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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 - PureTilt

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16
Mods / Re: [0.95.1a] QoL Pack 1.0.1
« on: January 20, 2022, 10:59:03 AM »
i am coming back to starsector... could you help me understand the auto deploy shield thing? when you right click shields go up already. help thanks. looks good QOL stuff

If system turns shield off, deploy it after system ends if it was deployed while you activated the system

You have system like phase skimmer/burn drive which turns shield off so you need to deploy it back after using system, if you had your shield on when system was activated its going to deploy it back automatically, saves you RMB click after teleporting

17
Mods / Re: [0.95.1a] QoL Pack 1.0
« on: January 07, 2022, 11:20:27 PM »
I didn't understand what "Shield Auto Deploy" was going to be until reading the description- holy guacamole, input queuing in Starsector? I've wanted this for so long! That half-second after a vent or something where it looks like you can deploy, but instead your input is ignored and you eat a Harpoon while trying to figure out if your shield is deploying or not, is still the bane of my existence.

Could you (eventually) make this apply to phase as well, please? Or does it already?

Already works with phase need to add it to post

18
Mods / [0.96] QoL Pack 1.2.0
« on: January 07, 2022, 03:40:19 AM »


Requires LazyLib
Can be added and removed mid run.

Quality of Life Pack adds stuff which should make your time in starsector more pleasant such as:
  • Clock in campaign
    It's even works with UI mods (images clickable)
    [close]
  • System Notify
    Shows when ships use their system

    [close]
  • Shield/Phase Auto Deploy
    Press RMB while overloaded/venting to deploy shield/activate phase cloak right after overload/venting ends

    If system turns shield off, deploy it after system ends if it was deployed while you activated the system

    [close]
  • Omni Shield Assist (lota gifs inside)

    Snaps to ship's target follow mouse if no target, default key F1.


    Snaps to current target and stay snap to it even if target changes, default key F2.


    Snaps to current position relative to the ship, default key F3.


    Snaps to current position relative to the world, default key F4.


    To set current mode to none press button of currently active mode.
    Unlike most controls can be pressed while game paused.
    [close]
  • Some stuff in settings.json
    Those should be by default, change settings in data/config/setting.json (open with notepad) if you dont like it

    "shipRecoveryDialogShowBothListsAtOnce":true,

    [close]
  • Highly customizable
    A lot of options and ability to turn of one you don't need.

    [close]
  • Transponder Off in Hyperspace: Automatically turn off fleet transponder whenever transitioning to Hyperspace.
  • Better Active Sensor Burst: Do not disable Sustained Burn when using Active Sensor Burst. Fleet will move slowly for the cool-down duration (instead of doing full stop).
  • Scavenge as You Fly: Use Scavenge ability as soon as it is usable. There is a new ability (with blue scavenge icon) that is used to turn this functionality on.
  • Partial Survey as You Fly: No need to "touch" the planet any more. Automatically provide partial survey for planets within your sensor range.
Changelog
1.2.0
Fixes:
- Auto shield after system deploying shield after any system ands even if shield was not deployed before
- Fixed some TransponderOff crashes

New:
- Add LunaLib support
- - Settings can be changed in game
- - TransponderOff settings still only apply on game start
[close]
1.1.0
Fixes:
- Auto shield after system deploying shield even if player disabled shield them self while using any system
- Typo in OffTextColor

Changes:
- added 12 hours AM/PM clock style can be toggled in ini file

New:
- Megged with Transponder Off
- - Includes all function of Transponder Off
- - Every function can be disabled in ini file
[close]
1.0.1
- Fixed "Attempt to access data of a consumed InputEvent" crash
- Added option to disable system notify
- Add option to enable system notify on player ship
- System notify disable on fighters
[close]
[close]

If you like what I am doing and what to support me.

19
Conducted more tests same heron striped with 3 claw wings, its doesn't uses system against all capitals but fine against cruisers and smaller

20
Even more tests, striped heron with 3 claws against some targets:
atlas - doesn't uses
shepherd - uses
lasher - uses
picket - uses
dram - uses
so its smth specific to atlas (first time i found that bug it was with custom system which uses targeting feed AI vs target cube from target practice mod)

21
did some more tests, if ship without weapons 1 wing of claws is enough to stop ship from using system, if it has weapons (i had 1x tac laser 1x heavy needler 5xPD laser) it stops using system with at least 2 wings

22
got fresh install and disabled all mods still happening, if you can't replicate it i guess you fixed it in dev and forgot about it

23
Heron never activates his system if he has even 1 wing of claws with 2 wings of any other fighter, removing claws make it use his system as normal.

24
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 23, 2021, 02:01:58 AM »
Not sure what role for HSA you have in mind but there wield idea:

caps beam weapon range to 500/600/700 (depending on weapons size)
increases damage and flux cost by 10-20% for every 100 range over cap
(no hard flux)

that way you keep already low range weapons from being more powerful but making long range beams into short range high DPS high flux weapons more akin of non-beam energy weapons

25
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: December 21, 2021, 11:42:05 AM »
I tried using the mod in the new version but I disabled it. The reason being when I loaded into the game and went into the starting station I noticed a Large Missile on sale that didn't have its icon aligned properly. It sticking out of its icon grid and for some reason that ruined my immersion in the game, I felt it unplayable and disabled the mod. I am now not sure if this was a default bug or from it being out of date. So I thought I would mention it, sorry I can't recall what missile it was, only that it was a large missile.

Sorry for ruining your immersion, but i want to inform you that VIC doesn't have any missiles.

26
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 21, 2021, 12:35:33 AM »
About shield shunt makeshift shield situation, imo banning shield shunt from being S-modded is preferable way, shield shunt + makeshift shield is interesting combo (even if not very useful one) and removing it coz S-mod exploit is bad idea, shield shunt is extremely cheap Hmod i don't see point in ever S-modding it

27
When fighter overloaded its overload overlay gets projected on parent ship, didn't tested if its get projected on other ships.

28
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: November 22, 2021, 11:16:34 PM »
Yet another Null error, this time while using Thermal Lance (it happens if the ship dies while firing the Lance)
Code
357985 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.vic_thermalLance.advance(vic_thermalLance.java:37)
at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

fixed thx for report

P.S. *** hidden weapon slots

29
Mods / Re: [0.95a] More HullMods 1.10.0
« on: October 04, 2021, 08:59:19 PM »
With the recent change to exploration refit, I'd like to know what you think its niche is. It can't be used on combat vessels, the CR hit is too large a downside, but at the same time using it on a freighter/tanker doesn't make sense either since your capacity goes down (lowering its efficiency). The name doesn't really fit anymore as well, since on a long expedition out of the core worlds you'd want more capacity, not less.

For utility ships such as Ox, Shepherd and Salvage Rig, or if you want to better sustain your fleet on salvage. Probably can remove penalty if installed with EO but not sure about it.

30
(WeaponAPI).getAmmoPerSecond() and (WeaponAPI).getAmmoTracker().getAmmoPerSecond() both return base ammo regeneration. Is that a bug or there no real way to know when something modified ammo regeneration?

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