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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - MrMagolor

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Modding / Re: [0.95.1a] Gudalanmu | EN Edition (v. 0.24)
« on: December 04, 2023, 03:10:31 PM »
I hope our friends at Fossic are doing OK and enjoying the new update. I wish it was easier for us to communicate directly with them.

Believe it or not, they still don't have 0.96 translation done, though I heard there is a "preview version" with only the story content untranslated.

Modding / Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: June 08, 2023, 03:18:15 PM »
Is this and Plus working with .96?
Crash on custom tooltips, similar to how DME did.

I'd also like to add that an update for 0.96 is unlikely until the Chinese translation for 0.96 itself is finished, as Originem is directly involved therein. And since 0.96 includes a lot more text over 0.95 (mostly tied to the new quests)...

i like to past on your battleship its evil gaze in the files only has 200op? can't even fit it with full weapon load out because comes with so many hullmods when starting a campaign with it.. is that ment too be?

There are some issues with the variants, yeah. That one's default variant uses more ordnance points than it actually has available lol. This is already known by the mod author though.

Modding / Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: May 11, 2023, 10:23:08 AM »
Is the balance exactly the same as the Chinese version or has there been any changes for the forum release? I'd rather have it as untouched as possible.

Thanks for your hard work.

I did not change any statistics whatsoever in the mod (or any of my translated mods for that matter). As far as the actual numbers go, it is identical to the Chinese version.

Modding / [0.95.1] Appro-Light Plus 0.6.3 (Authorized Translation)
« on: May 10, 2023, 11:22:06 AM »
Appro-Light Plus
Mod by: Originem (Original Fossic Post)
English Version Download Link: Google Drive

Requires 0.95.1 versions ofLazyLib, MagicLib, GraphicsLib (and Appro-Light, of course)

An expansion for the Appro-Light mod. Contains a number of new ships and weapons for the Appro-Light faction, as well as the following pieces of content:

Ancient Secrets
A line of quite literally mythical "low tech" ships that are occasionally used by the Appro-Light faction, and can still utilize Appro-Light's hullmods: as well as the addition of two new Built-In Coordination Devices of their design. It's said that a particular person on an Appro-Light planet could be contacted about them...

Knights Arbiter
A "boss faction" which will spawn in a random system on the edges of the Sector after some time has passed. They utilize Remnant ships in their fleets: their actual ships cannot be recovered when spawned in Arbiters fleets, but instead can drop the blueprints for both their ships and weapons (the weapons can be normally acquired as drops from their fleets).

And more...?

Translation Credits:
DeepL: Machine translation software
Unofficial Starsector Chat (Discord): For letting me bounce my ideas off of them and/or giving useful suggestions
Special mentions to: Ansari and Avanitia for spotting my mistakes

And of course:

Originem for making the mod
Proof of authorization:


0.6.3 (requires ApproLight 1.2.0):
-Three new MagicBounties with unique ship rewards: Sevengate, Almera(improved Phasing Chimera), and Zhao Huoya(improved Bifang)
-Related to the above: the Sevengate is no longer able to be found as a blueprint, and its DP has been increased to 49. However, the 1% chance per month to appear in Gilbert's Requisitions still exists.
-Optimized variants accordingly with ApproLight 1.2.0

Archimedes buff: weapons firing the same type of missile as what is mounted in the boosted medium slot gain an additional 100% ammo (same as expanded missile racks)
Nine-Headed Phoenix buff: shield efficiency 1.0->0.8


Modding / Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: May 09, 2023, 12:02:09 PM »
Can't wait for the 1.2 ver. ;D
You can blame a certain tournament which started before 1.2.0 released for that (should be just another week or so by now)

Nope, no hexshields in my modlist.
My theory is that spec is null because the decks are checked in order, even if I have just one wing equipped in the last slot. The for loop then starts at the first slot, which is empty, thus crashing.

Just tested and confirmed the bug, passed it on to the mod author: thank you for the report!

Modding / Re: [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: May 03, 2023, 06:18:31 AM »
Where does this faction sit on the power scale anyway?  ???
I'm guessing... high?

They're actually quite balanced now, about as much as vanilla high tech. Of course, the special/unique content is powerful but that's something of a given.

Appro-Light 1.1.2 has been posted (I'll get around to making ApproLightPlus' post sometime... eventually...)

