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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 - Kobura

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1
Also confirming this works for me.
New Level of Confidence 3.1
Adjustable Skill Thresholds 1.2.0
Captain's Log 0.2.0
Combat Chatter 1.13.2
Console Commands 2023.5.05
Fuel Siphoning 1.3.0
Grand Colonies 2.0.c
LazyLib 2.8
LunaLib 1.7.8
MagicLib 1.1.3-RC01
Nexerelin 0.11.0b
Planetary Shield: Access Control 1.5
QoL Pack 1.2
SpeedUp 1.0.0
Starship Legends 2.3.1
Stellar Networks 3.1.3
Supply Forging 1.5
TASC 8.4.4
Too Much Information 0.97
Weapon Arcs 1.7.0
Weapons Group Controls 1.1.0

2
Bug Reports & Support / mysterious loading error during saveload
« on: July 28, 2023, 07:20:42 PM »
Apparently my playercharacter's stats have become corrupted? I don't have any mods that affect that.

3
Discord didn't immediately work. Swapsies? I'm kobura.gif

4
Well, thanks! But I don't think I changed anything in the last patch that would fix any sort of load failure. I may be wrong about that, but it's possible the error you ran into was unrelated (and might happen again). I'd be happy to help investigate, if you like.

Turns out you're right. Still happening. I don't know why I thought it was better.

failed calling method cause-exception : java.lang.NullPointerException
cause-message : null

I've seen people talk about logs but I've never been able to decipher a damn thing from that gobblygook, so badly so I'm not even sure I'm looking at the right file

5
funny story I just now had a java.lang.NullPointerException failure to reload my save and your update to 2.3.1 was the solution!

Thank you for the mod and thank you for your diligence fixing it <3 that was devastating for a short while.

6
<3 hope for update, the imagery (and feedback) of this mod has always been great!!

7
General Discussion / Re: No autosave? Seriously?
« on: November 06, 2022, 06:24:04 PM »
Apologies for an old post, but do you really want "yet another thread" ?

One of my friends has a saying, "A pen and paper should never be 'secret tech' in a game"
that is, anything that's really genuinely simple to do in the real world (think Myst: writing down icons and puzzle features" shouldn't be intentionally withheld from the player. Even something as basic as Elder Scrolls 2 had semi-automated Journal functions available to the player. Doing this on purpose is inane and frustrating - there's an art to an implementation like Subnautica not containing a built-in map, where it's a deliberate design choice as opposed to occasionally infuriating negligence.

Arguing against player choice is absolutely without merit. Arguing against a performance issue? Sure. Make a case. But I've noticed a trend - hardliners against things without any discussion or exception tend to be pretty awful in general, and I wish their voices were just a little quieter. Bring me to your side, don't just close the gates... else you might find you're on the wrong side of them permanently.

8
General Discussion / Re: A list of myths and misconceptions
« on: October 24, 2021, 12:44:55 AM »
A hyperspace storm will knock you a little off course.

9
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 24, 2021, 12:44:25 AM »
You need to install a EUTECK in the genelab to start terraforming. If you don't want to spend time exploring to acquire one, use the console command addspecial boggled_euteck to get one instantly!

Outstanding, thanks for clarifying! May I suggest making the mod guide a bit more explicit on this? The "you can even install..." bit made me think that the EUTECK was a magical shortcut a la GECK, rather than a requirement for the sling and mirrors to start terraforming. Maybe a straightforward "To terraform desert planets, you need: 1) gene lab w/ EUTECK and orbital mirrors on target planet, and 2) Ismara's Sling on another planet in the same system."

Also, the in-game description of the sling makes it sound like you can start shooting ice with just the sling--it mentions the same-system restriction, but not that the sling does nothing without the other requirements fulfilled.

Thanks again for a terrific mod--it's remarkably well-balanced and adds a fun dimension to the game!

Quoting for newbies. Don't know how long I had the Sling before I found this post. Off to the reaches of Perseus!

10
General Discussion / Re: Shooting past friendlies
« on: October 23, 2021, 02:50:29 AM »
Deadfire torpedoes never do, fighter or otherwise

11
Mods / Re: [0.95a] SpeedUp 0.7.1
« on: October 14, 2021, 07:27:11 AM »
When I'm in-battle looking at a ship with F, if it's not my own flagship, using SpeedUp kicks me back to the tactical map (but it does work correctly there). Is this intended?

12
Mods / Re: [0.95a] Adjustable Skill Thresholds 1.1.0
« on: October 14, 2021, 07:23:25 AM »
Bless you.

13
Mods / Re: [0.95a] Neutrino Detector Mk.II, a false positive remover
« on: October 14, 2021, 07:22:03 AM »
Why isn't this in the mod index?

14
General Discussion / Re: Shooting past friendlies
« on: October 13, 2021, 02:12:53 PM »
I just observed SCC to be correct again. As long as their engine is on, no matter if their guidance is active at the moment, they do not strike friendlies. Reaper torpedos even straight from the tubes will strike an ally.

Well there we have it. I assume fighter munitions operate the same way, bringing a whole new life to the Atrophos for me.

15
General Discussion / Re: Shooting past friendlies
« on: October 13, 2021, 10:31:19 AM »
(As a side-aside, does Unstable Injectors also reduce missile range? I assume it does since Energy and Ballistic isn't specified, but that's also 'one of those things')

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