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Messages - Histidine

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31
Any chance you can add roaming fleets of Explorarium drones like there are Remnants? Mabye also make survey ship/mothership derelicts spawn fleets like Remnant nexuses do (toggleable in lunalib perhaps).

I have Domain Explorarium Expansion installed and I would like to see the new drones more often.
Hmm, this feature might be better off in another mod (like the aforementioned DED), but if I someday decide I want more derelicts around...

If you have <50 mods in your save, post the save and maybe I can finally figure out why this is happening. (Also tell me if strategic AI is on/off)

Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try.

I have more than 50 so I wont torture you with my save, but strategic AI is on. What is the expected behaviour when an alliance request is rejected? Is there supposed to be a grace period before they ask again?
Yeah it's supposed to wait 120 days before the same faction can ask again.
HOWEVER I found reason to believe the check isn't actually being used :-X (edit: or is it?)
I'll set up a test case and investigate.

32
If you have <50 mods in your save, post the save and maybe I can finally figure out why this is happening. (Also tell me if strategic AI is on/off)

Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try.

33
Bug Reports & Support (modded) / Re: Starsector CTD on New Game
« on: March 21, 2024, 11:43:23 PM »
sectorConstellationRuinSkipProb doesn't exist in either vanilla or RAT settings.json files, or indeed in any mod that I have.

Make sure all your mods that modify sector generation are up to date (clean reinstall if needed, deleting old folder) or disable them.

EDIT: I'm told the problem is with Adjusted Sector. If you changed the config, replace it with the default one.

34
Bug Reports & Support / Re: Troubleshooting
« on: March 20, 2024, 03:27:15 AM »
I'm told you may need to reduce your RAM allocation, and/or run with fewer mods.

35
Histidine, why u made external poll instead of in-site poll?  :o
Afraid of something!?  >:(
I wanted more flexibility and the ability for people to submit responses without a forum account. Results not being publicly visible was a bit of an oversight; just needed to flick a switch and... here.

36
They got marked as important because people were not noticing them. But the same update removed the time limit on developing contacts, so that issue is less pressing now.

37
Update: We've moved!
So the poll has run for six days now and we have the results:


Out of 835 responses:
  • 821 (98.3%) in favor of the move
  • 3 (0.4%) opposed
  • 11 (1.3%) don't know/no opinion
I actually had no idea Fandom was so totally reviled, I'd expected there to be at least some disagreement.

Anyway I'm happy to announce that the forked wiki has gone live at starsector.wiki.gg! Thanks to Kelenius, TheWikiFish, and other contributors (like wiki.gg admin Westgrass, who almost singlehandedly created the current appearance) for making this possible.

We hope you enjoy the new look, the greatly reduced ad count, and a little new content as a cherry on top. If you're looking to contribute, see our guide for some useful information.


Original post

Hello, I'm Histidine. You probably know me as the dev of the Nexerelin mod, but here I'm posting as the admin of the unofficial Starsector wiki, with a question of some significance for the community.

If you've been around gaming circles online, you may have noticed any number of game wikis previously hosted on Fandom.com deciding to migrate to other providers such as wiki.gg, or taking up independent hosting. This has actually been happening for decades (back when Fandom was still Wikia) but has picked up interest again in recent years, with notable 2022-24 migrations including the wikis for Warcraft, Minecraft, Terraria, Zelda and Dr. Who. There are a number of reasons for this; the notoriously intrusive Fandom ads (especially on mobile), sometimes taking up half the page, are the most famous but not the only one.

Here are a few articles from the past 1-2 years discussing this trend, with discussions of specific communities that have jumped ship; I strongly recommend reading/watching them if you want to understand the rationale for a migration:


A number of involved persons (principally myself, editor Kelenius, and co-admin TheWikiFish) at the wiki are now looking at a move to wiki.gg as well. My impression from looking at the Unofficial Starsector Chat (Discord server) is that Fandom hosting isn't very popular among the community either, but I'd like to establish a community consensus before migrating. Any move needs community buy-in to work, so I want to hear your opinions on this.


If we moved, what would change for the public?
There will be two wikis, the old Fandom one still being up and competing with the new one for SEO, very likely appearing above the new one in Google search results.

As you might guess from the above articles, we expect your user experience to be better on the new site :)

We can work to promote the new wiki over the old, including asking for all relevant links (including Discord bot responses) to be redirected to the new wiki, and for editors to move to the new site to minimize splitting of contributions. For site visitors/editors, the wiki.gg Redirect browser extension (Chrome, Firefox, Edge) can automatically put you on the right site.

Also, the migration only applies to the English version of the wiki. Any other language versions (e.g. French) will have to make their own decision on whether to make the move with us.

How soon could this happen?
The application has already been submitted and we could launch the fork in the near future, once the forked site has been polished to match the current Fandom implementation.