Modding / [0.95.1a] Appro-Light 1.1.2 (Authorized Translation)
« on: May 01, 2023, 02:24:10 PM »
The Appro-Light Council
Mod by: Originem (Original Fossic Post)
English Version Download Link: Google Drive

Requires 0.95.1 versions ofLazyLib, MagicLib, GraphicsLib

Adds the high-tech Appro-Light Council faction to the core worlds, located in the Agustin system located approximately near Duzahk. Their ships have an incredible variety of unique systems, hullmods, and weapons - to the extent that trying to describe it here would be a veritable wall of text (Ludd knows I already have a wall of text in the "Main Content" section...)
Faction lore:
After the Collapse, at the end of the First AI War, a small group of Tri-Tachyon employees accidentally discovered a technological black box during an expedition towards the Orion-Perseus Abyss, the main content of which was the specifications for a "Deuterium-Antideuterium Reactor"; in addition to some conceptual technical data with mysterious alien technology that was seemingly incompatible with this universe's laws of physics. The employees agreed that none of them would report the discovery to their superiors, and formed the "Illuminati" to begin parsing it in cooperation with some of the artificial intelligences that had secretly and illegally left the corporation's network. Their progress was extraordinarily slow at first, but after decades, the "original man", Truth Originem, joined and gave a major boost to their research - behind the scenes, of course.

During this long period of time, some of the members of the Illuminati rose in their careers, became rising stars among Tri-Tachyon's employees, and even took to the political arena. By coincidence, Truth Originem, who was caught in the political upheaval, ending up becoming the CEO of the Danae Project, which was the ostensible leader of the Libra Accord Committee, transferring all of the Illuminati's resources to the Agustin system. But Truth Originem's ambition went beyond Tri-Tachyon's imagination: with the assistance of some Tri-Tachyon insurrectionists, he colluded with Ouroboros, the former governor of a Hegemony colony. Taking advantage of the Second AI war, he severed the superior-subordinate relationship with Tri-Tachyon. The terrible regime known as the Appro-Light Council was quietly created overnight, and with the support of their allies, the Foundation of Borken, became a truly powerful dictatorship with highly sophisticated technology.

Ship Preview(large image warning):

Main Content(wall of text Warning):

Unos Station
-Must be commissioned/allied with Appro-Light and have at least Friendly relations to access.
-If you have less than 50 supplies, once a month you can request a small amount (100) of supplies.
-On the 7th of every month, you can meet with the Speaker and improve your relations with him by bribe- err, donating credits to him.
--At 30 relations, you can get missions to hunt the Immortal-Light Front, with rewards including, but not limited to, Prime Blueprints, Prime Parts, AI Cores, in addition to Gil.
--At 100 relations, you are rewarded with a special clone officer with an additional skill for free.

Clone Officers
-All Appro-Light officers have a ~33% chance of being replaced by a clone. They come in various "models", affecting their special (free) skill, Thread Synchronization, which improves their ship's flux performance.

Gilbert's Requisitions
-Can be contacted via the comms directory at any Appro-Light colony.
-After applying for a card, purchase Prime parts, AI cores, high-grade weapons, etc. with Gil, exchanged for credits or earned by doing missions for Truth Originem.
-The relationship with Truth Originem also determines the level of the card, which in turn gives you a discount: at the maximum relation level, you are given a level 5 card, with a 20% discount.
-The (ordinary) exchange rate of credits to Gil is 1000:1

Chaos Rift
-Located in the upper-left corner of the Agustin system, guarded by Immortal-Light's fleets.
-Visiting the rift allows you to construct Prime ships from Prime blueprints and the requisite Prime parts.
-Immortal-Light's fleets will scale with the player's strength and over time infinitely.

Blade of Conviction
-The forces of Keel Higgs, will continually refresh Advance Sin-Cleanser fleets to attack Immortal-Light at the Chaos Rift, provided the Higgs fleet still exists. Their doctrine is (almost) identical to Immortal-Light's.
-Immortal-Light fleets will drop Contaminated Wreckage, which can be sold to Keel for credits and to gain relations.
-At Cooperative relations with Keel, they can "purify" the Immortal-Light Isomery of a ship in your fleet once per month.

Dynasty Seeker
-After acquiring any Prime part by any means, obtain the mission "Invitation from the Dynasty".
-After completing that mission, on every odd month a Secret Prime Meeting will occur on a random non-hidden market, where you can contact the Seeker to trade your Prime parts for AI cores, blueprints, or other Prime parts.

Mysterious Lockbox
-Purchased for an exorbitant sum at an Appro-Light bar, finding the password and unlocking this strange thing rewards you with the blueprint for the Doctorate-class battleship.

Mist Broadcast Bombs
-Once you are neutral or higher to Appro-Light, you can spend a few story points at the abandoned Breaking Mist Generator to acquire a factory which lets you produce bombs which take effect on the campaign level.

