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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Hexxod

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16
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.1
« on: October 25, 2022, 08:39:35 AM »
I'm getting that vanishing items thing now - Seperate from the previous one, removing them manually this time rather than stripping the entire ship (Although in retrospect maybe the same thing is happening?) - and it turns out that the items aren't actually being deleted? Just... Not actually removed?

Only tried this with cores since I didn't have a colony item set to the ships, but I removed the core, Alphas, checked inventories, nothing. Put in another core, Beta this time since I was out of Alphas, checked inventories, and the old alpha core showed up in my inventory. Tried it again on another ship that I'd pulled the Alpha from earlier, put on a Beta, and the old Alpha popped up in my inventory.

I was actually checking something else. My first thought was that maybe it just didn't work right when refitting on owned planets? So yeah. I'd pulled the cores on my planet, thought I'd lost it, and grabbed stuff to try at a npc planet instead.

Edit - Same issue pops up on Epta.

2 - Yeah, same thing with colony items. I'm cycling between a couple items here, pulling a item won't return it, but if you have a spare of the same item then you can reinstall it and the item won't be taken from your inventory. Or maybe it's pulling the new item from your inventory and finally 'removing' the old one from the ship. idk which.

17
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
« on: October 20, 2022, 06:54:54 PM »
Still having AI cores being eaten. Manual removal works fine, but using the strip option in the refit screen won't return the core.

18
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.1
« on: October 20, 2022, 06:47:23 PM »
Using the strip option in the refit screen will eat the items rather than return them.

Anyway, whats the reason for some of the specials being classified as a logistics mod? For example, the Catalyst Core.

19
Is their any way to specify one weapon over another when they share the same name?

I'm trying to search for the Overcharger added in by The Star Federation, but because Fuzzy Pack adds in their own weapon with the same name running a search for the SF Overcharger always ends up pulling results for FP's Overcharger.

20
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.1
« on: October 04, 2022, 04:07:18 AM »
With all the mods I have to integrate AI cores into my ship, it's a real good thing that the Hegemony only sends AI inspections to planets.

21
Blog Posts / Re: Hostile Activity
« on: September 01, 2022, 01:20:02 PM »
Seems like a bit of a disconnect between threat and impact.

Each system has a low danger rating, but colony impact is considered to be extreme?

And why would every colony need to have heightened security to mitigate Luddic Path attacks, when they're only targeting one colony?

22
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 09, 2022, 10:20:27 PM »
You're looking at the stations resource stockpile. You pull from that, you'll end up getting charged at the end of the month for whatever you took.

Still profitable assuming you're trading what you pull to a planet with a shortage, but not really broken.

With the exception of a handful of buildings from other mods, colony profit is given in credits rather than resources.

23
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
« on: July 22, 2022, 07:40:01 PM »
Yeah, let me upload them.

This one here was when I started rebuilding the structures. Separated it from the other one since it was outputting marines before the building was even finished.
https://drive.google.com/file/d/1jPuyuH9UCIn7hTUc1CPufKiFE2wWJuKt/view?usp=sharing

And here's a log with one month for the buildings. All three put out Marines.
https://drive.google.com/file/d/1WicY2I3CBkJkWBcwnuZ-wnMoqCE4E-6W/view?usp=sharing

24
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
« on: July 22, 2022, 05:38:07 PM »
Is Anaheim supposed to output Marines? Because all it's been giving me is 600 marines per building per month.
This  situation is a failsafe in case something goes wrong.
There is multiple reason it can happen.
But the number of marines given are proportional to the size of your colony.
I'll check soon if anything is broken.
Still recovering.

Thought that might have been it, but it still looked odd since it wasn't a stated output. I ran the buildings for a number of months, thought the first few months were because it needed to jump research levels before outputting weapons or LPCs.

I had three buildings up for half a cycle. All on max population colonies. Nothing but Marines.

25
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.1 0080 Fixes Update!
« on: July 22, 2022, 01:01:41 PM »
Is Anaheim supposed to output Marines? Because all it's been giving me is 600 marines per building per month.

26
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
« on: July 22, 2022, 10:17:48 AM »
Is there a config option to enable terraforming for autonomous colonies?

They still benefits from the various structures, but planet change projects - Any of the projects, really - stall out once a colony is granted autonomy.



No, I didn't account for the possibility of autonomous colonies when coding the terraforming logic. What happened to the projects when you granted autonomy to your colony? They just stop progressing?

Yeah, stalled out. Taking temp control cycles progress forward for that day, but otherwise it doesn't advance.

27
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.4)
« on: July 22, 2022, 10:07:05 AM »
Is there a config option to enable terraforming for autonomous colonies?

They still benefits from the various structures, but planet change projects - Any of the projects, really - stall out once a colony is granted autonomy.


28
Yeah, hull mods have their own custom design type tag you can sort by when adding hull mods but ships/weapons/strikecraft use vanilla tags.

Actually, it's not just a Stellar Networks thing. You can see it in the production menu for custom ordering ships and stuff.

JYD weapon, w/ Common tag.

https://i.imgur.com/M8V241T.png

Example mod weapons, W/ Custom tag.

https://i.imgur.com/1dwKiOR.png

Ships are just the same, though they fall under the Midline tag for sorting purposes.

29
Random QoL thing, but could you add your own design type tags to this mods ship/weapons instead of using the common tag to make searching easier for people using Stellar Networks? Not just for this mod, but your other factions too.

30
Mods / Re: [0.95.1a]Epta Consortium - 1.4.6
« on: July 19, 2022, 05:08:54 PM »
I am not able to integrate anything higher than a Gamma Core AI on my ship. I am using an Aeolus Class Battleship, and have all 3 kinds of AI cores in my inventory. When I hover over them, the Beta level AI hullmod is greyed out and says "This ship requires a more powerful core to run its systems." The Alpha integration isn't greyed out but nothing happens when I click it, only the

idk what the issue was, but I was having the same thing happen to at random. Though since I was using a Cruiser rather than a Capital, the Beta core was still compatible so I ended up running that before randomly deciding to try swapping it for a Alpha a few hours later when redoing all the hull mods. Alpha core actually got equipped then.

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