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Messages - Jang

Pages: 1 ... 3 4 [5]
61
Mods / Re: [0.95.1a] Better Variants 1.1.0
« on: August 21, 2022, 01:06:30 PM »
It'd be cool if there were example variants in the OP, or if you could describe how you improved upon vanilla variants. That way people could get an idea of how your variants are better, without having to start a new save or look through the data files

62
Just curious, does the mode-check still happen if the ship is set to the default mode?

63
Thanks for the update, have a good trip!

64
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 06, 2022, 11:39:40 AM »
I've been enjoying this mod a lot, and I appreciate the concern for immersion that went into developing the mod. A sense of restraint is a fantastic quality to have in a mod author  ;D

One thing I would suggest is documentation for the terraforming options, b/c right now it seems like a new user would have to colonize a planet first to see whether it can be terraformed to their liking, and that's a pretty big commitment.

65
Does "DEuseMarketBonus" increase performance costs in a nex game? Trying to optimize for my slower cpu, but I don't want to disable anything that's essential to doctrine evolution working properly

66
Hello, from searching the thread it looks like there used to be a "traitsPerTier" setting, but it doesn't exist in the config anymore. Is there still a way to limit the total number of traits? Like If I wanted to have a maximum of 0 negative traits and 1 positive trait for each ship

67
I love this mod, thank you for sharing it! I might have found a bug with fleet detachments, unless I'm misunderstanding how the feature works.

When I try to spawn a detachment with a specific cargo loadout, the detachment will have the commodities I specified but not the weapons or LPCs, which remain in my main fleet's cargo hold. If I try to send a detachment to transport weapons/LPCs to a planet, the detachment will successfully deliver its hulls and commodities into planetary storage, but the weapons/LPCs still remain in my main fleet's cargohold. These weapons/LPCs persist in the fleet detachment cargo selection screen, so the mod is aware of my selections as far as I can tell. This happens with just a single weapon in my tests. I'm on the latest version of the game, with this mod list. And here's a screenshot of a loadout where the Gauss Cannon is selected correctly (I think!) but is not transported along with the supplies and such.

I'm able to transfer weapons/LPCs to my detachments manually by interacting with them after they spawn, but I can't specify a cargo loadout that way and it's such a useful feature!
Ran into a different problem with detachments: it seems like the mod gets confused regarding detachments when your fleet has multiple ships of the same hull. If I try to make a detachment with one out of the three Brawlers in my fleet, for example, a random Brawler will be picked each time the detachment is created, even if there are major differences like s-mods.

68
Hello, I've been using SMOL for a few weeks now and it's been great! I do run into a small issue sometimes, where upon launch SMOL seems to get hung up on checking for mod updates. I'm able to make the update check succeed by navigating to the Mod Browser tab, so it doesn't really affect functionality for me. Here's all the console text from one of these incidents: https://pastebin.com/CmHjxz08 . I don't do anything except launch SMOL and, at the very end, navigate to the Mod Browser which stops the console spam.

69
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: July 18, 2022, 12:35:07 PM »
Not sure if this is already known, but Lightning Guns miss quite a lot in the AI's hands. The AI tries to lead the shot when it doesn't need to, which causes consistent misses vs ships with good maneuverability. I've tried it in several different fleets though and it feels usable despite its tendency to miss vs maneuverable ships, so maybe beam-like accuracy would actually be too strong  ;D. The weapon feels extremely satisfying under player control, I love using it personally.

70
Mods / Re: [0.95.1a] Detailed Combat Results v5.2.2 (2022-07-08)
« on: July 18, 2022, 12:22:46 PM »
Thanks for fixing the Lightning Gun issue! This mod is essential for me, I look forward to reading the reports after battles and it makes testing different ship fits very easy

71
Are there any issues using this with 0.95.1a? I disabled the handmade variants by following the OP instructions - my hope is that the DE feature still results in harder vanilla fleets over time on the latest update.

72
I love this mod, thank you for sharing it! I might have found a bug with fleet detachments, unless I'm misunderstanding how the feature works.

When I try to spawn a detachment with a specific cargo loadout, the detachment will have the commodities I specified but not the weapons or LPCs, which remain in my main fleet's cargo hold. If I try to send a detachment to transport weapons/LPCs to a planet, the detachment will successfully deliver its hulls and commodities into planetary storage, but the weapons/LPCs still remain in my main fleet's cargohold. These weapons/LPCs persist in the fleet detachment cargo selection screen, so the mod is aware of my selections as far as I can tell. This happens with just a single weapon in my tests. I'm on the latest version of the game, with this mod list. And here's a screenshot of a loadout where the Gauss Cannon is selected correctly (I think!) but is not transported along with the supplies and such.

I'm able to transfer weapons/LPCs to my detachments manually by interacting with them after they spawn, but I can't specify a cargo loadout that way and it's such a useful feature!

73
Mods / Re: [0.95.1a] Seafood Shipworks 0.0.7f minor fixes
« on: June 25, 2022, 01:17:11 PM »
Thank you lili and ZeroXenon! This is a very high quality ship pack and I'm glad you've shared it with us

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