Laplace Conversion
-Requires Diable Avionics.
-At a Diable bar, you can convert a Pandemonium-class dreadnought (and 800,000 credits) into an Appro-Light version.

Spectre Pioneers
-Every 15 days, if the Spectre Pioneers do not exist (or have been destroyed), they are spawned to patrol the Agustin system.
-This fleet has some special variants it can use, and provided its flagship has not been salvaged, it will always be captained by the same person, with a special flagship: Tenshi, and the unique Scholar of Iniquity.

Exile Outpost
-A silent fleet orbiting Imhotep.
-Inspired by a certain Appro-Light fanfic (Fossic link)

Cyberpunk Bartender Action
-Located in the bar at Spectre Nest, Jill somehow arrived in the Sector. You can talk to her to learn more about Appro-Light.
-The crossover was authorized.


Proof of Authorization:

DeepL: machine translation software
The Unofficial Starsector Discord for letting me bounce their ideas off of them and offering suggestions

And of course:

Originem for making the mod (and also offering helpful advice too, for that matter)

Mods / Re: [0.95.1] Goathead Aviation Bureau - EN Edition [v. 1.4.5]
« on: April 30, 2023, 12:33:32 PM »
I'm getting a crash after I put their capital carrier into a combat simulation
1331263 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at data.hullmods.goat_ParallelAssemblyLine$ShieldState.<init>(
   at data.hullmods.goat_ParallelAssemblyLine.advanceInCombat(
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)
Might be worth noting that not all the decks were full, as it was just recovered from an enemy fleet.

idk what the cause could be, will pass onto Mimeio: though, are you using HexShields? Judging by the crash that might be the source

Mods / Re: [0.95.1-RC6] Loulan Industries - EN Translation [v. 1.7.12]
« on: April 13, 2023, 04:20:19 AM »
I just had a null reference exception crash. line 97
if(ship.getSystem() != null) {

I don't know how that line could give a null exception unless ship was null but it's passed in as a parameter. I was in dock scrolling through the hull mods.

That hullmod looks for the ship's system to optimize, and if the ship either has no system or it is not one of Loulan's it would likely crash: it's possible the bug may have been fixed by now, though.

Modding / Re: Chinese Mods Translation Repository and Request Thread
« on: March 28, 2023, 04:47:52 PM »
Loulan has been posted!

Loulan Industries

Original mod by Komeiji Satori/IMustRegroupMyForces (Original Fossic post)

Download links for translated versions: Google Drive 0.95.1 0.96

"Loulan Industries: pummeling enemies into space dust with high-precision weaponry since cycle 127."

Requires the appropriate versions of LazyLib, MagicLib, GraphicsLib

Faction blurb:
127 years after the collapse, Mirage SouthWind, CEO of SouthWind Metals Corporation, which controls Adenium Obesum, found that staying in the Persean League would only allow corrupt warlords and dictators to drain them of value till there was nothing left, and only leaving the Persean League could allow them a chance to survive in the chaotic post-Collapse Sector. So he united a great deal of arms dealers, factory owners, smugglers, and even pirates to establish LouLan Industries and announced their secession from the Persean League. Although the official law within the Persean League states that no Persean League members may force any other member to stay in the League, LouLan has been sanctioned by more than a few of their former partners as well as the League's ally, the Tri-Tachyon Corporation.

Although Loulan ships all look similar, they cover a variety of different design philosophies: however, almost all of their ships can utilize beams to great effect thanks to the Beam Mode Conversion hullmod, which the special built-in hullmods on their ships boosts considerably. You can use their hullmods to either engage in a risk-reward playstyle, or perform some simple yet effective buffs. They also possess a number of highly specialized weapons (though also some generalists).
Ship catalogue preview(large image warning):

Altered the "questline" to allow some limited exchange with the NPC. More will be added in the future
New UNGP rule: Synergistic Fleet, having multiple copies of the flagship in a fleet will reduce the DP of those ships (including the flagship itself)
Added some new VFX

Lop Nur line:
   Damage 3000>2500
   Hull 1000>600
   Shield 500>400
   Top Speed 120>100
Spotter Multibeam:
   Burst DPS 750>450 (flux efficiency remains 1.0)
   Ammo capacity 40>20
   Ammo regenerated 10>20
   Ammo recovery rate increased by 33%
Chaos Armament: Damage of each type of munition reduced by 1/3

