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Messages - n3xuiz

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Mods / Re: [0.95.1a] LowTech Armada
« on: February 05, 2022, 06:44:06 PM »
is there a way to spawn the tech duinn station into a existing game?

@Arghy you should use the Grand Colonies mod that adds another page:

General Discussion / nexerelin derelict empire
« on: January 12, 2022, 04:41:12 PM »
i've been watching ashers lets play with the "derelict empire" start and the idea of the derelict as a AI faction intrigues me. that being said i don't enjoy the random systems. could i somehow enable this faction in a new save with the default settings and all the static systems? or even better spawn them into a existing game like the Apex Design Collective mod does?

General Discussion / Re: Your favorite mod ship
« on: January 08, 2022, 09:33:20 AM »
the spoiler ship from the kadur remnant mod for me. it just wiped the floor with my endgame vanilla fleet when i first encountered it.

General Discussion / Re: Command menu [Orders (2) Tab]
« on: January 08, 2022, 06:20:40 AM »
its been greyed out for as long as i can remember.. eventually you might be able to give orders to your defense fleets or something idk..

if you wanted to play without recruiting anyone you could use the AI Retrofit mod:

General Discussion / Re: Logistics hull mods cap
« on: December 26, 2021, 09:30:01 AM »
go to \starsector-core\data\config and edit

maxLogisticsHullmods and if you like maxPermanentHullmods

as to why is not for me to say..

Modding / Re: remnant blueprint mod?
« on: December 26, 2021, 12:39:29 AM »
it worked! thank you very much.

Modding / remnant blueprint mod?
« on: December 23, 2021, 11:36:19 PM »
in the past (.91a) i played as a "remnant" faction as in i would use droneships in both my and my planets defence fleets. to to this i used the method described in this post:

since 0.95 this didn't fully work anymore and only added modded remnants to my build options (worked fine for derelicts though).

so i was wondering if there was another approach similar to this: where i could just install a blueprint mod and spawn that blueprint in to unlock the vanilla remnant ships.

here is my modlist in case it matters:
{"enabledMods": [
  "Mayasuran Navy",
  "Terraforming & Station Construction",

General Discussion / Re: What is this ship called?
« on: December 22, 2021, 10:04:45 AM »
yeah addship and then one of the variants i listed or otherwise just tesseract for one without weapons.

Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: December 22, 2021, 09:03:55 AM »
any chance for a third page? in the beginning you said you might add one eventually if the mod is stable.

General Discussion / Re: What is this ship called?
« on: December 22, 2021, 06:06:02 AM »

but idk how to spawn them in with weapons attached. i guess you could then spawn in the weapons too but i can't remember all their names.


for spawning in doritos with appropriate guns attached:
tesseract_Attack, tesseract_Attack2, tesseract_Defense, tesseract_Disruptor, tesseract_Shieldbreaker, tesseract_Strike

General Discussion / any lets play out there with derelict empire?
« on: December 13, 2021, 12:41:55 AM »
i've seen this option in nexerelin but never chose it. does anyone have a link to a lets play with that option enabled?

so i've got a minimal modlist:

{"enabledMods": [

and two out of three atempts at entering hyperspace the game crashes.

142425 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.procgen.themes.RemnantStationFleetManager$RemnantSystemEPGenerator.generateEncounterPoints(
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.generateEncounterPoints(
at com.fs.starfarer.api.impl.campaign.enc.EncounterManager.advance(
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

no idea if a mod is causing it or the basegame. i thought i'd post it anyway in case it was starsector and not one of the outdated mods i'm running.

edit: idk if it matters but i used devmode + ctrl+z to explore all the remnant beacons

Mods / Re: [0.95a] Console Commands v2021.04.10
« on: December 11, 2021, 03:08:35 AM »
@Zeppelin17 removecondition

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