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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Flacman3000

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Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.1)
« on: May 19, 2021, 04:52:26 PM »
Hey man, I'm working on a mod exactly like the Unknown skies mod have any idea how you made that compatible with this mod? Is it done on my side or as I assume from your side? Could you give some information on where your mod needs to be compatible with my planet types like one of mine is an Exotic World it is basically similar to Jungle worlds in all respects. With only a cosmetic difference.

Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: May 19, 2021, 11:31:35 AM »
Hey Tart I've never heard any of the sounds in the mod files what are they for they sound interesting.

Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: May 16, 2021, 04:53:52 PM »
any idea how I can remove the independent bounty on me I have no clue how to remove it it's been permanently there does anyone have a clue? I have no idea what's going on, it won't expire.

Quick question, sorry if it's been asked before.

How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?

Go to comms and speak with any individual and click transfer market to another faction something like that.

Found that option, but it seems I can transfer it to any faction except the one I'm trying to give it to.

who are you trying to give it too? some factions do not have campaign layer integration Example: Cabal.

Quick question, sorry if it's been asked before.

How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?

Go to comms and speak with any individual and click transfer market to another faction something like that.

This should really be adressed

This is completely normal behaviour in Starsector, in general, my friend the lads in the discord and some confirmation I've revealed that your game is completely normal and thankfully mine too (you made me doubt myself) domain era probes do not drop anything besides what's listed on the wiki I would consider this topic solved! Enjoy your game and if you're missing blueprints go raid said military colony from a faction!

Is this issue still relevant in 0.95a?
I'm still getting it on 0.95a (and IIRC it happened on my unmodded/minimally modded run). Haven't tested if the Java 8 workaround still works.

That's unfortunate it seems the memory leak indicator introduced in 0.95a changelog didn't do the trick but still is useful for the future. Going to try Java 8 workaround as well and if it even starts up for me this time ill follow your instructions.

EDIT: Might be dumb but you mentionned simply deleting ..\jre\bin\java.exe in starsector.bat which im using to launch and replace with just java therefore it being java.exe -Djava.library.path=native\windows and so on or just java without the .exe or do I need to specify the directory to the latest java on my computer? I ask this because it opens the cmd for like 1 second and does nothing now. I have allow any java version set to true.

Off topic: I apologize sincerely for asking too many questions on your nex thread I really do respect your work and your efforts its just some information isn't readily available with keyword searches on the forum or some documentation is not readily available. I do not want to come across as annoying by any means.

It seems there is a discrepancy between the wiki and what players list as drops from the probes? On the wiki, I see no mention of blueprints and nano forges and so on getting dropped, but I have seen the listed items from the wiki drop such as organics gamma cores and HM's. Can someone confirm whether nex adjusts loot dropped from DE Probes? And whether BP's drop in vanilla. I haven't played vanilla in 3 years. I really do not want to bother Histidine with this one as he is already preoccupied and I feel stupid myself at this point.

What's funny is that I thought this was normal in every playthrough I've done so far I actually forgot domain era probes gave blueprints at all or anything else for the matter. I have the same issue as you I guess but I'm playing version 0.91a of starsector seems I can cross off Adjusted sector as the issue. so it might be loot calculations getting stuck or failing to calculate or something odd. All this time i was like how do people get so many blueprints? LOL

Is this issue still relevant in 0.95a?

Mods / Re: [0.9.1a] Interesting Portraits Pack || 375!! || (v1.2)
« on: May 13, 2021, 08:26:35 AM »
I have no issue furry and anime packs or whatever but we sorely needed a more spaceborne and realistic pack thank you so much for this!

Fan Media & Fiction / Re: [Fan-art]Ship's Personification
« on: May 13, 2021, 08:23:07 AM »
I always find it funny how starsector and anime somehow get mixed together in the mod community, I love anime so much. But I can't help but realize and question why so many users love mixing the two together despite different aesthetics. Love the art btw!

Hi Vayra, I'm running into a repeatable CTD in my current save. I was doing a Revolutionary Council run (my first with this faction), and have previously done a couple runs with other factions without issue, so not sure what went wrong here. From the log, it looks like the game was trying to fire the Popular Front event, but something went wrong. I could set spawnPopularFront to "false", but I don't think that would help my current save. Any ideas on how I can sidestep this crash, or should I just start a new game? Thanks in advance!

Clean install, latest mod versions, deleted old mod folders, the works. The crash message (identical across several crash logs) is quoted below, and I've put up my enabled mods file at this Pastebin link.

4189991 [Thread-4] INFO  data.scripts.campaign.fleets.VayraPopularFrontManager  - didn't find interstellaire, creating one
4190260 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at data.scripts.campaign.colonies.VayraColonialManager.pickTarget(
at data.scripts.campaign.fleets.VayraPopularFrontManager.makeStation(
at data.scripts.campaign.fleets.VayraPopularFrontManager.advance(
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

did you fix the issue by setting the popular front to false?

edit: setting PF to false fixed this issue. hope this is not a huge feature I am disabling.

General Discussion / Re: Do colonies grow past size 6?
« on: May 13, 2021, 07:36:47 AM »
I've just noticed that on the colonies tab the size of my oldest colony is listed as "6 (+18%)". Which begs the question of what happens in however many cycles it'll take to get to 100%.
Can't delete my comment nothing to see here.

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