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Messages - Hiroyan495

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31
Minor typo.

Also, Seele still doesn't work, as the enemies in the research station don't appear on the map. Battle is empty, no enemies, allies don't move.
I'm using the newest version and I properly updated it by removing the previous version completely and installing this one. It's a new save file, so it can't be that either.

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32
Make sure to edit the mod_info file, as it still says 0.9.5!  8)

Really really happy about the update!  ;D

33
Mods / Re: [0.9.1a] Celestial Mount Circle 1.3 (2020/7/8)
« on: July 23, 2020, 02:52:24 PM »
Small typo found.

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34
Shield bypass, from my experience, doesn't seem to be designed to work when you add a makeshift shield generator or any shield upgrades, which makes sense. This probably applies to the imported shields too.

35
I will have to test that then, but thanks for sharing your experience with me, that already helps a lot.  ;D

36
Is there a limit to how many raider bases can exist at once?
If so, does that limit apply to all bases spawned by this mod, together, or is this individually tracked for each faction listed in the raider_factions.csv files?

EDIT: Tested it myself now. So far it seems like the "pool" is indeed shared between all factions in the raiderFactions.csv, together with the pirates. This means that effectively, only up to the value of "maxPirateBases" (in settings.json, vanills Starsector file) can exist at once. I am not 100% sure if this is the case, but an hour or two of constant fast-forwarded testing has resulted in this conclusion for me.

37
Thanks a lot!  8)

38
What files are affected by a ship being removed from a mod?

So far I removed it from "hulls", "variants" (folders), ship_data.csv, sim_opponents.csv, unique_bounty_data.csv and from the files in "factions".

39
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: July 19, 2020, 03:05:01 PM »
That is what I was waiting for. The third option.

40
Quote
"Conversely, a complete lack of supplies within the fleet will cause CR to drain instead."

Source: https://starsector.fandom.com/wiki/Supplies

I believe the idea with organics being part of the recipe makes sense, as CR does drain if you don't have supplies. It also says:

Quote
"Assorted supplies required by ships and crew, ranging from rations and uniforms to munitions, spare parts, microfab feedstock, and prefab components."

in the description of the supplies.

Alternatively, one could produce food with organics and THEN produce said supplies with the "packaged-for-export" food rations + metals.

Those are a lot of "coulds" and "woulds". I don't plan on telling you how to make your mod, as always. :P

41
Thanks! I'll put that to the test sometime, but that's very helpful info!  ;D

42
Another silly question: Can we expect a Yuri Expedition Onslaught?  8)


Edit: With a "giant anime girl on the side"?

43
You're welcome! 8)

44
Quote
Yes, selling a nanoforge in a planet's open market will install that nanoforge into that planet's heavy industry if it doesn't already have one.

Does selling a pristine nanoforge when they have a corrupted one do the same?  :o

45
This happens with all of the resource conversion hullmods:

- Antimatter Centrifuge
- Shipborne Smelter
- Manufacturing Bay

I don't know about anything regarding Volturnian Aquarium, since I didn't test anything with that.

When I set the amount of operations per day to 4 and the resources used per cycle to 1, it still demands 4 volatiles from me instead of using as many as possible up to 4 (f.e. 3 if I only have 3 volatiles).
Same thing for having unrefined ore or metal + transplutonics (both, each 1) respectively, even if the settings are changed accordingly, to make it so you only need 1 for each operation cycle with 4 total operations per day. Of course I had sufficient heavy machinery in my inventory (250), so this can't have been an issue.

(Tested with a Mercury-class)

Spoiler
    "yrex_forge_volatiles_to_fuel_cost": 1,
    "yrex_forge_heavy_machinery_to_fuel_cost": 1,
    "yrex_forge_volatiles_to_fuel_produced": 2,
    "yrex_forge_max_fuel_refines_per_day": 4,
    "yrex_forge_fuel_cr_cost_per_day": 0.01,

    "yrex_forge_ore_to_metal_cost": 1,
    "yrex_forge_ore_to_transplutonic_cost": 1,
    "yrex_forge_ore_to_metal_produced": 2,
    "yrex_forge_ore_to_transplutonic_produced": 2,
    "yrex_forge_heavy_machinery_to_refine_cost": 1,
    "yrex_forge_max_ore_refines_per_day": 4,
    "yrex_forge_refine_cr_cost_per_day": 0.01,

    "yrex_forge_metal_to_supplies_cost": 1,
    "yrex_forge_transplutonic_to_supplies_cost": 1,
    "yrex_forge_heavy_machinery_to_supplies_cost": 1,
    "yrex_forge_supplies_produced": 2,
    "yrex_forge_max_supply_produce_per_day": 4,
    "yrex_forge_supplies_cr_cost_per_day": 0.01,
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