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Messages - OOZ662

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31
You could always use the Save Transfer mod to add it later.

32
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.2
« on: March 18, 2016, 08:59:07 PM »
I figure you're still iterating, but the black parts of those rifles really stand out. At first I thought the black part was the whole gun before my eyes adjusted to it; was like, "why is he using a water spigot for a gun sprite?"

33
Would you be willing to make a small external app that could be plopped into the Mods folder and do basically the same check? I know some people won't use it because "muh securitay" but I think it'd be great to be able to both check versions without loading the whole game (especially for us with poor limping dinosaurs) and to check mods that aren't currently enabled (likewise).

34
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 14, 2016, 06:47:10 PM »
The bounty is paid from a third party, the International(?) Bounty Board, so I don't think relations to the single factions affects it. But, they are only posted at the stations of member factions; Hegemony, Sindrians, Independent, and one or two others I don't recall. Imperium? When you find one, the bounty description will inform you of the member factions as I recall.

35
Mods tend to...
...and cause crashing.

I did try to add the 64-bit JRE a couple of days ago. But I'll be honest, I couldn't get it to work. Even following the instructions. I was obviously doing something wrong, although for the life of me I couldn't figure out what exactly. After a certain amount of time and attempts, I get the red mist when things don't go right. It's a behavioral... well... anomaly that comes with having a short fuse and being a perfectionist. Hence why I never made it as an artist (but that's another story lol).

Will see how it goes for the time being, then if SS ends up crashing (either too often or at a specific point) I'll look into it again.
You only need to switch to 64bits if you are using a lot of mods or a large sector in Nexerelin. The normal version should be enough for 4-5 factions plus SS+ and Nexerelin Corvus mode.

Handily Nexerelin makes it much easier on RAM. The vanilla sector has actually gotten big enough now that 32bit is straining to hold it all with SS+ and a faction mod or two; especially if they're ones with large textures. Just SS+, BRDY, and the usual smattering of "utility" mods are enough to occasionally knock mine over, generally when jumping into a system presumably during space background loading.

36
Mods tend to either add stuff to existing systems or add their own. If you haven't looked into it yet, see the Starsector+ OP for the link to how to expand the heap memory for Java; adding any mods tends to run over the default allocation and cause crashing.

37
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 03, 2016, 12:53:05 AM »
java.lang.OutOfMemoryError.

You're out of memory allocated to Java. If you have a 64bit OS, follow the link in the first post of this thread that details switching to 64bit Java to use more than 2GB of memory. If you have a 32bit OS, you're going to have to play with the heap settings (just Step 4 in the aforementioned link) until you can get to a stable amount of memory by upping the allocation as high as you can without crashes and/or reducing the number of mods you use.

38
Modding Resources / Re: [0.7.2a] ShaderLib Beta 1.2.1b
« on: March 02, 2016, 01:04:06 AM »
That's exactly why you should change ShaderLib settings. Start flicking some trues to falses and see if one makes the problem go away.

39
Mods / Re: [0.7.2a] Interstellar Imperium 1.10.2
« on: March 01, 2016, 11:13:55 AM »
Dropbox FTW.

If they didn't require you to either use their special folder or create filesystem links everywhere, I'd love them.

40
I definitely like it even if I can't figure out what ECM bonuses it's offering me.

Figured I'd chime in on this part; when the Derecho's ECM fires, missiles in range stop guiding.

41
Mods / Re: [0.7.1a] Nexerelin v0.7.4 "Head Start" (update 2016-02-14)
« on: February 27, 2016, 04:41:16 PM »
or a i being a dunce, and need to wait for this mod to be updated if i haven't already had an ongoing game?
This.  So far, the only mod I've seen updated to 0.7.2a is Shaderlib.

You should try Diable Avionics. Wanzers everywhere!

42
Mods / Re: [0.7.1a] Starsector+ 3.2.1
« on: February 25, 2016, 03:58:14 PM »
Pressing the PrintScreen key on your keyboard will capture everything on screen for pasting into any image editor, like Paint. I can't recall if Starsector will drop a screenshot in its folder at the same time, but I think so.

43
Mods / Re: [0.7.1a] Starsector+ 3.2.1
« on: February 24, 2016, 08:00:48 PM »
They're in the IBB fleets, generally as the "leader." You get the chance to board one if it's left dead on the battlefield (I.e. not shot to dust after exploding) and Nexerelin's Prism Freeport will sell one more copy of ones you've defeated at a high price.

44
Mods / Re: [0.7.1a] Starsector+ 3.2.1
« on: February 22, 2016, 10:40:03 PM »
Where do you go to change the IBB option?
startOptions.json

45
Mods / Re: [0.7.1a] Starsector+ 3.2.1
« on: February 20, 2016, 03:35:13 PM »
Leeching in progress, many thanks. What's the legacy IBB option do?

I assume it puts it back to the way it was yesterday (i.e. before this update).

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