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Messages - Mayu

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31
Modding / Re: [0.9.1a] Placeholder 0.2
« on: February 13, 2021, 08:19:48 PM »
I never knew I need this mod in my life. Amazingly done, truly impeccable and ingenious.

32
Mods / Re: [0.9.1a] Arma Armatura 1.2.1RC2
« on: January 12, 2021, 06:37:28 AM »
Hi there, I can't seem to access the posted download link; the redirection to tinyurl is giving me an error. Anyway, the Altagrave looks cool to fly around, this mod reminds me of a mobile game called Iron Saga. From what I see, Arma Armatura is slowly building up its roster, perhaps it will turn into a full blown faction soon.

Looking forward to more mechas in space!

33
Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« on: December 30, 2020, 08:21:58 PM »
>genetically engineered catgirls with seven layers of eugenics mastery

Say no more, it's instant download for me.

34
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: November 05, 2020, 08:52:56 AM »
Started a new run this week and I did several High Value Bounties(HVB) targets; I noticed that, none of the wanted characters are in the captured officer list. Is it still possible to capture those type of officers from HVB or is it that my luck is horrible?

35
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 16, 2020, 08:39:44 PM »
How about changing the faction color of the player? Is it still possible?

36
Hello, is it possible to change the composition of Mining Fleet that spawns from colonies? Like for example, I want to change Venture to another ship and make this composition unique to my own faction?

37
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: July 21, 2020, 09:16:54 PM »
Im liking the mod but i do have a couple of questions

1. What is the persuasion rate for Officers? It seems very low
2. How does one actually change the rate? I dont see like a setting/config for it in the mod files.

The persuasion rate changes based on level. A level one novice is almost certain to be successfully broken, while you have around a 5% chance to break a level 20 veteran. There's currently no config setting to change this but I can add one if there's sufficient interest.

I am using your mod and I enjoy it! I am also interested on increasing the chances of breaking an officer since I want to recruit those unique officers from IBB.  8)

38
change
Code
industry.getDemand(Commodities.VOLATILES).getQuantity().modifyFlat(id + "-2", 0);
to
Code
industry.getDemand(Commodities.VOLATILES).getQuantity().modifyFlat(id, -2);
"" denotes a string (also called text) in java. You just modified the id by adding a "-2" to it, while the actual modifier was 0.
consider using an IDE; it will make your life easier.

It worked nicely, thank you very much Sir Hartley! Also, I'll follow your advice about using IDE.  :)

39
Hello everyone, I am a complete newbie to this and I am having a problem of adding a custom market condition. What I want to happen is to increase the fuel production and to lessen the Volatiles demand. The thing is that, the code below does increase fuel production by 2 but the demand remains unaffected. Could anyone kind enough to give me a guidance here, thanks!


Spoiler
Code

package data.scripts.campaign.econ;

import com.fs.starfarer.api.campaign.econ.Industry;
import com.fs.starfarer.api.impl.campaign.econ.BaseHazardCondition;
import com.fs.starfarer.api.impl.campaign.ids.Commodities;
import com.fs.starfarer.api.impl.campaign.ids.Industries;
import com.fs.starfarer.api.util.Misc;

public class amfuel extends BaseHazardCondition{

private final int FUEL_BONUS=2;

public void apply(String id) {

Industry industry = market.getIndustry(Industries.FUELPROD);
        if(industry!=null){
            industry.getDemand(Commodities.VOLATILES).getQuantity().modifyFlat(id + "-2", 0);
        }

        industry = market.getIndustry(Industries.FUELPROD);
        if(industry!=null){
            if (industry.isFunctional()) {
               industry.supply(id + "_0", Commodities.FUEL, FUEL_BONUS, "Central Fuel Production");
            } else {
               industry.getSupply(Commodities.FUEL).getQuantity().unmodifyFlat(id + "_0");
            }
        }
}
[close]

40
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: June 19, 2020, 07:02:09 AM »
One of the best mods I tried so far. The additional ships really adds more variety to the game!

Also, Cathedral is my favorite and I tried to change its color scheme to make it more edgy and threatening.

Spoiler
[close]

41
Hi there, I am honestly enjoying your faction mod. I really liked their unique faction industries and ships(and also the qt animu girls). I noticed that they build a separate massive orbital fortress at the later part of the game. Is it intentional that their colony growth are deliberately hampered?

I'm also loving the 'Yuri Quarters' industry you get when your relation with them are cooperative, it's cool to have it in your colony. Looking forward for more faction perks like this. Fun mod so far.  ;)

42
Is there a way to spawn the hyperspace jump point to the player's location?

Code
runcode Global.getSector().getStarSystem("System Name").autogenerateHyperspaceJumpPoints(true,true)
// the first true statement is for Gas Giants
// the second true statement is for generating Fringe Jump Points

43
Mods / Re: [0.9.1a] Better Colonies 1.4
« on: May 17, 2020, 08:56:50 AM »
Is this mod compatible with [0.9.1a] Planetary Shield: Access Control (1.2) ?

In my experience, yes, it works fine with it.

44
Mods / Re: [0.9.1a] Portrait Pack v1.2.4
« on: May 17, 2020, 03:59:24 AM »
Dumb question here but can I use this portrait mod in conjunction with another portrait mod? Will this cause compatibility issue?

Usually - no. But some people reported slow behavior in some situation (like character creation) if too many portraits are in a game. However this takes no (or minor) effect on general gameplay, and require more than couple portrait pack installed.

Thank you for the reply, I'll try this out now!

45
Mods / Re: [0.9.1a] Portrait Pack v1.2.4
« on: May 17, 2020, 02:51:29 AM »
Dumb question here but can I use this portrait mod in conjunction with another portrait mod? Will this cause compatibility issue?

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