Wave(M): No longer spawns in NPC fleets, nor is it a part of the Loulan package: instead is its own special BP. Also added some additional description text
Seaquake: Top speed 50>60, Flux capacity 10,000>11,000,OPs 145>160
Gonggong:Ship system replaced with "Splinter Burst", dealing energy damage to the target and pushing both ships away from each other. High-Density Shield conversion efficiency 50%>75%, Flux dissipation 150>200,Shield upkeep ratio 3.0>2.4
Tornado: DP 55>60
El Nino: DP 40>45,top speed 60>50
Flood: DP 45>40, Shield arc 120>150
Karni:DP 50>55
Naga: DP 20>22, shield arc 150>120, modular hangar replaced with built-in Mist wing

Mercury Lake: 4 Burst PD Lasers removed, instead has a Quad Vulcan (the Transmission Beam is retained)
Mist: Light Transmission Beam DPS 75>50, range 1000>800 (also applies to Mudslide). Number of fighters 6>5, OP cost 4>6, replacement time 5>8s

[Ship Systems]
Quantum Recursion: Projectiles are now fired over a period of 2s rather than all at once
   Fixed the bugs, now you can surely copy special projectiles to your heart's content (though I would still reccomend saving before experimenting)
Thunder Charge: Duration 4>3s, arc damage 100>80 fragmentation, alteration/optimization text adjusted for clarification
Eruption Vector: Renamed to "Transient Vector", reworked effect, added new visual effects

Fixed a very edge case bug
[Ship Systems]
Catastrophe Beacon no longer applies acceleration, simply rotating the missile(s).
   Consequently, it is much more likely to actually attract missiles to the target.

Minor quest content implementation
New ship, Smolstrom- I mean, Naga

Lop Nor line: damage 4000>3000
   small: OP cost  5>3
   medium: OP cost 10>12, ammo 2>6
Plasma Flak Cannon: flux/shot 45>25, recoil reduced by ~25 degrees
Tide(T) DP 22>18
Gyre built-in weapon fire rate reduced by ~45%, ammo restrictions removed
Doomsayer armor 1100>1200
[Ship Systems]
Unstable Energy Focus replaced with Quantum Recursion, recording fired projectiles and firing copies on expiration
Thunder Charge: no longer targets non-missiles, and now interacts with the Arc Field hullmod, offering further bonuses when altered/optimized

[Bugfixes and Additions]
Fixed the Gyre's  system AI sometimes being dumb and constantly switching its ammo type
Tweaked the composition and variants used by a certain bounty
Adjusted some sprites
New fighter: Mudslide, a bomber using an advanced plasma weapon
Lop Nor (small/medium) damage/shot 8000->4000
Lop Nor Cruise MIRV damage/shot 6000x3->4000x3
Graviton Plasma Blaster: reduced RoF, DPS 207->130, damage increase effect 2%->1%
Graviton Plasma Driver: reduced RoF, DPS 300->265, damage increase effect 2%->1%
Gonggong: High-Density Shield softflux ratio 75%->50%, shield efficiency 0.2->0.3, shield upkeep 2.0x->3.0x

Gyre completely reworked, both for the built-in weapon and ship system (which no longer supports optimization/alteration)
New weapon: Graviton Plasma Blaster - smaller Graviton Plasma Driver
New colony item: Cloning Facility, obtained via defeating a new bounty fleet (may be a bit weak...)
Consequently some text changes
Graviton Plasma Driver: Reverted to pure ballistic slot, new special effects; damage/shot 1000->900, flux/shot 1200->1300, new description
Smart-Flare Pod is now Synergy slot
Gyre: system reworked to swap between ammo types for the built-in weapon. Likewise the weapon was redone to increase burst firepower but worse sustained performance
[Ship Systems]
(Translation note: Vectored Eruption Drive renamed to Eruption Vectoring)
Eruption Vectoring: Flux generated per use 500->300
Thunder Charge: Duration increased by 2s, no longer forces ship to accelerate, reduce frequency of arc generation (meaning the arcs generate more steadily over the duration of the system rather than all at once), adjusted system AI

DeepL: Machine translation software

The Unofficial Starsector Discord in general for letting me bounce my thoughts off of them
Special mention to Lortus for working on the translation before passing it on to me

And of course:
Komeiji Satori/IMustRegroupMyForces for making the mod

Proof of authorization:

If you have any feedback, I'll do my best to share it with the mod author provided it's constructive and/or detailed enough. And provided they haven't changed the relevant thing already.

Modding / Re: [0.95.1a] Gudalanmu | EN Edition (v. 0.24)
« on: February 23, 2023, 11:51:49 AM »
running 267 mods atm so it took like 2 days to find the cause of this crash. Happens when flying around in campaing randomly, could crash immidietely on a fresh save or 1 hour in... thats the main reason it took so long to find out which mod caused it -__-

Huuuh, this is the first time I'm hearing of that bug

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