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

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Messages - Klokinator

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Mods / Re: [0.95a] WhichMod 1.0
« on: July 25, 2021, 11:48:46 PM »
Possibly one of the most important mods to me, since the number of times someone has asked "wHaT mOD is tHAt fROm??" and I'm like, "Uhhhhhh...."

Now they won't even need to ask most of the time, since the mod name will be right there in my screenshots, and if it isn't, I'll be able to find out easily!

Please modders, make use of this, and hopefully a lot of use. This sounds too cool to ignore. I'd love to see hullmods that instate specific drone behavior, just as one example.

Mods / Re: [0.95a] AdvancedGunneryControl 0.9.3
« on: July 10, 2021, 12:15:31 PM »
I'd like to see the settings for this mod change a bit, so that instead of the current system, you can change weapons to shoot or not-shoot at specific things.

For example, I love the Heavy Arc Emitter. It shreds anything in PD range, and tears through ships with downed shields.

But... there is no setting for "PD and if enemy has downed shields"

So, how about a system where, for each weapon, you can click boxes twice, once to highlight them green, once for red, or set them to off as in 'it doesn't matter'.


Holdfire 90%
Holdfire 75%
Holdfire 50%
Conserve Ammo
PD Flux > 50%
PD Ammo < 90%


So, in the case of my Heavy Arc Emitter, I'd do the following:


I highlight the bolded options in green, and cross out shields, meaning this weapons acts as PD, but can also target unshielded enemies too. As for the options below, the ability to set them as positive or negative, for the inverse, would be cool.

Maybe I want a PD weapon that only fires if flux is above or below a certain level.
Maybe I want it to never conserve ammo, or to always conserve ammo.

By switching to a Yes/Whatever/No system, you'll add a lot more versatility to what I consider a mandatory mod. Thanks for listening to my TED talk.

Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: July 09, 2021, 07:01:10 AM »
Stellar Mirror and Distributor are confusing and make no sense.

So, here I am with a planet that has Low Light and Extreme cold. I have a Stellar Reflector core.

What are the descriptions for these items?

Consider the following:
Stellar Distributor costs 300k. It explicitly says it provides light to the planet, but does not mention heat.
Stellar Mirror costs 450k. It explicitly says it provides heat, but it also says it does so by beaming light onto the planet.

What this confusingly tells me, the player, is that the Stellar Mirror is the souped up, super version of the Distributor. It should provide light AND heat! After all, it literally uses light to heat the planet, so that certainly seems to indicate it will counter low-light, and it costs more, so that would indicate it provides dual-functionality.

What doesn't make sense, however, is that the Distributor only counters light, and the Mirrors only counter heat. That makes zero sense.

So, here are a few solutions.

1. Change the Mirror to say something like "It uses infrared light to warm up a planet, but does not counter low-light conditions, only heat conditions."
2. Make them cost the same, so it's clear the mirror is not just "the Distributor, but better".

Alternately, maybe merge them into one thing? Maybe it would be better to have something that just counters light and cold, since they go hand in hand. It would be kind of weird for you to warm a planet explicitly without light, or with infrared light. Really doesn't make much sense if you think about it.

Came here to report the same bug as Mora above.

So many Sierra, and they can't be removed, either.

I found a pretty annoying bug.

Suppose you have 12 owned worlds, three of which have heavy industry with pristine Nanoforges.

Now suppose you liberate a world which has salvage yards but no heavy industry.

All of your production instantly gets filled with D-mods, because a single world in the production network without heavy industry but with salvage yards will ruin all the other ones.

I sat there merrily building/stockpiling a fleet of ships, returned home, and found they all had tons of D-mods. I am sad.

Did you guys skip over what I said in the first post?

Of course, my monitor is 1440p, so you'd have to deal with some size restrictions. What I've shown above is my 'ideal scenario.' You show me a map with a directional indicator leading to the objective.

As long as the spirit is followed, I'm good with whatever implementation. Let's make missions actually fun for once!

General Discussion / We seriously need better information QOL updates
« on: June 28, 2021, 04:50:16 PM »
I've put hundreds of hours into Starsector but there are a few things about it that really bug me. I've posted about the disconnect between the intel and map screens and how annoying it is, tabbing between them to look up info.

Today I want to talk about... missions.

Missions you accept from bars, specifically.

There is often a complete dearth of really important information in many missions, but bounties and deliveries are awful. Anything that involves "hey you, go to X place and do Y thing" is the worst. Just look at that image.

