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Messages - n3xuiz

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i like building a single super OP colony and then place tons of industries on them and improving all of them. the problem isn't the cost of storypoints as such since i can just use console commands to get the required amount but that the time to apply those story points also seems to scale.

so if i improve a structure/industry and it costs 4 storypoints it takes less than a second to apply but since i run 100+ mods and add many of the included industries i end up spending 20mil storypoints to upgrade the last industries. for sure this was never intended and from me clicking to apply the game hangs 5-20min depending on storypoint cost.

so my question: is there a mod that makes improving buildings always cost 1 storypoint so the hanging issue never happens?

if not thats ok too since i'm not supposed to have these types of colonies anyway.

Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.9
« on: January 15, 2023, 01:58:49 AM »
@GreyEisenwolf the thing that often worked for me was using console commands and typing: addspecial ship_bp shipname

afaik it doesn't work with all ships but its worth a try..

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 03, 2023, 01:50:48 AM »
The Indevo artillery station still doesn't seem to be compatible with the remnant station
can confirm.

Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: December 09, 2022, 09:24:06 AM »
i recently joined an alliance but i don't want to have the game pause with popups aka "make peace/war with x". i know about ceasefireNotificationPopup:false but is there a option to always abstain or say yes to alliance proposals. otherwise i'll have to leave because popups pausing my game unexpectedly is something i don't want.

Mods / Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
« on: December 06, 2022, 02:03:08 AM »
i just started a new run with the 2.5.4 version of ED Shipyards enabled. After a while i had an encounter in my planets bar asking if i wanted a ED submarket installed in my colony. i agreed and now i have these ED fleets doing trade or whatever. But the submarket is greyed out even though i have 100 rep with independents. is this intended? i originally thought i'd be able to buy/sell on those markets.

also thx for keeping this mod alive!

General Discussion / Re: Planet size edit in save files
« on: November 10, 2022, 03:10:18 AM »
i also like to edit my planets radius and find it to be very tedious. so in my example i have a jungle world and want to edit the radius.

i save the game while orbiting the planet i want to edit and copy that save to the desktop or wherever as a backup. i leave the game running.

then i search for jungle planets in the save file, edit the radius and save. then i alt-tab into the game load the edited save and see if the radius has changed on my planet (it probably didn't). so i go back into the notepad++ and change the radius back to what it was and look for the next jungle entry and edit that radius..

rinse and repeat until i found the planet i wanted to edit and there you go..

basically brute force it until you find the right one.

its a pain especially if the planet type you want to change is a common one.

Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: September 20, 2022, 08:58:14 AM »
also since you are working on the mod i get a nullpoint exception on one of the derelict ships in near Kadur.

Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 09, 2022, 09:23:58 AM »
Is there a way of removing the stellar mirrors/shades via console command or save editing? They really are an eyesore

just thought the same yesterday.

Modding / removing some debris fields
« on: September 07, 2022, 08:09:35 PM »
i've colonized a system but there is a debris field directly above my planet. it's a debris field that spawned with the system and therefore stays and can't be removed by vulture scavengers. can someone tell me how to remove it please?



maybe a console command ala runcode(...)?

or even if someone can edit my save and send it back to me?

Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: September 05, 2022, 10:10:45 AM »
i don't mean to sound ungrateful. your mod is a must when using additional modded structures/industries. i understand not wanting to spend lots of time on a re-write for a few edge cases.

Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: September 05, 2022, 09:39:41 AM »
if you actually manage it i'd be very interested in a version with more pages.

General Discussion / Re: found some insane systems
« on: August 21, 2022, 07:52:15 PM »
it used to be terrible. saving would take progressively longer until it was ~15min and then crashed. but once i did the java version thing and the more aggressive GC config (plus decreasing the colonisation rate for nexerelin in very long games) it actually runs okay. the save times keep going up over time but you can somewhat mitigate it by doing save copy.

overall this many faction mods is what i wanted starsector to be once i had played vanilla. i absolutely love the setting but faction-wise it always felt a bit too empty to me.

General Discussion / found some insane systems
« on: August 21, 2022, 01:17:48 PM »
i recently put together a new modpack and started a game. i focused on areas other than exploration but eventually i went out and scouted the sector. in the course of which i found these systems:

so after i gave up on collecting the loot manually i though i'd build a salvage yard (from indevo) to allow scavenger fleets to spawn and automate the collection. sadly they never did, maybe because these derelicts are "static" and not generated after fleet battles?

at any rate i'd love to know which mod added these systems.

my modlist:
{"enabledMods": [
  "Celestial Mount Circle",
  "Everybody loves KoC",
  "Mayasuran Navy",
  "Terraforming & Station Construction",

edit: oh and if i can somehow automate the collection of these derelicts because no way am i collecting all of them manually

edit2: after leaving the system and the "cell" and returning after some time a vulture scavenger (from nex?) appeared and is looting the system. yay!

didn't really expect it to. i like the mod though its definitely staying in my load order going forward.

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