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Messages - FreonRu

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31
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 27, 2023, 11:28:21 PM »
Good day.  I'll be honest.  In almost all sessions, I used another modification for terraforming, but in the current session, I decided to try this modification anyway and before starting, I opened the settings file and began to understand it.  I was very much surprised and puzzled.  There is much more content in the settings file than on the first page.  Now knowing what this modification is capable of, I treat it completely differently, now it is indispensable in my sessions in it I found those things that I have been waiting for a long time (hydroponics, building a hypershunt, building gates and much more).  For the sake of Saint Ludd, for the sake of the people of the entire sector, and for a confident victory over the artificial intelligence fleets, please consider the following suggestions:
1 make a more detailed description of all possible modification functions on the first page.  The description can be misleading;
2 make it easier to manage settings, for example with lunalib, with which setting up mods before starting a session is very convenient.
Thank you very much for the modification and I wish you great creative success.

32
Good day. Please advise on the following questions:
1 How is it possible to capture an artillery (rocket) station? Or are they only meant to be destroyed? Is it possible to drag this station into the system with your colonies?
2 Any plans to make an artifact for Salvage Yards? A lot of buildings from this modification already have interesting artifacts.
You capture it BY destroying it. If you destroy the station, the planet will have a condition allowing you to build one. You can even choose another type.

Good day. Thank you very much for the help. It's time for a new session and try to colonize a similar system.

33
Good day. About consulting - how is it possible to disable the possibility of colonization of planets by factions? At least they did not colonize outside the "inhabited" sector.

Is it possible to order automatic removal of materials from outposts? It's nice to lay down the materials in demand during reconnaissance ... but there is not always a desire to return for them. Is there an option for materials to be removed from outposts (except for suplays and fuel) automatically or to fulfill an order on your planet "Order the removal of materials from a distant storage"?
Setting colonyExpeditionInterval in exerelin_config.json to 99999 or similar (or in next version, to -1) will disable it. There is currently no (easy) way to make factions only set up colonies in the core worlds.

For taking things from outposts, Industrial.Evolution's Courier Port could do it, but I'm not sure if it works with outposts.
If it doesn't, ask SirHartley so I don't have to code the feature myself

Good day. Thank you very much for the help. I hope sooner or later it will be possible to fine-tune, for example, using lunalib.

34
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: April 26, 2023, 11:19:24 AM »
Good day. Is there a plan to add the ability to hire an ambassador (for the Industrial Evolution modification) from the Legio Infernals faction?

That would be difficult, considering that faction isn't from this mod.

Good day. I'm sorry, I made a mistake with the modification.

35
Mods / Re: [0.95.1a] [WIP] Ashes of The Domain of Man ver 1.6.1
« on: April 26, 2023, 11:17:36 AM »
Good day. A couple of questions:
1 Somewhat earlier in the future plans were to make an industry that would produce rare items of the domain. Are there more such plans?
2 Any plans for a cryoshunt? Now there is an opportunity to move the cryosleeper - it's just great, thanks again. But what about the cryoshunt? If not move, then at least increase the radius of its action

Thanks in advance for your reply

36
Mods / Re: [0.95.1a] [WIP] Ashes of The Domain of Man
« on: April 19, 2023, 11:25:09 AM »
Good day. Are there any plans to add the ability to build your own gates (also part of the domain era)?

37
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: April 19, 2023, 11:23:00 AM »
Good day. Is there a plan to add the ability to hire an ambassador (for the Industrial Evolution modification) from the Legio Infernals faction?

38
Good day. Tried this mod for the first time. I liked it very much, thank you very much. There is one suggestion, perhaps a little off topic of modification - now you can make just an amazing chip for a ship from alpha cores - I put it on each ship and I am very satisfied. Maybe make AI assistants (or neurochips) for ship captains - which will expand the capabilities of captains - for example, add one skill point or improve reaction?

39
Good day. About consulting - how is it possible to disable the possibility of colonization of planets by factions? At least they did not colonize outside the "inhabited" sector.

Is it possible to order automatic removal of materials from outposts? It's nice to lay down the materials in demand during reconnaissance ... but there is not always a desire to return for them. Is there an option for materials to be removed from outposts (except for suplays and fuel) automatically or to fulfill an order on your planet "Order the removal of materials from a distant storage"?

40
Mods / Re: [0.95.1a] Random Assortment of Things
« on: April 19, 2023, 10:58:43 AM »
Good day. There are a couple of suggestions:
1 Ability to choose the size of the card - 125% (now there is a possibility of 150%, 200%). Just convenience.
2 The chiral system is interesting, but so far there is little content. Maybe there is an idea to play with portals and make something like a portal into a one-time system in which it will wait for ... whatever, just endless content to explore.

Excellent and comfortable modification

41
Good day. Please advise on the following questions:
1 How is it possible to capture an artillery (rocket) station? Or are they only meant to be destroyed? Is it possible to drag this station into the system with your colonies?
2 Any plans to make an artifact for Salvage Yards? A lot of buildings from this modification already have interesting artifacts.

42
Mods / Re: [0.95.1a] [WIP] Ashes of The Domain of Man
« on: April 12, 2023, 12:18:21 PM »
Good day. Once again I want to note that this is an amazing mod. I hope that it will develop and bring a huge amount of positive emotions.

A small question - is there any plan to integrate with version checking? This is a pretty useful feature.

43
Mods / Re: [0.95.1a] [WIP] Ashes of The Domain of Man
« on: April 03, 2023, 10:25:23 AM »
Hello.
Thank you so much for this mod. This is exactly what I have been looking for for a long time - the ability to use the cryosleeper was simply necessary.

I wish you good luck and further creative success

44
Mods / Re: [0.95.1a] Forge Production v1.0.5
« on: January 19, 2023, 09:41:52 AM »
Awesome modification.
Are there any plans to make a special ship that will already have built-in modifications for resource processing? Or are the plans limited only to modspecs?

45
Mods / Re: [0.95.1a] Seafood Shipworks 0.0.7f minor fixes
« on: December 11, 2022, 08:50:38 AM »
Good day.
The ships from this modification fit amazingly into the ships from the main game. Thanks a lot.

Will more ships be added? Will there be version checker support?

Thanks in advance for your reply.

Hi FreonRu
I'm sorry that I've been busy lately, so I haven't had time to devote to modding for a while, and it took me so long to reply. After that there will be more new content, but of course it will take a long time to prepare, thank you for your expectation!

Thank you for your reply.
I will be looking forward to updates.
Good luck and creative success.

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