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Starsector 0.98a is out! (03/27/25)

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Messages - Shinr

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16
Mods / Re: [0.97a] Suitable Star Systems 2.4.0a
« on: March 11, 2025, 01:43:02 AM »
The Planetary Conditions from Random Assortment of Things can sometimes spawn on the "Ideal Colony System" Planets.

None of them are 100% negative, but they can put a wrinkle on planning.

Can you either exclude them from spawning on those planets or incorporate them if RAT is installed?

17
Is there a list of mods that add Battlegroups? Of those that I know:

Iron Shell expands on the XIVth;
Emergent Threats picked up Arsenal Expansion's IXth;
Player Faction adds the XIIIth;
High Tech Expansion used to have the IVth, but that got removed with the mod's reduction in scope.
Volantian Reclamation Initiative used to have the VIth, also got removed.

18
Hello, I downloaded this mod because someone informed me that it contained VIth battlegroup ships as derelicts, however I haven't been able to find any in any of the Volantian systems or randomly generated systems. Were they removed?

They were removed in the 6.0 update.

19
Lukas put out a new update, which is mainly about two things:

1) Buffing Logistical bonuses outside the Logistic Aptitudes;

2) Optional 4th slot, including for the enemies.

20
question, where do you even build hidden arcologies, no matter what I try I've yet to find a world that lets me make em.

The post above yours is a latest post on that topic.

Summary: You cannot because it is currently broken, because it requires a Volcanic world while at the same time it cannot be built on a Volcanic world. Will be fixed next version.

21
Hello, any plans to make this mod compatible with A New Level of Confidence mod?

You can already change the level cap and the XP gain through this mod's luna-settings.

22
Mods / Re: [0.97a-RC11] Domain Phase Lab
« on: March 06, 2025, 10:31:22 PM »
So how do I get rid of my mysterious raider problem in nexerelin?

Atleast I coulden't find that muspelheim system in the inhabited planets list, maybe I didn't look enough.

Sorry if they arn't from this mod, not sure which it would be otherwise.

If you're playing with Randomized Worlds, then you're out of luck, because the system is not set to force-spawn, effectively soft-locking the whole Domain Phase Lab crisis.

If not, Muspelheim is on the north-west edge of the vanilla coreworlds, just north-west of the League's Tyle-Antilla system.

23
Does it mean that the Galaxia now costs Auto points?

24
I understand Alex is going to remove SO in the future.

Can you source this? All I heard is that Alex is gonna tweak it a bit more.

25
General Discussion / Re: .98 wishlist!
« on: March 03, 2025, 10:50:22 AM »
Separate the Sound slider into:

1) Slider for Menu sounds;

2) Slider for Other sounds, but most importantly in-battle Gunfire.

or

1) Sounds during the Campaign layer;

2) Sounds during the Battle layer;

Things can get loud during the battle, especially due to "constructive interference" (several similar noises making it even more louder when heard together), so I tend to keep it lower than average to keep it reasonable, but this also results in the Menu and Campaign sounds being noticeably more quiet than I want.

26
Mods / Re: [0.96a] Captain's Log 0.2.0 - Note-taking and Reminders
« on: March 01, 2025, 10:39:07 PM »
Apologies for Necroing but this seem the best place to ask.  Is Captains Log still being updated? No longer works with 0.96a-RC10.   Really prefer the automatic nature of Captains Log to the manual nature of Captains Log.

Still works with just changing the version number in the mod JSON file.

27
Hiya! This mod's super cool!
I've been using it for a while, and I'm not sure if I can remove s-mods? Is it possible, or is it not implemented?

To remove s-mods from a hull you need to reach level 6 with that hull, at which point a "clear s-mods" button on upper-right of Hullmod menu appears.

It removes ALL S-Mods on that ship, and by default (can be changed in LunaSettings) doesn't refund the spent Story Points.

28
Suggestions / Re: Unnerf the Hammerhead
« on: March 01, 2025, 10:12:39 PM »
Keep the base Hammerhead as it is.

Add an official vanilla XIV Hammerhead with forward-pointing rear turrets.

29
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: February 27, 2025, 12:49:58 PM »
A request:

A Luna setting to adjust the Executive level cap, up to the maximum of 7, which is the maximum amount of points Management, Smallcraft and Andradanism executive can allocate due to couple of mutually exclusive tiers.


30
Mods / Re: [0.97a] Carter's Freetraders - V 2.7 - 02/25/25
« on: February 26, 2025, 10:21:43 PM »
Hello again Shinr, I will try to help but I am a bit confused. The Standard variant for the Retourschip is equipped with a Tender and a Mizzen which both have the tag of support0.

It is now in 2.7, it definitely wasn't in 2.6 and earlier.

Sorry for late reply.

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