawning fleets after about 20 on version 10.5. I had one appear on the first try using 10.4.

If anyone can verify that they are indeed just very rare, that would be helpful.

Also I was spawning fleets from a size 7 Luddic planet against size 6+ enemy planets.
I have the same problem, I don't know when this started happening for me, but I think it might be a different mod changing it, because this mod hasn't been updated for a while.

64
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.15a
« on: March 28, 2020, 06:20:46 AM »
The code worked Nia, thanks!

65
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.15a
« on: March 27, 2020, 01:09:36 PM »
I got the newest update after completing the Rosenritter carrier quest, and the quest box now says the Traumtänzer is in the "null" constellation, and the marker for the quest is on my fleet. Is there any way to fix this, or do I just have to manually find the ship?

66
Mods / Re: [0.9.1a] The Xhan Empire, version 1.3
« on: February 21, 2020, 04:22:39 PM »
Is the 1.3 update save compatible to 1.2?

67
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« on: November 22, 2019, 04:32:27 AM »
I suspect that he rolled back but not by removing previous files but by overwriting it. I fell to that trap several times.
You're right, I did exactly that :(

68
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« on: November 21, 2019, 01:57:45 PM »
I have the same issue as the person above, but for some reason the game doesn't finish launching if I roll back the save (Starsector breaks when loading, then says a ship file is missing). I am new to this kind of troubleshooting, so tell me any common sense things to help please.

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