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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Uhlang

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Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.2
« on: April 24, 2022, 04:41:56 PM »
As a super ship connoisseur, I absolutely love me some overpowered tin cans, but Phantasmagoria feels busted even by my skewed standards.

Based on the fact that it's a one-of-a-kind, starter-only ship that's unlocked by a mission, I assume it's meant to be your Excelsior, but the Excelsior also comes with the huge negative of making you develop a new set of piloting instincts, plus its performance is heavily reliant on the surrounding projectile count and power. Phantasmagoria on the other hand just plays like the result of an unholy matrimony between Hyperion and Scarab.

Not complaining, by the way. This post is both a signal to my fellow super ship enjoyers and a warning to those who are afraid of wielding too much power: Phantasmagoria is insane.

Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.2)
« on: April 23, 2022, 10:11:48 AM »
Sorry for the delay in updating the mod. I just haven't had much time to work on it recently, but once I do the crafting system will be the first new feature to be implemented. Thank you for your continued patience!

This isn't paid work and there's no deadline. Take your time.

Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.2)
« on: April 23, 2022, 03:08:01 AM »
... Why does it need updating? (As opposed to being nice to have.)
Quote from: Boggled
Future plans:
- Allowing Remant battlestations to spawn their own patrols around your colony.
- Construction of coronal hypershunts.
- Terraforming in starless systems using the fusion lamp.
- Crafting special items using Domain-era artifacts.
- Unique buildings that demand Domain-era artifacts.

I also feel that the mod is in a really good place right now and wouldn't hurt much if we never saw any of that, but some of these would be cool to have. Especially the crafting system for me. The academics aren't very reliable and I had situations when I didn't have the colony item I wanted even after exploring basically the entire sector and using your modded Tech-Mining on vast ruins for nearly a decade's worth of cycles.

Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.2)
« on: February 18, 2022, 01:30:18 PM »
Ismara Sling isn't buildable on an Ice Giant. Is this intended behavior given that Ice giants are... well... giant balls of ice?
The "ice" in "ice giant" refers to "ices" in the planetary science sense.
They don't actually have that much of the generic water-ice.

Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: February 16, 2022, 06:17:49 PM »
I'm mentally filling up the rest of the shield and am getting an oval instead of the usual perfect circle.

I assume that's what he's teasing.

Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 29, 2022, 04:32:28 AM »
Oh, so you are fine with resource improvement method being basically a free console command with 200 days delay?
"Free" and "200 days delay" shouldn't be in the same sentence. Time is a resource, and perhaps the most valuable one, at that.
There's also the planet type and structure limitations. It's not like this mod allows you to turn your gas giants into wellsprings of organics.

Honestly, if there has to be a change, I think it should be within the boundaries of the type/structure-based skeleton of the mod as it is now. I myself feel like certain options are a bit too accessible, but overhauling it to incorporate points like in ~6.0 seems like a bit much. There should just be an extra barrier or two.
Farmland improvement could be barred behind Genelabs, while Organics/Volatiles improvement should maybe require a new "Resource Pressurizer" structure. That kind of thing.

Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: January 28, 2022, 05:20:54 AM »
Exploration content spoilers
The original Neutrino Detector can be used in hyperspace to find Slipstreams. The one you added can't. Is this intended?

Courier Ports seem very fixed to me to the point I didn't realize they were even broken. I use a courier port to send a single kletka alpha core from my stockpile directly to the industrial storage of the supercomputer every cycle. Works like a dream.
They seem to start messing up after a decent number of repeated deliveries. I had mine set up to deliver Gammas from my storage to my Supercomputer every couple months and they eventually started failing despite the source and the destination literally orbiting the same ice giant.
I reported it before and Hartley acknowledged that it was bugged right now, but I don't see anything in the change log saying that it's been fixed.

Ah yes, the absolutely balanced(tm) get-an-alpha-core-free-every-month delivery service that does not circumvent the core gameplay loop at all.
To be honest, [REDACTED] farming stops being a challenge and becomes a chore real fast. Automating that process with Kletkas is less about making money, but saving time. Why harvest your 50th [REDACTED] crop from your designated high-danger system when Chico hasn't been glassed yet?

Also, how close are Courier Ports to being fixed? I would enjoy not having to manually supply my Supercomputers+derelict industries like some barbarian.

Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 22, 2022, 08:35:34 AM »
Is it intended for desertic worlds from Unknown Skies to count as arid for terraformation purposes?

Not complaining or anything. Desertic worlds often have good metal deposits and are never habitable, so if you improve their organics deposits, you get by far the best places for mantle bore mining.

Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 11, 2022, 04:16:59 AM »
Duel of the Century killed my pride as a pilot.
I won, but it gave me PTSD and helped me find God. I'm gonna retire to Gilead and be a family man.

Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: January 08, 2022, 05:47:36 PM »
Fusion lamps being used for terraforming would make sense, but there would have to be some sort of mechanism in place to prevent players from filling nebulae with pleasant planets by just passing a single Fusion Lamp from one planet to another. I can think of three ways to do it:
1. Post-terraforming, the Fusion Lamp is locked to Population and Infrastructure or consumed while the campaign object somehow remains.
2. Post-terraforming, the Fusion Lamp is consumed and replaced by a structure much like the reflectors.
3. Star-less planets terraformed by the Fusion Lamp start refreezing if the Fusion Lamp is removed.

Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: January 08, 2022, 08:37:53 AM »
The mod's stellar reflectors simply follow the rules of the 0.95 vanilla reflectors, don't they? Granted, they don't spawn on planets with extreme conditions, so it's nothing vanilla ever had to address, but still.

Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: January 06, 2022, 10:09:06 AM »
I was also thinking that more could be done with Cloning, but didn't suggest it because I felt it would've been less TASC and more IndEvo. Might as well do it now that someone else brought it up.

My idea was that it could be used to create pop 7 colonies. Of course, this function would have to be barred behind something like a quest, the abuse of story points, or a single-use colony item(like a "Pando Device," after the massive clonal colony of quaking aspen,) but it would certainly be nice to have more options to break the pop limit.

Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: December 23, 2021, 09:40:25 AM »
The madman went and added exploration content.

As if I needed any more reason to always keep this mod active.

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