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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Midnight Kitsune

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16
Same functionality as holding shift and clicking a weapon mount. Would make refitting 6+ ships to a new loadout simultaneously a lot easier. It's especially a pain in the butt with a lot of mods and you have to scroll through 30 hullmods to find the one you want. So for example if I just put flux conduits and expanded magazines on the last ship, then shift-clicking on the current ship will attempt to add both those hullmods. Also this same functionality for s-modding would be nice too - hold shift when clicking the s-mod button to instantly s-mod the last s-modded hullmod(s). (if present)
Don't think this would work too well with hullmods but I agree that I would like to see something to make mass adding hull mods easier, especially since custom variants/ autofits don't carry over between saves

17
{"stack":"TypeError: Cannot read properties of undefined (reading 'x')\n    at https://gomtuu.org/starsearcher/starsearch.js:1623:55\n    at NodeList.forEach (<anonymous>)\n    at parse_xml (https://gomtuu.org/starsearcher/starsearch.js:1600:77)\n    at https://gomtuu.org/starsearcher/ui.js:677:17","message":"Cannot read properties of undefined (reading 'x')"}

Sadly I'm getting this error...
Mod list:
Spoiler
Lightshow:1.41
Autosave:1.2
Better Deserving Smods!:1.64
Blackrock Drive Yards:0.9.5b2
Combat Chatter:1.13.1
Combat Misc Utils:0.3.2
Common Radar:2.5b
Console Commands:2021.12.25
Content Unlocking Missions:1.12
Dassault-Mikoyan Engineering:1.6a
Diable Avionics:2.7.0rc3
Epta Consortium:2.0.0
Exiled Space:0.1.4
ExtraSystemReloaded-master:1.0.0
Fleet Action History:1.0.8
Flux Reticle:1.2.1
Fuel Siphoning:1.2.2
Grand.Colonies:1.0.d
Grytpype and Moriarty's Defense Authority:0.9.9d
Hex Shields:1.2.0
Hyperdrive:2.3.1
Interstellar Imperium:2.5.2
Iron Shell:1.181
LazyLib:2.7b
Legacy of Arkgneisis:v1.9.11
LunaLib:1.6.0
MagicLib:0.42.1
Neutrino Detector Mk.II:1.3.0
Nexerelin:0.10.6d
Outer Rim Alliance:0.95rc1
Overlord's Additional Console Commands:1.1
Pearson Exotronics:0.7.2
Progressive S-Mods:0.8.7
Quality Captains:1.1.1h
Quality Captains Config:1.1.0
RogueliteSector:1.4.5
Ruthless Sector:1.4.0
ScalarTech Solutions:0.8.5
Scan Those Gates:1.5.1
Seeker - Unidentified Contact:0.5.3rc1
Ship/Weapon Pack:1.13.0
Special Hullmod Upgrades:1.3
SpeedUp:0.7.2
Starfarers Workshop:1.5.1
Starship Legends:2.2.2
UAF Skills:1.1.1
Underworld:1.7.1
United Aurora Federation:0.7.3c1
Unknown Skies:0.43
Unofficial New Game Plus:2.1.0
Unofficial Rule Book:1.1.2a
VIC:1.5.8a
Vayra's Sector:3.2.1
Version Checker:2.0b
WhichMod:1.2.1
Audio Plus:1.1.3
GraphicsLib:1.6.1
[close]

18
You didn't hit Ctrl J right? That can pop up the window to reenter your key.
But if you didn't do that or use some kind of cleaner tool, then well it could also be a sign of registry or file system corruption as well.

19
Discussions / Re: space pirates aren't all bad!
« on: April 20, 2023, 06:13:29 AM »
Your story isn't all that uncommon with this game actually!
A couple years ago Sseth reviewed this game and the flood of people coming in crashed/DDoSed the forum, the main website and even the PAYMENT processor! And that was even with Sseth posting his own key too! This game is just that good!

20
General Discussion / Re: How can I release a Mod?
« on: March 21, 2023, 05:29:30 PM »
You shouldn't upload it to the forum, but instead provide an offsite link

21
General Discussion / Re: [Question] Laser presence divert missiles?
« on: March 06, 2023, 09:04:24 AM »
The SIM Eagle has three blue lasers called Graviton Beams. Those put out a decent amount of force and are most likely what is pushing your missiles away

22
It's a bit annoying to have to navigate into it manually every time i want to change mods, and it doesn't feel like it'd be difficult to implement.
Could just make your starsector shortcut open the folder instead of directly launching the game. That's what I did thanks to all of the mods!

23
General Discussion / Re: Mods not showing up
« on: March 04, 2023, 04:39:32 PM »
It's in the launcher and I have seen the jason thingy before but I don't understand what to do with it
Did you properly unpack the mods? IE You used the "unpack here" command?

24
General Discussion / Re: Mods not showing up
« on: March 04, 2023, 03:25:22 PM »
Where exactly are they not showing up? In the launcher? In game? Are your mods up to date?

25
Yeah, just FYI, starsector doesn't auto update

26
One of the big ship packs from years back had "Logistics" ships that ate up any CR hits from the rest of the fleet, and they were eventually dropped because they just didn't add anything but incentives for gamey behaviour.
SS+ logistic ships! Man I miss those days!

If everyone is dead set on Solar Shielding being reworked, consider having it use a similar logic to tugs.
One equipped ship can give some protection to the entire fleet. More ships equals more protection.
Given that storm strikes already scale based on the size of your fleet, the simplest option might just be for Solar Shielding ships to not count for strike scaling.
I feel like this would be a good design for it

27
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 12, 2023, 07:12:30 AM »
Can you send out an email please when the new version comes out, thanks!
There is a mailing list sign up for just that on the main website. Just look at the sidebar on the right!

28
It should show up again, yeah. It doesn't go away until you've completed it.

In the next release, it would go away once you've *accepted* it - so, if you failed, you wouldn't get another go at it. I've just changed it so that it doesn't have a time limit, so that there's more flexibility to complete it at your own pace if it turns out to be too tough to crack when you first accept it.
I think there should be a warning then to indicate this. That way someone doesn't miss out at the chance later on

29
I thought HA got its penalty reduced when not S-Modded a bit and it gets higher when it is
It is going from a 10% penalty now to 0% when not S modded and a whopping 25% when S modded...

30
General Discussion / Re: how to get story points
« on: December 16, 2022, 05:33:49 PM »
I....had no clue i could do that. that might help I admit I decided to try this after moving form Star Valor. not sure why but in Valor i fly very nimbly then i come her and yeah...as stated a spinning top that keeps accidently leaving the battlefield or bouncing off my allies till i blow up. heh...umm if I may were would i go to change that. either i'm blind and missed it in settings or yo change it elsewhere.
Yeah, Valor is much more arcade like. Here, you need to worry about momentum and such

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