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

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Messages - Dadada

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16
Ship browser or console commands could also be an option to get a desired starting ship.
https://fractalsoftworks.com/forum/index.php?topic=26261.0
https://fractalsoftworks.com/forum/index.php?topic=4106.0

17
Mods / Re: [0.97a-RC11] San-Iris 0.9.91
« on: March 03, 2024, 03:44:01 AM »
bork bork :D
Spoiler
Code
1157200 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\XhanEmpire]
1157200 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\prv Rust Belt]
1157205 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\Nexerelin]
1157249 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\RetroLib]
1157250 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\Roider Union]
1157257 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\RetroLib]
1157258 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\Roider Union]
1157264 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\RetroLib]
1157264 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\Roider Union]
1157267 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Stamm\Games\Starsector\starsector-core\..\mods\RetroLib]
1157370 [Thread-6] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
1157499 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
1157499 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]


1157581 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" because "target" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" because "target" is null
at data.scripts.sikr_lilies_gen.spawnYellowToSanIris(sikr_lilies_gen.java:174) ~[?:?]
at data.scripts.sikr_saniris_mod_plugin.onNewGameAfterEconomyLoad(sikr_saniris_mod_plugin.java:118) ~[?:?]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
:D
E: Keeps happening on sector generation, not sure if enabling or disabling the faction in Nex has an effect. C T : D
Latest version and 0.97 and 1000 other mods. Also: It worked before but after I fetched some other mods or newer versions of said mods I get this...

18
Mods / Re: [0.97a] Unknown Skies v1.0.3
« on: March 02, 2024, 05:52:03 PM »
Thank you for updating all of them, a true madlad, I bow.  :o :o :o

19
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.2)
« on: March 01, 2024, 03:49:08 AM »
Thx. :3 : D

20
health issues
I'm sorry it's not ready in time for the update.
Health issues are the worst ;_; , I wish you the best.
Nah, don't be, the mod is mega awesome but who cares about that, your health comes first. Once again I wish you the best and thank you for this awesome mod.

21
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 28, 2024, 04:41:19 PM »
So -2 officers but ships can choose a(n elite) skill + the stuff they already get? o.O Random suggestions since the stuff just popped into my skull. Or: Bonus to reduced DP is bigger but each officer commanding a combat ship in the fleet reduces the bonus. Or: Bonus OP for certain ships, certain ship types are unaffected by increased DP from converted hanger and others get bonus Flux cap/dissipation?

E: Or bonus CR for all unofficered ships based on the amount of used officers below cap. And maybe the ships get additional 250 Flux and 25 dissipation for every 10 vents AND caps...
I am just throwing random ideas. :D

E2: More random ideas: Most OP spent on weapons with the damage type of X get a bonus of +20% or +30% damage multiplier -> HE would become 220% with +20% instead of 200% against armour and 70% against shields, what happens when 50 OP is spent on HE and 50 on kinetic/s... -> Nevermind, I think the idea is meh. SuPeR modulated ordnance/ammo...
So far, bigger DP reduction (partly) based on officers used below cap sounds interesting to me.

E3: Fix'd
Or maybe total fleet size and/or DP limits from other skills could be increased... Sounds kinda Wolfpack to me to go from 30 ships max to 33... :-(

E4: Idea mill goes brrrt: HT ships get additional shield efficiency, LT ships more a bit more min and max armour, midline gets more dissipation, Phase vessels generate less Flux while phased, non combat carriers cannot drop below 50% wing recovery...

22
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: February 28, 2024, 03:11:29 AM »
Thank you, &%$!ing awesome! I am gonna try it out.

23
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.1)
« on: February 27, 2024, 07:06:15 PM »
Thx for the Update. :D

24
Suggestions / Re: Ship loadout save/load?
« on: February 27, 2024, 07:04:05 PM »
Worked for me (had mods) last time I checked so last year or the year before, did all my builds 1 to 1 and I obviously had all the blueprints needed for the builds. The ships were literally the variants I made. On the other hand I am sure the ones I ordered from my heavy industries had random weapon slop... 0.96 or 0.951 I guess.

25
Suggestions / Re: Ship loadout save/load?
« on: February 27, 2024, 03:59:53 PM »
Huh? Player colony fleets use active templates the player made.

26
Discussions / Re: how do i unsuscribe from a discussion?
« on: February 26, 2024, 08:55:44 AM »
I am not really sure I understand, but you can click notify/unnotify for sub forums and threads.
Oh, seems like "Show new replies to your posts." shows all threads one made a post in, that's prolly why I am not using it, I don't think there is anything that can be done.

27
Keep as is till we get an industry rework (I want to believe, also more planet types, conditions and maybe another industry or building, pretty please).

28
Discussions / Re: how do i unsuscribe from a discussion?
« on: February 26, 2024, 05:45:32 AM »
I am sure you solved it already, but: Scroll up, click profile, click notifications and Email.

29
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 25, 2024, 04:30:35 PM »
Speaking of small weapons... Don't even remember what mod or mods have it, but I kinda enjoyed the "small thumper" for a cheap small slot ballistics gun, I don't even remember why, but I want it in vanilla. o.O (random guess: It's from HMI)

30
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.0)
« on: February 25, 2024, 12:26:27 PM »
Thank you for the update. :D

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