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

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Messages - LocustJester

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1
is ruka still acquirable without take no prisoners? I tried talking to kween after defeating the grand fuel fleet and there is no special dialogue

2
Modding / Re: Any alternatives to Exotica Technologies?
« on: April 24, 2025, 08:55:54 PM »
I believe Lukas has uploaded a 0.98 version of Exotica on USC discord

3
Mods / Re: [0.98a] Random Assortment of Things
« on: April 19, 2025, 07:25:49 PM »
for some reason I'm unable to acquire the "doctrine report" of the abyssals after updating to 0.98 despite killing many abyssal fleets
edit: so is the doctrine report of the seraphs

Those have been removed as the codex unlocks are a thing now and the doctrine reports felt a bit off now and overlapped with the new system a bit. Though maybe i should add some of it back.
I see, however not being able to unlock the doctrine reports also seems to make all abyssal and seraph ships appear as "Unidentified Vessel" instead of properly showing ship-cards in the post-battle salvage screen, can something be done about this? or is it intended?

With how i set it up, they should work similar to the 0.98a ships alex added, if you get the codex entry for one of them, they should no longer be unidentified. If thats not the case for you then please tell me so, since that would be a bug
well then I'm unable to identify them even after acquiring codex entries for all of them, not sure if this has anything to do with having the blueprints of them during a previous playthrough (I forgot how I got them, probably by reverse engineering with Indevo in an earlier version then passing it on with UNGP)

4
adjustable skill thresholds should still be usable with a version change

5
Mods / Re: [0.98a] NEON's Ship Pack (v3.0.0)
« on: April 15, 2025, 06:26:47 PM »
will the new quests for legion MK.I spawn if I update this mod on an existing save?

6
Mods / Re: [0.98a] Random Assortment of Things
« on: April 14, 2025, 08:21:06 PM »
for some reason I'm unable to acquire the "doctrine report" of the abyssals after updating to 0.98 despite killing many abyssal fleets
edit: so is the doctrine report of the seraphs

Those have been removed as the codex unlocks are a thing now and the doctrine reports felt a bit off now and overlapped with the new system a bit. Though maybe i should add some of it back.
I see, however not being able to unlock the doctrine reports also seems to make all abyssal and seraph ships appear as "Unidentified Vessel" instead of properly showing ship-cards in the post-battle salvage screen, can something be done about this? or is it intended?

7
Mods / Re: [0.98a] Random Assortment of Things
« on: April 14, 2025, 05:07:59 AM »
for some reason I'm unable to acquire the "doctrine report" of the abyssals after updating to 0.98 despite killing many abyssal fleets
edit: so is the doctrine report of the seraphs

8
Mods / Re: [0.97a] JaydeePiracy
« on: March 04, 2025, 09:07:55 PM »
very very minor suggestion: since the XIV battlegroup and the Lion's Guard have their own unique design types in vanilla, and vanilla XIV/LG ships all properly fit into those design types instead of the generic "Midline" "Low tech" groups (including the Executor which doesn't have LG in it's name but belongs in the LG design type anyways), could you make it so that the XIV and LG-themed ships (Supremator, Arcubus) added by this mod also belong to the unique design types instead of generic midline/low tech?

9
Mods / Re: [0.97a-RC11] What we left behind 4.1.1
« on: March 03, 2025, 08:16:44 PM »
Alright, I'm at my wits end here.

I'm trying to find the Magnetar system. I just don't know where it is, if it appears on the map or HOW/WHERE I can start the quest for it !

I've tried to find it in multiples saves by exploring the whole map EVERY TIME, I never received the quest despite being lvl 14+ (even 40) and I can't find it !

The only place I haven't tried yet is the Void. And I think I remember something about it not being there from someone...
there is a quest that leads you to the Magnetar, to access it, go to the Limbo system (vanilla star system at the bottom-left of the map, inside the abyssal hyperspace, not related to RAT's abyss), in it you can find things related to wormholes, after acquiring the wormhole stuff, go to a pirate colony and visit the bar to get further directions, from there on it's straightforward

10
Mods / Re: [0.97a] AI Tweaks
« on: March 02, 2025, 05:40:33 AM »
can confirm same error happening
4909395 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at com.genir.aitweaks.core.shipai.CustomShipAI.updateShipStats(CustomShipAI.kt:226) ~[?:?]
   at com.genir.aitweaks.core.shipai.CustomShipAI.advance(CustomShipAI.kt:77) ~[?:?]
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.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:1447) [?:?]

11
Mods / Re: NEON's Ship Pack (v2.3)
« on: February 11, 2025, 10:21:43 PM »
the Invictus (XIV)'s improved ablative armor hullmod only cuts the armor rating to 50% instead of the normal ablative armor's 10%, this results in the invictus XIV having an unreasonablely high amount of actual armor (5000,not counting further improvements like the armored weapon mounts hullmod), and makes the ship very unfair to fight against
I'd suggest the improved ablative armor hullmod be nerfed to like maybe reduce the armor rating to 15% or something, unless the OP-ness of the ship is intented

12
Mods / Re: [0.97a-RC11] What we left behind 4.1.0
« on: February 11, 2025, 12:24:11 AM »
Issue with the "reactions" to the overgrown nanoforge:
the "expedition" fleets sent by the heggies and the church are way too numerous (I spot 5 of them "bombing" the planet almost at the same time, with more fleets returning from it and more fleets going to it), and don't seem to have any actual effect on influencing the forge's growth

13
Mods / Re: [0.97a-RC11] What we left behind 4.1.0
« on: February 10, 2025, 11:57:13 PM »
the minecart and pickhead wings now use different IDs after upgrading from 4.0.0 to 4.1.0, if someone wants to upgrade to 4.1.0 on an existing save, the save file needs to be edited by replacing all mentions of the two wings' ID with the new IDs

14
Mods / Re: NEON's Ship Pack (v2.3)
« on: February 09, 2025, 10:23:54 PM »
shield shunting the Absolution(PR) will cause the game to crash instantly after entering combat

15
Mods / Re: NEON's Ship Pack (v2.1)
« on: February 01, 2025, 07:58:01 AM »
1 the Domination's built-in weapon can be sold by the arms dealers that appear in bars (some other ships like absolution(pr) also show up)
2 the top-right small ballistic turret of the shrisse-class derelict cruiser can only shoot at a fixed angle (as if it was a hardpoint)
3 a lot of description text for many ships and some systems are missing

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