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Messages - n3xuiz

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136
Mods / Re: [0.9.1a] Underworld 1.4.6
« on: January 06, 2021, 02:19:17 AM »
the station in styx from where the Dickerson Fleet spawns got destroyed and now there is no fleet. any way i can fix this in a running savegame? i'm not running nexerelin so i can't re-populate and then transfer the station back to pirates.


any way to fix this without restarting?

137
hi i'd like to request two mods:


-) auto-resolve (bribe) invasion/expedition
for quite some time i use the mod to auto-resist hegemony inspections in the late game when i'm stacked with alpha cores. i'd like the same option to auto-bribe expeditions and invasions when i have millions of credits anyway.

-) craftable [redacted]
i'm using recoverable mod that lets me capture redacted ships but i'd also like them in my system defense fleets.


if anyone can make these (or they exist already) i'd really appreciate it.

thanks to any modders that read this because your efforts make this great game even better.

138
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 28, 2020, 12:55:37 AM »
hey boggled i very much enjoy your mod! i've been using it for a while now and the only thing i'd like to see added is the ability to construct a orbital ring such as the TSC mod provides. can you maybe include this in your mod? idk if its even possible but if so that would be awesome.

at any rate thx for making an awesome mod  :D

139
Bug Reports & Support (modded) / Re: failed to save game
« on: December 22, 2020, 11:47:25 PM »
thanks for the answers. i will try them out and see what works.

140
Bug Reports & Support (modded) / Re: failed to save game
« on: December 22, 2020, 09:49:18 AM »
sry for posting into the wrong subforum. i am aware of the vmparams settings. currently i have it set at -Xms8192m -Xmx8192m -Xss1024k. i have 16GB of system RAM. do you think i should maybe set it higher?

as for the log file i packed it with 7zip and it indeed seems unextractable with the built-in windows zip. using 7zip i was able to extract it though. just in case i uploaded the file uncompressed at the link below.

also should i modify the -xss setting as this value seems very low compared to the others.


besides that the thread you linked talks about VRAM. i've a GTX 970 with 4GB VRAM. would you recommend i disable Settings "useLargeRipple", "loadSurface", "loadMaterial", and "use64BitBuffer" for my card?

https://www.dropbox.com/s/6pky5x3k0kxvklf/221220_starsector.log?dl=0


at any rate thx for the quick answer!

141
Bug Reports & Support (modded) / failed to save game
« on: December 22, 2020, 02:41:05 AM »
today i played some hours of starsector and fought many battles (~30).


after that i wanted to save my game. when i save my game right after loading it it takes about 3 seconds. this time steadily increases after more playtime. now after all these battles the game failes to save completely. the save progress bar is visually structured into these small increments with one of those filling up every 3-5 seconds. at some point it stops and says failed to save error null.

so usually when this happens i instead make a save copy. for some reason this save then takes the 3 seconds it would take at the beginning of a play session. but this time it filled up then the game lagged and it gave the same error failed to save.

now i don't know what to do i'll just leave the game running and try again later. i'm not sure it will work though since the longer the game runs the more unreliable the save process seems to be. what if anything can i do about this? is the save system just problematic?

if you need any more information i'm happy to provide. this is one of my all time favorite games but this issue has been bothering me for a while and this wouldn't be the first time i loose progress because the game failed to save.

attached my log file:
https://www.dropbox.com/s/dcj4w1rlo4089cu/221220_starsector.zip?dl=0

142
General Discussion / startup of starsector with lots of mods
« on: December 19, 2020, 10:56:43 PM »
i like to play with most of the faction mods and some of the others enabled so my game takes about two mintues to load.

that by itself is actually not an issue since other heavily modded games like rimworld take just as long to load.

the "problem" is this: once i've started the game i can't alt-tab out (if i do it doesn't load properly crashes or just runs at 5fps from then on)




for now i just go and do other things or make a cup of tea or something but i'd like it if i could start the game, alt-tab out and go back in once its fully loaded. is that feasible somehow? if not its not exactly terrible but still i thought i'd ask in case someone knows either way..

143
i updated a old modpack with lots of mods and then (so i could afford my dread-fleet with 150k crew) created a paradise world with 56 buildings (23 industries). i wanted this one planet to fullfill all my monetary needs but with me starting to add marines for raiding it wasn't enough anymore.

so now my dilemma: i want to add alpha cores to all 56 buildings on the planet but can only reach the ones displayed in the planet screen.

therefore i've turned to save-editing and found the entries of industries in the file.

a entry looks something like this:

<e>
<st>commerce</st>
<FDNode z="400775" n="Commerce" in="0.0" up="1404.0001" tI="0.0" tU="1404.0001">
<p ref="400728"></p>
<c1 cl="com.fs.starfarer.api.impl.campaign.econ.impl.TradeCenter" ref="21185"></c1>
<mE cl="Plnt" ref="1040"></mE>
</FDNode>
</e>


now how would i edit it to have an alpha core?

144
General Discussion / Re: I'm looking for a mod.
« on: November 29, 2020, 11:47:22 PM »
i just recently added this mod. also you might want to see the description page for the mod where it says that certain other faction mods add more special bounties.

145
Modding / IBB/SWP modded ship question
« on: November 27, 2020, 12:35:47 PM »
first of all i'm new to IBB and have not played with it before. in the SWP description i read that some mods add more custom bounties.

so recently i saw this video by Uran92:


in this he showcases the Nagato class ship. my question which of the mods he is running is this from and what is the internal name so that i can spawn it in with the console once i add the mod :)

edit:
nevermind its this mod:
https://fractalsoftworks.com/forum/index.php?topic=16160.0

146
Suggestions / navigate the codex with arrow keys
« on: November 25, 2020, 01:14:37 AM »
i very much enjoy some good lore and have spent quite a while just browsing the codex entries (especially with tons of faction mods added).

to that end i'd enjoy it if i could press the up/down keys to browse these entries. for example i want to see all capital ships and what might have interesting descriptions or just to look for a ship to include into my fleet.

i find that pressing the up/down a hundred times is easier on my fingers than clicking the same amount.


i know not exactly a high priority task but maybe if you find the time?

147
General Discussion / Re: nexerelin fills up diplomacy / important messages
« on: November 22, 2020, 11:27:41 PM »
no until now i didn't even know you could tag certain events. certainly never did it. but my only colony is stacked with nanoforge / synchrotron / alpha cores and so i get tons of invasions.

148
General Discussion / nexerelin fills up diplomacy / important messages
« on: November 22, 2020, 01:15:36 AM »
i've been playing the same save for a very long time now and i noticed that with nex enabled those messages aswell as colony threats just keep filling up. i now have 4031 in the important tab, 2954 in diplomacy, 1054 in colony threats. those tabs are lagging due to how many messages they contain.

can i do anything about this? any command to purge all entries from intel? or have i been playing for too long and this is just how its going to be from now on?

i'd also be open to editing my save if thats an option..

149
General Discussion / Re: [redacted] craftable mod?
« on: November 14, 2020, 06:43:59 AM »
@Harmful Mechanic

yeah having a blueprint package with all the remnant ships in it is what i'm looking for. the thing is i don't have a clue how to make that. i already looked at other blueprint packages to see if i could just add them in but considering the way they are laid out i'm not sure i'll manage.
as for adding them in via the console i know how to do that.

guess i'll try to make it work somehow..

150
General Discussion / Re: [redacted] craftable mod?
« on: November 14, 2020, 01:53:03 AM »
yeah i already saw that mod and since i use console commands can long since spawn them into my own fleet. not exactly what i'm looking for. maybe i can edit the mod so the [redacted] are included in some ship blueprint though..

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