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Topics - Ruddygreat

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1
Suggestions / Mark the event intels as important by default
« on: March 04, 2024, 12:37:26 PM »
A minor thing but it's currently somewhat annoying that event intel items (especially important ones like HA & HT) can just get lost in the intel screen, having them default to important would be a nice easy way to see them.

2
unsure if this has been reported before (or if it's even a vanilla issue), but we get reports in the discord every so often of the game failing to launch due to the game being unable to find a mission descriptor file, despite the file being there.

it always works when the user just launches the game again so it's not a massive problem, but it's a wierd one that's been occurring for a while now so I thought I'd report it.

3
Another "does what it says on the tin" report - I was able to bribe the TactiStar fleet despite only having 1 million credits, it simply set my credits to 0 and didn't incur any debt.

4
does what it says on the tin; got an error after I returned the miners to civilisation

 large image
[close]

5
Suggestions / Make it clearer when escort package is in effect
« on: February 03, 2024, 07:30:16 AM »
Right now it's fairly hard to judge the value of escort package because any ship under the effect has no external indicator that it is, something along those lines would be helpful.
something simple (maybe just a jitter on the affected ships?) would probably suffice, but a more full-blown circular indicator around the ships that give / recieve the effect would be cool.

(might try my hand at making the second thing when I've finished my playthrough, it hopefully won't be that bad)

6
Modding / [0.96a-RC10] AlvissSector
« on: January 24, 2024, 02:09:17 PM »
AlvissSector
A.K.A
The Greatest Mod That Will Ever Be Created
compatible with all other mods, though you will need to disable graphicslib shaders for the optimal experience
safe to add to and remove from any save

7
Modding / [0.96a-RC10] Armour Visualiser
« on: January 24, 2024, 02:00:13 PM »
Armour Visualiser
A small tool to help with visualising the current state of your ship's armour grid
also weapon arcs because I didn't like the other mod

Can be added or removed from a save at will
Has lunalib integration for custom keybinds & colours

Armour Grid Visualisation
Each grid cell is shown as a square of the chosen colour, going from opaque to transparent as it's health is depleted
default toggle key is f5 for the player, f6 for the currently targeted ship.


[close]
 Weapon Arc Visualisation
The arc of each weapon in the currently selected weapon group is highlighted in the chosen colour
default toggle key is f7; can be set to show every single arc at once instead of the selected group


[close]

8
not really a bug so I'm posting it here, but renderShipWithCorners checks for if the spec's ID ends with "_wing" instead of checking for the type of the spec, which can cause wierd & annoying to track down crashes with "improperly" ID'd fighter wings.

9
Suggestions / Make saving / loading error logging more verbose
« on: January 12, 2024, 03:33:46 PM »
this is mostly a personal annoyance since it comes up in the unofficial discord's tech support channel fairly frequently, but would it be possible to log more pertinent information when a save file fails to save / load?

Right now it's just a couple hundred lines of xstream stacktrace; it would be incredibly helpful if stuff like the id, name, containing location & memoryAPI contents were logged if it failed on a SectorEntityToken, for example.

10
General Discussion / DOUBLE GREMLIN DOUBLE GREMLIN
« on: December 26, 2023, 10:13:36 AM »
THIS IS NOT A DRILL, DOUBLE GREMLIN

(for context : https://vxtwitter.com/amosolov/status/1739488672007819724 )

as a real post : the tiny amount of this lil guy we've seen looks v neat, hopefully it'll be more interesting than the normal gremlin

11
This is a small qol suggestion inspired by some recent confusion from a new player on discord -

there's currently no real way to see what hullmods you actually know, having a proper "you do not know this, removing it from the ship will make it disappear" indicator in the hullmod's tooltip or so would be a v nice bit of qol.

12
Suggestions / Swap the HIL to the new LASER textureType
« on: May 17, 2023, 03:53:59 AM »
I just had this thought & gave it a test, I think it's a general visual improvement & it helps the HIL stand out from other beams (esp. the grav beam), though the beam thickness might need to be reduced.

(images - HIL vs graviton beam, top is current, bottom is with the laser texture)




13
I'm having a problem trying to read some data from a .ship file - it seems that getShipFileName() returns the full path for a vanila .ship (like C:/Starsector/SS .96a/Starsector/starsector-core/data/hulls/lasher.ship), while getting the file for a modded ship will only return the file path starting from /data.

as a bonus point, trying to use the full path that a vanilla ship gives (even with the correct slashes) throws the "use forward slashes instead of backslashes" exception, making the method effectively unusable for vanilla ships.

14
Suggestions / add UiStaticNoise to the main options menu
« on: May 14, 2023, 12:14:26 PM »
this one's in the vein of the ship explosion whiteout; I find that leaving it on reliably gives me a headache after around 20 mins of playing, either a flat toggle or a slider to control it's intensity would be a v welcome addition.

15
Unsure if this should be in here or the modded bugs board because this only shows up with mods enabled, but it's a "bug" with a vanilla system.

Either way - the lidar array range buff will ~triple (quadruple?) the range of any beam weapons in the front 4 slots (+100% from the ballistic / energy buff & the lidarRange buff, assuming that the beam weap is the longest range weap).
I'm assuming that you could fix this by applying the lidarRange buff exclusively to the lidar emitters through a WeaponRangeModifier listener, though idk if those get applied every frame or just once when they're added.

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