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Messages - Kh0rnet

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I'd scale the planets' building slots with its population size, honestly. With a base limit of 10, +1 slot per a size increase from 4 onward sounds balanced IMO.
I've got enough mods that the limit actually hurts, there's so many things to build and so little colonies.

Mods / Re: [0.9.1a] Adjusted Sector
« on: March 17, 2020, 08:50:10 AM »
Well this mod *** my game completely during hyperspace travel. Silky smooth 20 FPS.
Overall I rate it 11/10, would download again.

I only wish I could re-name stars and un-colonized planets because most of them have lame names like "Gamma Derpoid A"

It's possible to build whatever building you want even if you got more than 12 - you just can't see them anymore as they have no space in the row. You still get the effects.

When you have max industries it's not possible to build anything at all though, even non-industry structures. The button is un-clickable.

Still soft-capped.
If I was to do anything to that limit, I would make it a hard cap and not allow more than 12 structures for balance reasons. You want more? get a second colony.

I'm not sure what you mean by "soft-capped" - I've found out that once you hit 12 structures it's impossible to build more industries. It is, however, possible to build "non-permanent" structures (like those from Boggled's Terraforming and Station Construction [Astropolis] mods), that don't formally occupy a "structure slot" when built.

Mods / Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: March 16, 2020, 08:58:55 AM »
Planet descriptions are stored in the descriptions.csv under UnknownSkies\data\strings. It is mostly safe to edit.

Thanks. I will rewrite them myself for personal use. I don't want to share/upload anything without the mod author's approval, though.

Again, I mean no offense, but sentences like this are making me wonder if I'm having a stroke:
"In fact the relief expose the influence of the magnetic field on the weather and iron rich water precipitations."

Aren't we still hard-capped with 12 structures total built for any colony?
Considering the amount of structures/industries that are possible to build, is there a way to increase that limit via modding?

Mods / Re: [0.9.1a] Player Station Construction (v3.1.1)
« on: March 14, 2020, 01:12:58 PM »
Negative growth can't reduce the size of a colony, so it doesn't particularly matter. Population progress towards the next size will get down to 0% and then stop.

I... did not know that. The growth in negative numbers kind of implies otherwise. I just assumed logically people would emigrate out of the planet if the conditions are awful.
So the only way to effectively lower a colony's size is saturated bombardment.

Mods / Re: [0.9.1a] Player Station Construction (v3.1.1)
« on: March 14, 2020, 12:19:53 PM »
I've been bugged by the smol station sprites as well. Astropoli are HUGE in comparison on the map, but practically they reach the same size/population. I think it would be safe to simply replace the mining station sprite with the astropolis one. The difference is purely aesthetic though. Perhaps a skilled artist could contribute original and separate sprites for ore and gas stations, as well as astropoli...

Somewhat related: I've noticed a pretty significant issue when turning on the "Cramped Quarters" effect. Though I personally think it should be on by default, as building space stations should be more money and time-consuming than colonizing a planet, when you also turn on the setting for non-player factions (which also makes sense), they all immediately gain negative growth when above size 3.
I'm not saying that the factions should build station expansions the same way the player does; but maybe hardcode  the "Cramped Quarters" setting to be at a certain level of already built expansions to counteract the negative growth for other factions' stations?

Mods / Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: March 13, 2020, 06:38:17 PM »
Love the idea, love the mod, love the implementation, but I HATE the descriptions of planets and planetary conditions which are riddled with grammatical, punctuation and style errors.

If you'd be as kind as to provide me with the raw text files I could do some proofreading/editing of the text to make it more palatable and fitting to the Sci-Fi literature style of Starsector. No offense intended: the descriptions are definitely written as to match the core game's style but... they are flawed.
All text would be up to your approval as the mod's author, naturally. Since the mod is not too text-heavy in the first place, it wouldn't take me long and this kind of work is something I have professional experience with.

I was only able to find the text for market conditions in the mod's aptly named 'market.conditions.csv' file - I don't know where the planet descriptions are and if editing anything in these files is safe at all.

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: March 13, 2020, 08:07:14 AM »
Still incompatible with DynaSector 1.4.7?

Bug Reports & Support (modded) / Battle size and performance
« on: March 12, 2020, 04:50:10 AM »
I am running a couple mods (including GraphicsLib) and I had no significant performance issues overall.
However, I recently decided that I want to bring my glorious space fleet battles to the next level and so I increased the maximum battle size from 500 to 800. This didn't choke the game outright during full-sized battles but I have noticed FPS issues - the game's engine visibly, though not significantly, "slows down" during battles, explicitly so when I launch a lot of missiles.

Now, I understand I may have pushed it too hard and the game's default battle size is locked to 500 for a reason. I do, however, have a relatively strong PC and GPU, which is why I am trying to figure out if there is a way to squeeze out superior performance and allow me to use the large battle size without compromising FPS.

