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

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Messages - Fordo

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16
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: January 23, 2023, 02:45:56 PM »
Howdy, love the mod. It very quickly became one of my favorites for the plethora of fun mini-bounties and exploration content. I hope one day we'll get a special version of the Cassowary with whatever device was originally meant to be on the right-hand side of the ship.

Here's my troubleshooting. There's one or two bounties that I just can't get to appear in the bounty boards at all, despite seeming to meet their requirements when I use the console command magiclib_listrequirements. I'm not sure how the magiclib_listbounties command works entirely, but when I use that one, it indicates that the relevant bounty is loadedbut not active. I've linked screenshots in the command names of the results. The unsanctioned bounty boards just do not show up at all in the relevant markets since its the last possible bounty.

I never got to do the "help with another testing incident" either, and for some perplexing reason I can't find any evidence of its existence either. It was the supposed sequel to the Augur bounty. I think the bounty code was skr_endymion or something to that effect? It's not in my completed list. At some point it just disappeared from magiclib_listrequirements despite me also meeting the requirements. The markets that offered it were peculiar too, rather than the usual factions it had certain non-playable ones without markets of their own, like the Mess from HMI and Deserters and Blade Breakers from Dassault-Mikoyan. Hivers too, I think, though I never installed that.

Finally, something to note. I did update my magiclib to the most recent version at some point this playthrough, which made the game not want to enable Seeker due to its dependencies. I used the solution presented by previous posters and removed the requirement from Seeker's mod_info.json and it seemed to work fine after that. I don't know if that's relevant or not to my issues but I thought I'd mention.

Thanks.

17
Added ships lost by the player to the pool of possible derelicts for famous derelict salvage missions
I think I've encountered an issue/bug with this new feature. Intact ships I've left in storage at the Abandoned Terraforming Platform at Asharu are being considered "destroyed" or "lost" by the mod, so I will sometimes get bar storytellers telling me about where to find them in some far off nebula... and when I dismiss the mission and go back to storage to check on the ship in question, it's still there, but heavily damaged and with new D-mods as if it were the derelict.

I'd tried doing one of these salvage missions on a unique ship, hoping through oversight it would somehow entreat me to a copy (so I would then have two), but it just pulled the exact same ship out of storage and made the whole journey a bit silly.

18
Mods / Re: [0.95.1a] FuzzyPack - small ship and weapons pack
« on: January 17, 2023, 03:31:07 PM »
Important bug report: The "Bast" frigate with the integrated thermal blaster has an inaccurate hitbox. Projectiles and lasers will go right "over" it without dealing any damage 95% of the time. Funny side effect of this, I can almost fly through enemy ships and their shields. Missiles do seem to damage it thanks to AOE. The Bast (P) variant with the Thumper seems to be working properly.

Also not necessarily a bug, but it would be nice to get even a small description for either of them. WhichMod can't append its indicator when there's nothing to append it to. Love the mod otherwise, neat designs that really set themselves apart. I like putting some plasma streamers in the large energy slots and plowing through fleets and spitting fire like a dragon.

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