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Messages - Midnight Kitsune

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Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: September 15, 2022, 10:09:20 PM »
shameless ignorant non-coder here.

can anyone post up (if it hasnt already been posted) a code line to edit a planet in a system? what i mean specifically, is if i wanted to change, for ex., a barren planet to a cryovolcanic, what would that code look like?

otherwise, how could i spawn a (for the sake of consistency) cryovolcanic planet into a specific system?

much appreciated to the man that takes the time to reply to this!
Editing a planet's conditions is easily done via the "addconditions" and "removeconditions" commands. Certain conditions, like biome type, will auto replace the previous one but others you will need to add or remove one at a time

General Discussion / Re: planned features?
« on: September 05, 2022, 10:21:48 AM »
Mods. Pretty much everything you're asking about can be accomplished using mods. Nerexelin would be a good starting point.
i would prefer something more official, something that is in the game, integrated, letting your game run just on mods, is not a perfect idea for a long timing has slowly modders will either arrive at the ceiling of what they can make or get out of ideas, also mods arent perfect and have to often abide by game rules, can get buggy if they try something out of the game standard or arent compatible with other mods
Starsector isn't like a Bethesda game where you need to worry about load orders and buggy as hell base game on top of possibly buggy, or just installed wrong, mods. The mods for starsector are, for the most part, bug free and high quality. And things like load orders don't really exist here either.

Also, much of the story and events are still being worked on by Alex and company. And that which doesn't get added, mods many times will. Seriously, give them a try!

General Discussion / Re: Anyone test Starsector on Steam Deck?
« on: September 05, 2022, 09:40:03 AM »
Are you playing in desktop mode or did you use?
Are you using any specific proton version? Version 7? GE? Experimental?

I would suggest playing all the tutorials and some of the missions on the main menu before starting off in the campaign. Also, there is a simulator system built into any of the refit screens that can let you practice without loss or having to reload.

Just wait until he discovers mods!

General Discussion / Re: Does anyone miss gas cloud combat terrain?
« on: August 06, 2022, 09:34:18 PM »
It still exists in the game, you just need to tweak a line in the settings file IIRC

General Discussion / Re: Anyone test Starsector on Steam Deck?
« on: July 31, 2022, 06:39:42 AM »
I have Steam Deck and can confirm the Linux version of StarSector is working with the latest SteamOS patch. Haven't played all too much but seems to be stable, including during battle. Only minor annoyance is having to set up all the custom keyboard/mouse mappings, but it's totally functional once you do (including using the thumb stick for WASD controls)!
Can you post the control scheme that you use for this here? Like a picture of it?

Then the ship would not be worth it since it is pretty much built around it

Suggestions / Re: [Chain Quests] Legendary Ships
« on: June 29, 2022, 10:23:47 PM »
The issue with these quests is building them and building them so that they are mostly meta and or idiot proof resistant. Things like making sure that the quest doesn't break if the player goes after the objective early with knowledge from previous runs or does something stupid like destroy or lose an important item or ship while not also giving it away (like "random" essential/ immortal NPCs)

General Discussion / Re: Devmode Commands?
« on: May 12, 2022, 11:05:21 AM »
No it doesn't IIRC, but this mod ( does. Just make sure you get the required mods (console commands and lazylib)

And next time you might want to just start a new thread instead of necroing a 4 year old post

Suggestions / Re: combined recovery view should be default
« on: December 28, 2021, 12:24:33 PM »
Counter point, is the "all" button that important? I'd rather have instead a button to recover "losses", that selects only your own ships normal and difficult recoveries alike.
This! I also use the alternative salvage interface and I love it much more than the two page system that is the default . And with a losses button, it would be perfect.

Mods / Re: [0.95a] Adjustable Skill Thresholds 1.1.0
« on: December 14, 2021, 11:25:15 AM »
How do I install this???
I downloaded the .zip, but it decompresses it in a .cpgz file
Did you download it via the button on the first page? Which extraction software did you use? I get a normal extracted mod when I used WinRAR and downloaded it through the front page download button

Hey TheBrazilianGuy, check your PMs here on the forum. I bought and sent you a code

Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 12, 2021, 08:47:06 PM »
So I've only read about 9 pages worth of posts but I'm surprised two changes didn't get more attention.
1) Commerce: reduced base income bonus to 25% (was: 50%)
Please, PLEASE tell me that this includes a shift from it being an industry to a structure. This nerf in combination of the already severe -3 stability, all to gain access to some income and a place to sell seems way WAY too much! What was the reasoning behind this? This is already considered one of, if not the worst industries in the game due to the current stats.
In my mind, I would have it so that it was +25%, a structure and at MOST -1 stability. Something that takes up such a precious slot should not be so punishing to the player.

2) Cryoblaster: Reduced damage to 1250 (was: 1600)
I don't see the reason behind this either. Before it was a 4 OP more expensive, rare weapon that was a bit more flux efficient than the Heavy Blaster (1.25 Flux/Damage for anything that is not stripped armor  versus 1.44 F/D for the HB) with the minor bonus effect of doing more damage to the enemy as their armor wore down. With the changes, it puts this well below the the HB in efficiency (1.6 vs. 1.44 for the HB)  and the "effect" is too rare to happen in my mind that it would make any difference. Combine that with the fact that this is a limited amount, "you might not get any at all or only one" kind of weapon and you have something that was alright if not a bit good to get, to something that is pretty much trash in my mind.

Bug Reports & Support / Re: My graphic card isn't used by the game
« on: August 22, 2021, 10:29:59 PM »
Which process are you selecting to run on the GPU? The game's EXE file is just a launcher that starts up a java VM basically. What I would do is start the game then go to your NVIDIA control panel, program settings tab, click the "Add" button and in the popup menu, there should be a java.exe that shows up. Try forcing the GPU on after selecting THAT program and see if that make your GPU run the game

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