My target is 15 light years away, in a star system with a randomly generated name. Which one? What direction? All I have is distance and a name.

This issue could be solved by taking the entire mass of empty screen space to the right and left and showing a small window to the left or right indicating where you need to go.

This is what it should show for maximum info:

(Pretend it's showing the correct system because I spent 5 minutes hunting for pixels on the map and couldn't find it, which is why I'm making this post)

Of course, my monitor is 1440p, so you'd have to deal with some size restrictions. What I've shown above is my 'ideal scenario.' You show me a map with a directional indicator leading to the objective.

However, if this is not possible, there is another thing you could do, which is much less user-friendly but still better than what we have now.

Just... put a little arrow pointing in the general direction right next to the lightyear distance.

"It's 32 lightyears northwest of here."

It's still not awesome because to look for the exact system, I have to exit out of all the menus and open up my map/intel to find the system and ensure I can reach it... but it's a decent compromise.

Please, I want to enjoy bounties, trade deliveries, and other such things, but the current implementation makes many of those unpleasant to deal with on a per-case basis. This can definitely be improved.

Does Stellar Networks still have the feature to transfer cargo between storages? I cannot find it anywhere.

This is from the old post.

Mods / Re: [0.95a] Unofficial New Game Plus 1.3.0 (2021/3/27)
« on: June 27, 2021, 04:11:01 PM »
Awesome! Thank you!

Mods / Re: [0.95a] Unofficial New Game Plus 1.3.0 (2021/3/27)
« on: June 27, 2021, 09:06:47 AM »
Just want to make a request.

Currently, you can only inherit a random number of bluebrints from ALL your available blueprints.

That means all of these:

I personally don't mind searching for and finding ship/weapon blueprints. I'd like to inherit hullmods for new runs only, because lacking hullmods in the early game is super annoying.

Any chance you could let people inherit specific types of mods?

Edit: Alternatively, if you can tell me how to make the mod not check for anything but Hullmods in my version, that would work too.

Modding / Re: [0.95a] Truly Automated Ships v1.1.2
« on: June 26, 2021, 03:08:47 PM »
Oh, wow. I just found this mod. What an awesome implementation. I really dislike the way the current implementation holds you back for seemingly benign reasons, while this one 'feels' better and also lets you actually create automated monster-fleets.

Great work. Will be playing this soon!

Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 26, 2021, 06:47:24 AM »
Chiming in with my agreement that the Pandemonium overall just sucks now.

Please note that I never played with its old version. I just started trying it out for the first time and was baffled about how it was so garbage compared to other capital ships. Here are some things I've noticed.

1. The shield is front-facing. If a missile explodes against where it meets the ship's bow, the ship TAKES DAMAGE. The shield doe not protect the ship for explosive hull/armor breaking impacts. Yikes!
2. I need way more OP to make this thing functional. I saw someone mention it got a 60 OP nerf, and trust me, I can feel it. This ship feels like a half-capitol ship, and a really bad one. It loses to every other capitol ship in the game.
3. It only has two large mounts, and they are on the rear of the ship. Do you know what that means? On a ship this long, you lose 200-300 units of firing distance because the shots have to clear the ship's bow. An 1100 range weapon fires as if it were only 800-900 range. That is really bad, since it effectively makes anything below 600 range unusable unless you literally battering-ram the enemy.


So, here are my hot suggestions to improve this ship without making it stupidly overpowered.

1. Bring back another 60 OP, or maybe only 30. Either way, the Pandemonium needs quite a bit more OP to be decent.
2. Move the shields forward about, say, 25 units? They should not brush up against the ship's front.
3. I saw that you removed some large mounts. That's fine. I recommend replacing Dampened Mounts with a new unique ship mod:

Enhanced Cannons:
Large ballistic and energy weapons gain an additional 300.0 su of firing range.

4. Optional: Convert the shield to omni, and make it about 30 degrees wider. 60 degrees is really bad. This ship gets destroyed from any angle other than the front.

These are just my suggestions, but frankly, capitol ships need to be strong. There's a difference between overpowered and reliable. This ship is extremely weak. I can't even beat 40 OP ships in the training menu, let alone live-firing enemies.

The white flash always happens when you blow up destroyers or bigger ships. You might not remember it happening previously, because you played with GraphicsLib mod.
Aha, that might be why. Does GraphicsLib tone down those visual effects?

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