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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - not a luddic path member

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1
Mods / Re: [0.96a] Terraforming and Station Construction (v8.3.1)
« on: May 24, 2023, 06:36:07 PM »
Solid changelog keep up the great work as always.

2
Mods / Re: [0.96a] Celestial Mount Circle 1.5 (2023/5/23)
« on: May 24, 2023, 06:25:32 PM »
Great work as always Originem. Mod feels very 10/10. Any ETA on the ports to Approlight and Borken?

3
Mods / Re: [0.95.1a] Everything Recoverable (v1.1.2)
« on: February 07, 2023, 12:51:12 AM »
This mod causes a memory leak in every playthrough I have it enabled.

4
Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: February 01, 2023, 05:37:16 PM »
Hello great mod. Can you make it possible for AI colonies to also take advantage of the second page? Currently if you go into dev mode and try to access the second building page, nothing happens. If its not possible that's okay too.

5
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: January 31, 2023, 11:18:38 PM »
Planet incompatibility with Blackrock Drive Yards mod. Great work as always just wanted to bring to your attention.

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6
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: October 20, 2022, 10:29:01 PM »
Hello great mod. Use it on every playthrough.

Can you make it so that if a planet that receives no light is equipped with a fusion lamp is able to build the stellar reflector array building? Even though the planet I'm colonizing has artificial light now, I can't build the building. Would love if you could make a small mini change to accommodate for this.

7
Mods / Re: [0.95.1a-RC6] More Planetary Conditions 1.0.0 - RELEASE
« on: September 28, 2022, 07:07:29 PM »
Not sure if its a mod incompatibility but your mod crashes with H.M.I with fighting the Mess AI npcs. Specifically going to cactorum while it's being invaded by said AI will always result in a fatal null error. Issue doesn't persist when I disable your mod.

8
Mods / Re: [0.95a] Iron Shell 1.04
« on: November 14, 2021, 07:13:37 PM »
Is Iron Shell incompatible with any of the mods I'm currently running? I can't get a new campaign to run unless I have this mod disabled.

Spoiler
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "pantera_ANewLevel40",
  "raccoonarms",
  "Barack's Namelists",
  "timid_admins",
  "beyondthesector",
  "HMI_brighton",
  "Csp",
  "clearCommands",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "Dabble",
  "istl_dassaultmikoyan",
  "diableavionics",
  "Diktat Enhancement",
  "edshipyard",
  "XLU",
  "fast_engine_rendering",
  "FPE",
  "GrandColonies",
  "GMDA",
  "HMI_SV",
  "HMI",
  "hte",
  "hiigaran_descendants",
  "sun_hyperdrive",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "JDC_ziggyxiv",
  "kadur_remnant",
  "kingdomofterra",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "luddenhance",
  "mag_protect",
  "mag_protect_soldier",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "nexerelin",
  "ORA",
  "wisp_perseanchronicles",
  "wyv_planetaryShieldAccessControl",
  "QualityCaptains",
  "roider",
  "sanguinary_autonomist_defectors",
  "tahlan_scalartech",
  "scy_bluesky",
  "SCY",
  "SEEKER",
  "shadow_ships",
  "swp",
  "simpleplayerflags",
  "speedUp",
  "sun_starship_legends",
  "superweapons",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming and Station Construction",
  "transfer_all_items",
  "underworld",
  "US",
  "ungp",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "XhanEmpire",
  "audio_plus",
  "prv",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
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edit: ppl on discord helped me out it was an outdated mod incompatibility with Quality Captains that fixed itself once updated to 1.0.8 from 1.0.4

9
Hey man great mod.

Any future plans on adding content where the player can clear out the mess and make the place habitable again through a special quest chain? Would love if we could have more content regarding the mess.

10
I'm pretty sure radiation absorbers are from your mod right? How come I can't build it on an irradiated planet?


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11
Wait do people not go looking through others post history to save us time

Talk about a level of entitled-ness lol. People like you are the reason why mod creators frequently pull their work off public release. They don't owe you anything and you don't deserve any of it if your gonna continue to act like this. Stop acting like your too big/your time is too important to the rest of us. We got lives going on; just like you do.

12
Sorry for the necro just interesting seeing all the old, defunct mods that'll never get imported into 0.95.  :(

13
Mods / Re: [0.9.1a] Idoneus Citadel Exiles - (Overdue) 0.41 Update
« on: July 22, 2021, 04:53:48 PM »
How would one go to converting this to 0.95? Can I just do it myself with some beginner knowledge with Java?

14
Definitely looking forward to all future progress. Got my eyes peeled for that next progress report. Thanks for the feedback.

15
Mod is really nice but fighters feel waaaay too broken. Damage and stats need to be toned down, but not to drastic vanilla levels. Really like the direction overall where the mod is heading towards, and if need be I guess I could always tweak the values myself to something I'd prefer. If anything, I'd love if there was a separate option to just have all the extra fluff/content and none of the balance-changes because I really like the new factions and how they look design-wise.

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