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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Insolent Peon

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Mods / Re: [0.96a] Ashes of The Domain
« on: November 17, 2023, 06:19:20 PM »
Encountered a crash related to this mod interacting with Nex, and was able to reproduce it.

1. Have single colony with research facility.
2. Hand over colony to faction I'm commissioned with, without removing research facility. My 'faction' is eliminated.
3. Become governor of colony.
4. Go into tech tree through research facility, select more info on a technology.
5. Crash.

I guess trying to mess with research when you don't actually have a faction is a no-no.

Modding / Re: [0.96a] Relationship Matters
« on: May 23, 2023, 07:17:24 PM »
I like the idea of factions not trying to nuke competing industries if you have high relations, but the fact remains that you are still in competition. Would it be possible to have periodic small relationship drops whenever you're competing and you're currently high enough to not have expeditions sent against you? That way, maintaining peaceful relations would require doing occasional favors - sort of a 'But what have you done for me recently?' kinda deal.

I am apparently really bad a phase combat, does anyone have any tips for the "A Memory" Quest?

I tend to play Starsector as an Admiral rather than a Captain, so my strategy works on autopilot. What I do is primarily give eliminate orders to Sierra, starting with whichever Condor is most isolated and working through them. The Pledge destroyer is, by its nature, good at bursting down vulnerable targets behind the enemy line. Once the Condors are down and the enemy lacks fighter cover, I work my way up the ship sizes, saving the Onslaught for last.

Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 17, 2023, 11:28:47 PM »
Thank you for the save, got it! Aha!

It looks like a mod is putting stuff into the save, in a MemoryAPI, under a key of "$ST_enabledCommodities". And what it's putting there is references to obfuscated core classes, which it should not do. Both because 1) it will cause problems like you've run into, or worse and 2) it's inefficient, basically putting some static data that doesn't change into this memory, instead of using a commodity id and retrieving the details at runtime. I'm not sure what mod is the culprit, but perhaps the $ST_ prefix rings a bell?

Sounds like Space Trucking to me.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 08, 2023, 09:02:46 AM »
Another thing: terraforming menu into the Terran type claims that its "starting resources" include "trace volatiles". Does this mean that trace volatiles get automatically added whenever terraforming finishes into the Terran type even if there were none before? Asking this because it's sub-optimal for Soil Nanites.

Just found out the hard way that this is the case in my most recent game. Since that particular world had heat, I ended up re-terraforming into a jungle world (same farming/organic output, no volatiles).

So maybe remove the Edict Stormblaster from your mod?

Gonna have to be a little more specific, seeing as they're both from Inventor Raccoon.  :D

Just a case of reusing assets and forgetting to have one disable the other.

This is the first time I heard of such disastrous glitch, see if you can replicate the thing and get a crash log outta it. That or tell me step-by-step so that we can find out about it.

No crash log, since the game itself didn't crash - the error message was in the chat window for AER-1A, not a popup. It just says "NullPointerException: null". But I was just now able to replicate it with both her and Aeria Charlotte. Started new games until I got one of them as a contact, tried to talk to her, game acts like I've been defeated and spits me out elsewhere with the official Restart FleetTM of one Wayfarer and one Kite. No error message with Aeria, just the boot.

One important bit that I missed the first time around is that this only happens when trying to contact them through StelNet's contact menu in the intel screen, not in person. They still won't see me in person, of course, but nothing happens afterwards and there's no error message with AER-1A.

Don't know much about modding, but hopefully this is just a matter of adding certain contacts to a blacklist so you can't start with them.

Modding / Re: [0.95.1a-RC6] Trophy s-mods [0.7.2]
« on: March 26, 2023, 08:32:40 PM »
idk if i fiddled with something but the only hullmod enemies seem to have is safety overrides.

I had a peek at the readme and followed that to randomized_picks.json. For some reason, safety overrides was given a vastly higher base probability than any other mod. So just drop that way down, and it should give you better distribution.

Just tried to start a new UAF campaign and got a nasty 2-part bug.

First, the robo-queen on Lunamun somehow got selected as my starter contact. Then, when I tried to talk to her, the game just kinda... deleted my fleet. I got an error message, then the game acted like I'd been defeated in combat and spit me out of the contact menu with nothing to my name.

Mods / Re: [0.95.1a] Space Truckin' [v1.2]
« on: March 26, 2023, 06:45:04 AM »
Not sure if this is working as intended, or something you'd like to change in a future update, but this mod allows you to deliver cargo to inhospitable factions (something you can't do in vanilla cargo hauling missions unless your transponder is off).

Since you have a warning section for pirate/pather activity, how feasible would it be to include a 'Hostile Faction' warning to the list?

General Discussion / Re: Survey: Your preferable game difficulty
« on: February 11, 2023, 02:58:22 PM »
Too often have I looked at an enemy fleet, wondered if I could take it, and went the YOLO route to ever think Ironman would be good for my sanity.

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