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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 - DrTechman42

Pages: 1 [2] 3
16
Mods / Re: [0.95a] Terraforming and Station Construction (v8.1.1)
« on: June 09, 2022, 09:12:03 AM »


Hmm, where did this crash occur? In a procedurally generated system, or a core world system? Can you send a screenshot of the location? Thanks!
Yeah, sure. It was a random one. It'd happened right here.
Edit: the only thing that I've done to the system is that I've teleported New Mezan here via IndEvo. But I've previously done it and did not encounter a crash.

[attachment deleted by admin]

17
Mods / Re: [0.95a] Terraforming and Station Construction (v8.1.1)
« on: June 09, 2022, 09:01:14 AM »
Hello, I have a crash situation here.
Here is the log
Spoiler
5357033 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: data.scripts.terrain.MagicAsteroidFieldTerrainPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin
java.lang.ClassCastException: data.scripts.terrain.MagicAsteroidFieldTerrainPlugin cannot be cast to com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin
   at data.campaign.econ.boggledTools.getAsteroidFieldOrbit(boggledTools.java:482)
   at data.campaign.econ.abilities.Construct_Mining_Station.activateImpl(Construct_Mining_Station.java:67)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
   at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:187)
   at com.fs.starfarer.ui.newui.G.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.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(Thread.java:748)
[close]

Tried constructing a mining station and crashed. I've previously been able to do that successfully, so I'm not sure what went wrong here.

18
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.51
« on: June 09, 2022, 08:57:44 AM »
Hello. Have someyhing to report. Built in ECM does not remove the electronic warfare debuff. Have it s-modded and the weapon range is still reduced.

Other than that, really enjoying the mod. Thanks for making it.

19
Mods / Re: [0.95.1a] Exotica Technologies v1.0.7
« on: June 05, 2022, 06:44:09 AM »
I think something's wrong with the derelicts. Before the engagement I'm told that the other fleet has some exotica technologies installed, but if I look through them via F1, there will be no exotica hullmod.

After observing it a bit more, I came to a conclusion that the mod does not like fleets within probes/survey ships/motherships as it's impossible to open a comm link with these. The fleets out in the open are working just fine, but these don't seem to.
Also, are we capable of exracting remnant and derelict-specific upgrades to use on a different ship (just like exotics)?
And I'd suggest to lower the price of exotics items. You find them in huge numbers and getting a several hundred thousand credits each time you go for a walk in the outer regions does not seem fair.

20
Mods / Re: [0.95.1a] Exotica Technologies v1.0.7
« on: June 04, 2022, 12:03:19 AM »
I think something's wrong with the derelicts. Before the engagement I'm told that the other fleet has some exotica technologies installed, but if I look through them via F1, there will be no exotica hullmod.

21
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: May 02, 2022, 12:15:21 AM »
Not dead yet!
We are this close to such a phrase not being a joke. What a time to be alive...

22
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 29, 2022, 06:34:09 AM »
I'm very happy to see Unsung again. If it's not set it stone then I have a minor request. Please give the corners back. I'm feeling extreme aggression towards these rounded ones. Your word is the final one, but these are too... round.
Everything else (apart from the weird vent between the large mounts) is nice.
Thank you for your work, hope you are having fun while doing it.

[attachment deleted by admin]

23
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: April 19, 2022, 10:02:57 AM »
I'd like to reiterate that concern. I've been running three Vast tech-mining planets (all SP-upgraded and alpha-cored) for several years and still have yet to see a superweapon to drop. Mira says some of them are made to be as common as a tachyon lance and those 7 pristine nanoforges that I'm looking at are definately less common than the lances.
RNG does not favor me this time.
Edit: oh, two prisitine nanoforges in a single month. Great catch!

Nope, it was just the RNG that was messing with me. Got a couple of superweapons soon afterwards. Rarer than I thought, but there is no problem with the mod.

24
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: April 19, 2022, 05:45:32 AM »
Knight Chase, is everything alright? Haven't heard anything from you for the last couple of months and these months were rough to say the least. Hope you are doing well.

25
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: April 03, 2022, 10:59:18 AM »
I'd like to reiterate that concern. I've been running three Vast tech-mining planets (all SP-upgraded and alpha-cored) for several years and still have yet to see a superweapon to drop. Mira says some of them are made to be as common as a tachyon lance and those 7 pristine nanoforges that I'm looking at are definately less common than the lances.
RNG does not favor me this time.
Edit: oh, two prisitine nanoforges in a single month. Great catch!

26
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 25, 2022, 01:41:13 PM »
A better mod for you might be "modified industry requirements" or something like that. It's a mod that allows you to configure the condition requirements of items like the soil nanites.

I completely agree with the restrictions on colony items, which does result in a significant number of planets being dumped, but it makes THE planet that you eventually find so special. It's just the fact that the process that I've initiated and sponsored (terraforming) ends up creating unwanted results. I'm unable to find the proper adjective here. Annoying? I don't know.
Well, it's not a big thing and no one stops those who disagree from editing the save file.

27
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 24, 2022, 05:45:24 AM »
Hello. May I ask for an option to toggle whether to add volatiles to a newly terraformed planet?
Had terraformed a tundra without volatiles into a terran world and the farming item stopped working due to the presence of volatiles. It would be nice if the player has an option to control this.

28
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.0
« on: December 31, 2021, 09:22:10 AM »
I think it's about the officer-less Onslaught that appears in the simulation. It gets scared of being outranged and the targeting package does exactly that. In natural conditions the aggressive officer is going to shred the Dictator. Definately not the Ceasar though, my new love.

29
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: December 31, 2021, 09:17:06 AM »
it's replacing shields entirely as a custom right-click defence system. think templar skinshields but modular and cool. the gif shows a debug threat vector rotating through 360 degrees around the ship, the skinshield direction will actually track nearby hostile projectiles.

In this case I'd reverse my statement about it being subtle. Shields show quite clearly where your attack will be blocked. When you are looking at a hostile Lathe that is facing you and has the defence system turned on, you won't notice it due to the amount of surface area in this direction (or, well, the lack of it). Either way, need to touch it properly in order to actually understand it (temlars were already not around when I first came to Starsector).

Will this design choice change the faction's gameplay style? Part of me just does not want the "Jackhammer siege mode laser goes brr" to go away, but other than that, I really want to see what you'll come up with.

Happy new year by the way.

30
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: December 31, 2021, 05:21:16 AM »
Thank you so much for doing this. Very good-looking (though may be distracting on larger ships and when you have an entire fleet of them. Maybe make it more subtle?). Hope you are having fun while doing all this.

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