Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Aeios

Pages: [1]
1
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: August 10, 2021, 09:53:50 PM »
Hey folks.

I am having issue finding the UI to build a station or to rebuild a station, can somebody help? Any station.

I can build the EUTECK buildings, the Park, etc. But I am having trouble finding where to build station.

In my system, I have a Gas Giant uncolonized that I wanted to mine from. I have a terran planet colony in that system as well.

I also have some Asteroids that are single pieces (no belt). How do I find the UI for this? Is this disabled on default?

I did not choose any settings, just fresh install.

Thanks

Station building is done via abilities now. So you can right click one of the slots in the hotbar and find the relevant station building and colonisation ones.

2
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: August 04, 2021, 10:05:21 AM »
Quick question:

I tried the newest (beta?) version of his mod posted by dark revenant above.

But where do you find the IBB guy?

I visited a lot of bars from different factions but he was never there.

Are bounties deactivated in this version?

The IBB still works, I can confirm it. You just had bad luck :(

3
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: July 28, 2021, 05:39:16 AM »
Hi there, i don't want to apply any pressure on you, but can you give us preliminary date about when whe should expect update for 095? I thought i gave mod makers enough time, started to assembling and configuring my modpack yesterday just to find out what one of the MUST HAVE mods still not updated...

(And Interstellar Imperium as one of the most deeply thought out factions)

DR released a beta version of this mod. Join the unofficial discord, you can find it there.

4
Mods / Re: [0.9.1a] Idoneus Citadel Exiles - (Overdue) 0.41 Update
« on: July 24, 2021, 08:46:17 AM »
There's a bootleg update floating around elsewhere but I haven't actually tried it so I don't know how broken it is.

I tried it. Safe to say it's not working properly. The game will crash when the Exile fleet tries to settle a planet.

5
does anyone have a list of working-ish Faction mods for Archean?

and since a lot of the weapons range with the usual faction mods weapon is quite different, is it a good idea at all to use faction mods with Archean order?

I found that ArmA works surprisingly well with AO. Didn't even need to tweak stuff. The Aleste mech is MVP.

Additionally, Super Weapons Arsenal also fits, their stats are a bit too much for vanilla, but feel right at home.

6
Thank you for updating this, though you might wanna consider changing the post title to reflect it. I saw 0.91 and thought it is not updated yet at first lol.

7
Ah, okay then. I will turn it back off now. Are there any plans on making it actually work in the future?

8
So I was messing with the settings, and set this following line:"oneClickJumpPoints":false, to true

It was working normally on jump points, without having the dialogue brought up. However, if I tried to jump into an inhabited system without my transponder on, the game simply freezes, with no option to even open the menu.

Tested this with both vanilla and mods enabled, on 0.91 and 0.95, latest version as well.

I uploaded the log file if you need it: https://mega.nz/file/gOJlSKZC#QMAWU7nYNG4Z336DYV4QOSeLUReiVBu4Bt5CjK-Y324

9
Yooo, this is one of the best news lately. Made my day. Game is really not the same without anime girls and missiles.

10
Mods / Re: [0.9.1a] Autosave v1.1b (released 2020-08-28)
« on: September 14, 2020, 11:09:18 AM »
My bad, should have read the mod text again. Sorry for the false flag, and thanks  ;D

11
Mods / Re: [0.9.1a] Autosave v1.1b (released 2020-08-28)
« on: September 14, 2020, 11:00:54 AM »
I can't find that file anywhere in the mod folder. I edited the autosave_settings.json.default.
{
    # How long since the last save before the mod prompts you to save again
    "minutesWithoutSaveBeforeWarning":15,
    "minutesBetweenSubsequentWarnings":5,

    #####################
    # AUTOSAVE SETTINGS #
    #####################

    # Set to true to enable the rest of this file's options
    "enableAutosaves":true,

    # REQUIRED - must be the same key you press to save the game manually!
    # Key IDs are integers and can be found in the Java documentation here:
    # https://docs.oracle.com/javase/7/docs/api/constant-values.html#java.awt.event.KeyEvent.VK_0
    "saveKey":116, # Default: 116 (F5)

    # How long after the last save before an autosave will be forced
    "minutesBeforeForcedAutosave":15,

    # Enable to autosave after the player performs any market actions
    "forceSaveAfterMarketTransactions":false,

    # Enable to autosave after the player is in a battle
    "forceSaveAfterPlayerBattles":false
}

Not sure about the focus thing, but I am certain I don't have any apps or anything that may interfere with my keyboard.

12
Mods / Re: [0.9.1a] Autosave v1.1b (released 2020-08-28)
« on: September 14, 2020, 04:32:32 AM »
The forced autosave function doesn't seem to be working. I have it enabled in the config file, however it doesn't have any effect.

Pages: [1]