I have tried the following to no noticeable effects:
-turning off V-Sync and/or G-sync via NVidia's control panel (V-sync for the program, G-sync globally)
-tweaking GraphicsLib settings (most notably turning off post processing and bloom)
-disabling GraphicsLib functionality altogether through "enableShaders":false in its settings

Since none of the above solutions have done anything to improve performance during large scale combat (only decreasing battle size works) I am wondering if the performance issue is related to graphics instead of something else (like processing all the entities on the map during combat - I have mentioned spawning missiles makes the performance drop noticeable).
I have also allocated extra RAM to the game via settings already (to 4056).

Here are my specs:
Processor: AMD Ryzen 5 2600X Six-Core Processor
Video Card: NVIDIA GeForce GTX 1080
RAM: 16 GB

Starsector economy is logistic. That means this:

Every resource unit your colony displays is 10x the amount of the prior unit. This is why Gilead, at a base food output of 8 units, can supply the entire sector with food - it could, in theory, supply up to 10 planets that need 7 units of food each (if the engine cared about that, which it doesn't.)
Imagine if I stacked the resource units: The assembler produces 4 units (ten thousand items), the industry, 6 (one million items), you combine them and suddenly you have an output of ten billion items, or 10 units?

The units you see in the industry screen is not a true representation of the produced item amounts. It is a heavy abstraction, called economy units. Economy units produced by industries are completely detached from commodities that the player trades with - there is a definition how many items make up an economy unit, but the economy system does not care about it (that is not entirely true, but explaining it is confusing.)

So - what the Variable industries deposit in the storage has absolutely nothing to do with the actual economic output. It is a number I calculated by taking upkeep vs. commodity cost and theoretical profit, running upkeep to output comparison with a logarithmic increase over market size, and balancing it manually a bit.

I hope that answered both questions.

By the way, this is also why Salvage Yards are so useful - they export their output alongside Heavy industry, which no other industry does because it would just be integrated in whatever industry delivers more units.

Thank you very much for the detailed explanation. This is apparently big-brain stuff, but I think I get it  ;D

Then ultimately there is no reason to use a Variable Assembler to produce a resource you already have a better industry for, EXCEPT for the monthly delivery of the commodity for your personal use.

Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.1)
« on: March 11, 2020, 07:31:09 AM »
If you don't want to wait a cycle to see the results, you can use the setting in the settings.csv file that modifies the time it takes to complete terraforming for the MUD. I think setting it to zero should result in immediate terraforming without any bugs.

Thank for the protip, will do next time I wanna test terraforming.

If you're willing to expand/rework the mod as I've briefly seen you mention in your station construction mod thread: I humbly suggest some kind of gravity stabilizer structure to counteract the effects of gravity hazards. I think it's highly plausible since it's already considered "probable" by science to manipulate it using electromagnetism. I know we can currently do it with a MUD through settings but that feels too cheap. Technically it would work the same as stellar shades/mirrors, but the effect would be instant, and of course it would have to keep running.
I've seen too many good habitable worlds ruined by high gravity already...

Same for tectonic activity, though that one hurts me a lot less in general.

Also, since I'm personally finding planet/colony management my favorite part of Starsector (in part thanks to your mod), I'd also like to ask: is there any hope of seeing extra functionality/compatibility for Unknown Skies (

Mods / Re: [0.9.1a] Player Station Construction (v3.1.1)
« on: March 11, 2020, 07:18:23 AM »
I don't think this is a good idea because it infringes on the stable location mechanic and would be confusing for players. It would have to be a non-default setting, and it would take too much time to develop to be worth the effort.

How so? Given the point of your terraforming mod (which I also love and can't imagine colonizing without anymore) it would be in lieu of the same function: that is giving the player tools to improve a solar system's condition which was determined inferior by poor RNG.
If given proper building and upkeep costs (explained by building them outside of stable locations) it seems to be a fair and balanced addition.

If you think it conflicts with stable locations in a system then how about alternatively allowing us to "make" up to 3 of our own stable locations on a system that doesn't have them?
I know it's possible with console codes... but that' crossing the line between modding and cheating, isn't it?

Here's another thing that bothered me about the Variable Assembler again: perhaps I don't get something or maybe it is a bug.
The production itself, if I understand correctly, is intended  to work as a normal industry; that is, it consumes locally produced/imported resources depending on demand, and adds refined resources to the colony's overall production. The extra resources every month dropped in your storage are a bonus.

Then why do the produced goods/commodities not stack with the ones produced by standard industries, as shown here for the fuel and supply VPC with a fuel production industry present: - the value doesn't exceed 7 fuel units exported.

I have tested this with the domestic/luxury goods VPC - the production/exports don't grow when their relative standard industries are present.

Question one: is this an intended feature for balance reasons? And if not, then...
Question two: is this because of the local production of the demanded resource not being enough to support the VA? And if so, why don't the demanded resources get added to the colony's imports?

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