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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - DecoyGrenadeOut

Pages: 1 [2]
16
Hello, I really enjoy your mods! It makes colony gameplay that much more engaging rather than being some cash pinata.

I'm just wondering if you could retrain (respec) your officers in the academy, maybe just once is fine, because I got some pretty inconsistent promotion skill choice leading to unoptimal build I want for the role of that officer and it would be great if I can redo it another way than just dismissing the person and find another one. Thank you!

17
Modding / Re: Alpha, Beta, Sigma Subsystem
« on: July 09, 2020, 05:36:42 AM »
That could be HullMod Expansion Pack

Could be wrong...

And if I right, it would be quite hard to get information of this mod...

You are correct^

They should have descriptions with what other mods they enhance in their tooltips.

Wondering if you could upload that mod for me anywhere since I cannot find it anywhere and it was pretty fun to use if a tiny bit unbalanced with certain modded ships. Remember not to post the link on the forums if you do, just send me a link in my inbox. For personal use, permission isn't needed.

Hullmod Expansion 4.5a

This is my copy of Hullmod Expansion 4.5a, the last version of the mod I saw on the forum before it disappeared, it does not include any ship or content other than hullmods. Credit to the original author / Phoenix, I will remove this if requested to.

18
Is it possible to make a mod that essentially notifies you when a given weapon group is able to all fire in game and/or display the ammo count of weapon in the group? I have quite some trouble timing weapons with long cool down (AM blaster) and strike weapon like AP lasers and it would be great if it's possible to have something like that in the game.

19
Bug Reports & Support (modded) / Frequent CTD Error
« on: April 28, 2020, 05:05:09 PM »
Hello,  so I started a new save with random sector generation. I was having a great time trading heavy armaments when I got this error and got kicked to desktop, I tried just opening starsector and play again, three times but i got this error all 3 times i did this.

Spoiler
237830 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeOPCost(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getMemberStrength(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:3777)
   at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:408)
   at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager.createTradeR outeFleet(EconomyFleetRouteManager.java:587)
   at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager.spawnFleet(EconomyFleetRouteManager.java:447)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:614)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:572)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:126)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

This is my mod list:
Spoiler
  "$$$_lightshow",
  "$$$_trailermoments",
  "Adjusted Sector",
  "anvil_industries",
  "ApproLight",
  "ApproLightPlus",
  "raccoonarms",
  "automatic-orders",
  "lw_autosave",
  "timid_admins",
  "blackrock_driveyards",
  "CaptainsLog",
  "aaCari UIl",
  "Celestial Mount Circle",
  "chaladin",
  "CAS",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "communist_clouds",
  "lw_console",
  "degenerateportraitpack",
  "diableavionics_royalblue",
  "diableavionics",
  "DisassembleReassemble",
  "sun_doubled_supply_cost",
  "XLU",
  "FPE",
  "fluffships",
  "foundation",
  "gt_galaxytigers",
  "gladiatorsociety",
  "GMDA",
  "HMI",
  "HA",
  "sun_hyperdrive",
  "deconomics",
  "Imperium",
  "kadur_remnant",
  "kiprad",
  "lw_lazylib",
  "ArkLeg",
  "lights_out",
  "logisticsNotifications",
  "luddenhance",
  "MagicLib",
  "Mayasuran Navy",
  "metelson_release",
  "nexerelin",
  "ORA",
  "Polaris_Prime",
  "TAR",
  "randomflagpack",
  "ResistInspection",
  "sun_ruthless_sector",
  "sad",
  "scy_bluesky",
  "SCY",
  "RC_Second_Wave_Options",
  "secretsofthefrontieralt",
  "SEEKER",
  "swp",
  "bonomel_skilledup",
  "soz_shippack",
  "speedUp",
  "sun_starship_legends",
  "StopGapMeasures",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming and Station Construction",
  "THI",
  "TS_Coalition",
  "underworld",
  "US",
  "URW",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "toggleWeapons",
  "audio_plus",
  "shaderLib",
  "zDesaturatedCabal"
[close]

Thank you in advance!

20
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.0)
« on: March 01, 2020, 09:43:52 PM »
DecoyGrenadeOut the drone control nexus industry can be build on any of boggled's space stations from is other mods.

-Astropoli
-Mining stations
-Siphon stations
-recolonize space station (abandoned space station,orbital habitat,gate control stations and other if added)
-gate control stations

Oh I see, thank you very much! I'll certainly have to try out the mod.

21
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.0)
« on: March 01, 2020, 08:03:23 PM »
Hello, first off, I just want to say your mod rocks, it really changed how I looked at system with not-quite-perfect planets, and in combination with Industrial Evolution this mod has really freshened the colony system for me!

Second, I just wanted to ask, how/where do you build Drone Control Nexus industry? I found this system I like a lot which unfortunately all have arid and desert planets but no cyrovolcanic or water planets, now the OP says you can only build in in a Station Market but I'm not sure what it is, and I'm not aware of any way to build a station (but I have orbital station in each of my planets). It'd be great if you elaborated this for me. Thanks in advance.

Also, is v4.0.0 save compatible from v3.0.4?

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