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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Simbach Vazo

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16
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: June 27, 2024, 05:38:45 PM »
That was a fast response!
I have a mining station with Asteroid Processing (in-system) but water remains the only missing requisite. Is there something specific to do to transport it, does the station need to actively export it/does the planet need to have water actively brought to it in any way?

Hmm, it should be providing water. Can you post a screenshot of the colony management screen for the mining station and of the system in question? Another player reported a bug where an asteroid processor was failing to provide water, but I wasn't able to investigate yet. Do the planet and the mining station orbit different stars (or a different center of orbit)?

It's in a binary system but said system has a centered orbit.
The images are apparently too big to attach to the post, is there anything specific to be looking for? Ie, a shortage of Heavy Machinery for processing? I'll try and compress the images in the meantime, I suppose.

Yeah, if there's a shortage of any commodity that the asteroid processing building demands that will stop it from providing water.

Also if either the planet or the mining colony is governed via Nexerelin (or they in any way have different ownership factions) that may also prevent it from supplying water.

Ahh the shortage would be the problem then, sorry. Thank you for that, I was worried it might be something underlying.

17
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: June 27, 2024, 05:33:53 PM »
That was a fast response!
I have a mining station with Asteroid Processing (in-system) but water remains the only missing requisite. Is there something specific to do to transport it, does the station need to actively export it/does the planet need to have water actively brought to it in any way?

Hmm, it should be providing water. Can you post a screenshot of the colony management screen for the mining station and of the system in question? Another player reported a bug where an asteroid processor was failing to provide water, but I wasn't able to investigate yet. Do the planet and the mining station orbit different stars (or a different center of orbit)?

It's in a binary system but said system has a centered orbit.
The images are apparently too big to attach to the post, is there anything specific to be looking for? Ie, a shortage of Heavy Machinery for processing? I'll try and compress the images in the meantime, I suppose.

18
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: June 27, 2024, 04:51:18 PM »
That was a fast response!
I have a mining station with Asteroid Processing (in-system) but water remains the only missing requisite. Is there something specific to do to transport it, does the station need to actively export it/does the planet need to have water actively brought to it in any way?

19
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: June 27, 2024, 01:49:17 PM »
Brief question, how many asteroid processing buildings/mining stations do you need for a "moderate amount of water" by which to turn Barren into Arid?
Or any type, for that matter, I forget you can just go straight to Terran.

20
By Ludd I just found out that it's an Ace Combat reference. You sneaky dog, you!

21
Mods / Re: [0.96a] All the Domain Drones+ (ATDD+)
« on: June 26, 2024, 12:30:19 AM »
I love goofy brick ships <3
Plans to bring this to 0.97?

22
Mods / Re: [0.97a] Ashes of The Domain
« on: June 22, 2024, 11:46:16 PM »
Just wanted to say, that website is clean, chief.

23
Mods / Re: [0.96a] LOST_SECTOR - Exploration and Quest content
« on: January 14, 2024, 04:26:34 PM »
A sinful question, I am sure, but
may I somehow hide the cats from spawning?

Cats from spawning...?

Cat portraits.
Also thank you Kissa.

24
Mods / Re: [0.96a] LOST_SECTOR - Exploration and Quest content
« on: January 13, 2024, 10:25:48 AM »
A sinful question, I am sure, but
may I somehow hide the cats from spawning?

25

Nexerelin v0.11.0b


Update post for 11.1 says 11.0b, if that was unintentional

26
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: January 08, 2024, 07:13:01 PM »
Little bit stuck on Salvation. Which Exec am I meant to talk to? The CEO? Someone in a different system? CEO won't budge, do I need reputation with Tri-Tach?

Read a bit closer, realized I hat to go talk to N. So, to make this message not entirely redundant, thank you for the amazing mod. Honestly don't know if I would play Starsector without it, for both the features and the questline.

27
Thats what special items are for, they store a piece of data that you can assign them and have a plugin that you can add logic to, like what happens on right-clicking them. Check out data/campaign/special_items.csv and how their done there.
Appreciate the pointer!

28
Mods / Re: [0.96a-RC10] Customizable Star Systems (v1.0.3)
« on: January 06, 2024, 02:00:55 AM »
"java.lang.RuntimeException: java.lang.IllegalArgumentException: Planet type terran_eccentric not found!"

"Planet type terran_eccentric not found!"
Line 63, planet_gen_data.csv, terran_eccentric, it is right there.

While I go look to try figuring out how that even happened on my own, and chasing down the log files, anyone got any ideas?

29
Am I able to have an item initiate an event on use? Like learning a blueprint removes it and gives access to designs, could I activate something and have that summon an officer, for example?

30
Mods / Re: [0.96a] RotcesRats v0.3.1
« on: January 05, 2024, 04:35:49 PM »
"Buffalo Mk.=" Oh, oh yes.

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