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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - TheSAguy

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31
Mods / Re: [0.96a] Automated Commands
« on: September 18, 2023, 01:41:52 PM »
Great Mod!
Please make this mod compatible with the Version checker that built into Nexerelin.

32
Mods / Re: [0.96a] Amazigh's Ship Foundry v0.13
« on: September 18, 2023, 01:34:49 PM »
Great Mod!
Please make this mod compatible with the Version checker that built into Nexerelin.

33
Mods / Re: [0.96a] Adjusted Sector
« on: September 18, 2023, 01:31:53 PM »
One of my all time MUST HAVE Mods!
thanks for your work on this.

Please make your mod compatible with the version checker. I think it's part of Nexerelin these days.

34
This is such a great, popular mod,
How come it's not compatible with the version checker?

35
Mods / Re: [0.96a] Adjusted Sector
« on: September 08, 2023, 08:11:24 AM »
So glad to see this mod updated!!

So I used the 0.95 version (hacked) in my current game, was wondering if updating it to the new .096 would fix the "Fixed errors/legacy changes (related to remnant fleet spawners, etc)." or if I had to start a new game?

For future versions, would like to maybe have a slider for number of plants per system.

Thanks again!


36
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: September 05, 2023, 12:07:35 PM »
Is there a way to disable the "Spacer Obligation" in an existing game?
What in the campaign.xml should I edit?

Thanks.

37
Mods / Re: [0.96a] Random Assortment of Things
« on: September 03, 2023, 12:04:41 PM »
Hey Lucas,

Great mod, love all the stuff you're adding.
I do have a issue though, when I install this mod, not FPS drops from 60 to 35-40 when in Hyperspace. (In system it's still 60)
I'm playing with 80 mods and adding/removing RAT causes this.

I was wondering if you would consider splitting this mod. Additional content vs. QoL.
I tried disabling everything but the mini-map, but the slowness consists.

Thanks.

38
Mods / Re: [0.96a-RC10] Customizable Star Systems (v1.0.1)
« on: August 26, 2023, 12:51:06 PM »
Thanks for this mod.

Could you please add some more documentation, maybe even a sample on moons? (Planets orbiting around other planets)
I'm having a bit of a hard time doing that.

Also, is there a way to just do a totally random planet? Where anything could spawn. Let's say I want a system with two sculpted planets and 3 totally random bodies.

Thanks.

39
Mods / Re: [0.96a]Epta Consortium - 2.1.0
« on: August 21, 2023, 12:54:30 PM »
Hi,
Per the trade screen, the best place to sell some supplies was at "Syzyzg Actuators Tradebase Star"
I flew to where that "star" should be, but there was nothing there....

Is this a feature, is it hidden or something? or a Bug in my game that it's not showing up?

Thanks.

40
FYI,
I'm playing with about 80 mods and my game runs at 60FPS.
When I add this mod, it drops to about 45FPS, no matter what I do to try and optimize performance.

41
Mods / Re: [0.95.1a] Adjusted Sector
« on: August 11, 2023, 11:38:33 AM »
Do you know what content get's overwritten and any chance of a hotfix??

42
Mods / Re: [0.9.5a] Coherent Watermelon's Ship Pack (CWSP) | 1.2
« on: August 11, 2023, 07:55:53 AM »
So, did it work for 0.96a?

43
Mods / Re: Cebby Ship Pack [V 1.1.8]
« on: August 11, 2023, 07:47:38 AM »
Does this work with 0.96a?
(If you change the mod_info.json file)

44
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: March 06, 2022, 07:46:10 AM »
Hi,

Is there a command that will show/reveal all the Gates?

Thanks.

45
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: March 03, 2022, 11:43:25 AM »
Great mod Thanks!

I do think that the "VIC-X14 Phase Frigate" ship is a little OP. I'm not a good player at all, but I let the AI just kill anything with it.
Two or more in a fleet is unstoppable!

Thanks for all your effort!

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