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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 - PureTilt

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31
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

32
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.

33
(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?

34
Modding / [0.95a] VICpad
« on: July 23, 2021, 04:45:23 AM »
NOT compatible with other GUI mods

Swaps crinje TRIPAD for based VICpad
Changes most blue GUI parts for orange.




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

35
General Discussion / Re: i dont think OP ships should be nerfed
« on: June 08, 2021, 12:55:58 AM »
i hope u people know this was a shitpost lmfao
1. no
2. it was awful shitpost
3. not funny, didn't laugh
4. there was enough people who was 100% serious about what they said

36
General Discussion / Re: i dont think OP ships should be nerfed
« on: June 08, 2021, 12:22:46 AM »
Arguments for not nerfing so far: alex can nerf to much and now all dumb and boring
alex can do same with buffs and now all can solo Doritos
if alex somewhere somehow said "i probably gonna nerf HT" doesn't mean he gonna kill it he want all playstyle to be competitive and by asking to not nerf clear outliers you make that much more harder

37
Modding / Re: [0.9.1a] Hullmod Guide
« on: May 12, 2021, 11:54:23 AM »
How much of this is still applicable in 0.95a?

0.95a just add some new thing but didn't changed anything for Hmods so its satill applicable

38
Suggestions / Re: Make Commerce take two Industry Slots
« on: May 12, 2021, 11:52:49 AM »
Base commerce is fine but all upgrade make its way too good, so if you're going to nerf it nerf upgrades Dealmaker from +50% to +25% AI core form +25% income to -tariff on added market or some other fancy effect which not just +25% income, SP bonus can be left the same or also be fancy thing and not just more money

39
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 11, 2021, 07:05:51 AM »
nooo i just did almost the same thing, competition begins i guess.

40
Not sure if this fix can break anything, tested it on different ship with different Hmods looks like works fine, mb gona help you.

[attachment deleted by admin]

41
Derelict fleets can spawn with Derelict Contingent (possibly with other commander skills) while they have no skills listed under commanderSkills in their faction file.

Is I just don't understand how it should work, or it's indeed a bug?

42
Mods / Re: [0.95a] Ship Direction Marker 1.2.1
« on: April 03, 2021, 04:51:16 AM »
Hi! Your mod is fantastic and useful for me. It's exactly that more information leads to more victory.
May I post it on Fossic, which is a Chinese starsector forum?

And here is the address:
https://www.fossic.org/

Sure just credit me

43
If you have elite helmsmanship when you hit 0 flux 0-flux boost briefly disappears.

44
Battle size set to 300 should be 400 with Star fortress but stays 300

45
Cant activate gate in Aztlan after completing quest, when quest was active i tried to scan this gate but hege fleet stopped me so i just scanned other gates, after completing quest i tried to activate it and it give me same message as if hege fleet still was there even tho hege fleet isn't there.

save file: https://dropmefiles.com/9jmbW

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