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Messages - A_Random_Dude

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31
Blog Posts / Re: Simulator Enhancements
« on: March 16, 2024, 11:41:13 PM »
Patience is a virtue, y'know. Read blog posts to get an idea of what's next when they're posted. The update will be ready when it's ready. Can't rush dev work to release a new game version as quickly as possible, else you'll then complain about the increased amount of hotfixes/cut content that will inevitably result from it. Just... wait. You already got the current release and a huge amount of mods to add what you feel is missing. Should be enough for the time being, really.

32
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.6)
« on: March 16, 2024, 11:32:47 PM »
If it's fixed in 9.0.7, and we're still in 9.0.6, then that means you'll have to wait for Boggled's fixed version of the mod to release, yes.

33
Mods / Re: [0.96a] Amazigh's Ship Foundry v1.1.0
« on: March 14, 2024, 08:31:09 PM »
The log can be found in the main game's folder, called "starsector core". Click on that, then look for a file called "starsector.log". There are 4 of them though, so pick the one without a number at the end of its name.

34
Blog Posts / Re: Simulator Enhancements
« on: March 14, 2024, 06:52:22 AM »
You could also simply use that mod, really.

35
Blog Posts / Re: Simulator Enhancements
« on: March 14, 2024, 01:06:15 AM »
Just to clarify, Java 17 or modded Java 23 would not help much if the best my decade old system can go for is 4GB RAM in vmparams? (I could go 6GB, but a lot of folks say that I should keep half of my 8GB free (technically 7.5GB due to Nvidia 970's peculiarities)

4Gb is already decent if you don't plan on having a ridiculous amount of mods in your run (I'd suggest like 8 or less factions and a few ship packs if that's what you prefer). Also, if no one has explained that to you yet, it's usually recommanded to keep around half of your machine's total RAM because stuff needs to run in the background for your pc to work properly. If you really want to use as much RAM as physically possible though, simply reduce the amount of softwares running at the same time (like internet browsers, as suggested in this thread, in the "what if I don't have enough RAM?" part).

Hope that helps!

36
Only problem it'll cause is that you won't be made aware IG of new updates for those mods, really. You can play without problem at all.
The "bug" if you can call it that is the URL doesn't redirect correctly, so the checker can't do its job in those cases. The URL problem comes from the mod author's side though, not Nex.

So tldr: won't brick your save, won't ctd. It's just telling you it doesn't know if there are new updates for those mods.

37
Are the mods made by the developers?

Just wanted to say that they aren't, no. They're made by players, and most of them can be found in the "mods" category of the forum. Devs just stick to making, publishing and bug fixing new game versions.

If you're new to the game though, I'd highly recommand not installing any mods until you have a good grasp of the game, its mechanics, and what you (might) feel is missing to your runs. There's a great number and variety of mods, so it's easy to get overwhelmed when you don't have a good idea of what you want imo.

38
Quote
Im only referring to a life of being an employee in Tri-Tachyon Space.

The Second AI war didn't have anything to do with Tri-Tachyon's employee management, though? Just that they still wanted to use AIs for their own purposes (profits/research), and the Hegemony didn't want that.

Also, it's the "treating their employees really well" part that's too optimistic. Never said anything about opening the gates potentially saving the sector (or at least, I don't think?)

39
"Really well" is probably too optimistic of a term for the sector, which is essentially doomed to decay and decivilize in the long run anyway. But imo, the Luddic Church would be one of the better factions when it comes to "employee" treatment. Though even then, that means you'd have to work for the Luddic Church, so eh.

Edit: Also, I don't see what the second AI war has to do with the discussion. You mean the security drones? It's only gamma cores and up that are forbidden, not all types of AI really.

40
Quote
Shining Tri-Tachyon company arcologies tower over riotous sprawl of shantytown conurbation. The salariat are born, live, and die protected by security drones in the high city of Xanadu while a desperate class of contract laborers dwell in the low city where anything at all can be bought or sold, including the law, over which company money reigns supreme. –Secondary Description of Eochu Bres

I think that more or less answers your question?

41
It's just a ship pack, so probably. Only problem is that some of the ships' stats are outdated, from what I remember (ah, and it'll probably make vanilla factions spam the modded ships unless you edit the .faction files). Otherwise it doesn't use any kind of complex code, so a simple version edit should be enough.

Edit: Pet Mudstone made an unofficial update for .96, link in the previous page. Maybe use that instead of the very outdated version of the OP.

42
You'd have better luck looking into Terraforming and Station Construction or DIY Planets to remove that. Ind.Evo doesn't do anything about it, only adds industries (well, mostly).

43
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.0
« on: March 08, 2024, 11:45:56 PM »
Even if it doesn't, you can just drag the sprites from the pack to the main mod and you're good to go. But a simple version change is enough, yep.

44
Modding / Re: New to making mods, what do I do?
« on: March 08, 2024, 10:53:36 PM »
If you think what you need first is a faction, I'd suggest downloading a simple faction mod like Celestial Mount Circle, take a good look at how the different scripts/files are made there and use it as a template for your first tries.

Mod authors would not be upset at me looking at how they made mods and then copying how they did it?

CMC's case is particular in that the author outright encourages newcomers to use it as a template to try their hands at modding a faction. Iirc there's a readme file in the mod's folder saying just as much, so you shouldn't have to worry too much about it. In general though, it is better to ask first before actually reusing anything (well, aside from vanilla assets, of course). You can do that either through forum/unofficial discord server DMs, or outright asking them on the page/server I guess. Although I must say, most people usually prefer making their own stuff while simply asking for help, so you decide which is best.

45
Modding / Re: New to making mods, what do I do?
« on: March 08, 2024, 08:35:26 PM »
First, if you really don't have any experience with modding/coding, I would suggest giving a look to the pinned topics in the "modding resources" subforum (just below the modding one, really can't miss it). I would especially recommend starting with Modding Tools and Resources, which essentially contains links to every guides you would need to make a functionning mod, and the Galatia Academy discord server if you want to ask for help.

As for the scope of your first mod ever... Honestly, I would recommend starting small. That way, you won't feel overwhelmed and you can gradually learn how everything works (which is mandatory if you don't want to give up halfway through and let your unfinished mod rot on your pc).

If you think what you need first is a faction, I'd suggest downloading a simple faction mod like Celestial Mount Circle, take a good look at how the different scripts/files are made there and use it as a template for your first tries.

If you want to draw and fly ships the most, then... I mean, you could start by kitbashing existing ships (preferably vanilla to avoid any unnecessary drama), and use something like Gimp to draw/edit your stuff. Ah, also in case you're wondering: a kitbash is essentially taking one or many ships, "disassemble" their sprites and combine whatever catches your interest into a new hull. Compared to drawing from scratch, it's often considered as far more beginner friendly. Hell, even established mod authors and the game devs kitbash, so no need to feel ashamed of it!
If you still want to draw from scratch though, "A spriter's first toolbox" (in Modding Resources once again) should have that covered.

Quest and exploration stuff I'm not familiar enough with it to be of much help, I admit. So I'll let other people here or on the discord server help with that.

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