38
Bug Reports & Support (modded) / Re: magic lib wont even load
« on: March 18, 2024, 05:39:21 PM »
That is also a file that is right there, so at this point I'm guessing there's an issue with your unzip process, or possibly how the game looks for files.

39
Bug Reports & Support (modded) / Re: magic lib wont even load
« on: March 17, 2024, 05:09:24 PM »
The nex_temp.faction file definitely exists in the latest version of Nexerelin, try deleting and redownloading+reinstalling the mod first.

40
If VC fails to load the remote version file that may be a connection problem, or (unless the same URL worked before) the modder messed up the hosting of the file.

Though it just means you'll have to manually check for updates to those mods. If it's a problem with the ingame 'net connection specifically, MOSS or SMOL mod managers may still be able to get the version files from the same URLs.

41
For the disable invasions until player founds a colony setting.. can you please make it not count outposts as a colony? I like outposts for exploring but I tend to avoid making one much longer now because of the colony crisis system + invasions.
I know its probably a pretty big change but between the crisis + starting up invasions it kinda defeats the purpose of outposts ?
Huh, can the crises actually affect your outposts even if they do trigger? As for invasions I've got code here that straight up says "don't target hidden markets", which outposts are.

This is a lovely mod i can't imagine playing without, but there is one thing that needs a change: Invasions.
Not the strength, but other factions should be limited by the cost of invasions.

I did rough calculation of how much it costs and being at war with Hegemony, luddic church and Persean League. They are sending so many fleets after my colonies, it would take over 3x total market value to fund that war for 1 month and it was going on for about 5 by now(they attack, sue for peace and attack anyway).
Well the game (with/without Nex) doesn't use credits for NPC factions and it'd take a pretty big redesign to start doing so. Though invasions are nevertheless limited by invasion points (generated based on faction commodity availability), which you can track in the diplomacy profile or strategy AI intel items.

Is there a technical reason why we can't disable factions from mods when playing with the vanilla non-random core sector? In my case, I'd like to have UAF without the faction (like I was playing with random sector).

On a related note, (and I realize this may have been asked somewhere in this almost 400 page thread) how does random sector affect the new .97 questlines? I'm wondering about the crisis quests in particular (I usually skip academy quest so I'm not too bothered by that)
In non-random sector system spawning is handled by the faction mods' own code, so relies on them to add a switch on their end.

Colony crises that rely on named planets won't work in random sector. IIRC this is the League, Church and maybe Diktat ones; the TT one may also have a (hopefully not fatal) error if you bribe the Tactistar mercs.

42
Just the first expedition; the time to next expedition is reset afterwards.

43
Which mod adds the acs_frigate_on_hangar hullmod? (could try a file search for it in mods folder)
That one's causing a crash because it can't find what I assume is supposed to be the fleet that the ship it's checking belongs to.

44
Bug Reports & Support (modded) / Re: Pirate King
« on: March 14, 2024, 06:17:28 PM »
The MagicPaintjobManager error is harmless, it just means MagicLib failed to load its list of custom skins for whatever reason. The actual crash seems to be from either the person who gave the agent extraction mission, or the market they were on, no longer existing.

and while im on this, persean league also has this weird option to ask 'why have your fleets been harassing my colonies' when they havent yet. also, does anyone know how that one works? (how to get the 5% instead of 20% deal?)
See the League section on Colony Crises page on the wiki

45
Is there any way to adjust colony sizes in nex's random sector mode? It keeps generating oodles of giant size 7 colonies everywhere which is at cross-purposes with my current intentions.
It's hardcoded, sorry!
Almost every faction in random sector will get a size 7 as its homeworld, and then market sizes are distributed by cycling through fixed arrays of numbers (there's one each for planets, moons and stations, with the planets array containing a 7).

Is there any possibility that the sat bombing fleets get a bounty from defending factions?
So I could play as a sort of "good bounty hunter" or something like that.
Hmm, maybe someday!

Right now it seems Legacy invasion mode isnt working, its correctly enabled but it uses the standard invasion mode regardless of what i do.
Worked for me in a quick test just now. If you're using LunaLib, the ingame settings UI overrides the settings file (only using it for the default values), so check if it's set there as well. If you are using the Luna UI, don't forget to save the mod options after changing them.

There seems to be a bug where if you tell an operative to travel whilst they are traveling, other operatives can't travel as can be seen in the image. After the other operative arrives at their first location, this one can now travel.
Thought I fixed this bug a couple of versions back and it does seem to work in my 0.11.1b+ dev. Are you on latest?

Quick question: if you have Nexerelin set so that no one colonizes until you start your faction what, if anything, happens when selling survey data?  I assume that colonization still won't happen until you start, but will it happen any faster for NPC factions once it does if you've sold a bunch of survey data during the colonization pause?
It'll work exactly that way, yep.

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