Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.95a is out! (03/26/21)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - NightfallGemini

Pages: 1 [2] 3 4 ... 12
Add a random event at decivilized worlds

What is it?
Local survivors offer a favourble exchange of resources.

Though the last time this happened, the game crashed with a "Exception Null" crash.

I got the same crash from trying to explore ruins on a planet that had that event. Part of me is curious if it's Nex or if it's an interaction with that mod that fills 'empty' planets; some of the planets I ran into had both widespread ruins AND scattered ruins, giving me a visually broken exploration option.

For the record, the planet that caused the crash only had Decivilized, the Decivilized trade event, and Vast Ruins.

Another update, reloaded the save, surveyed and explored the ruins *first*, no crash. I have no idea why the sequence changed things, but that's my best guess.

The Goodship USS Dio Brando whips ass and I love it.

Mods / Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (+hotfix 2019-01-07)
« on: January 08, 2019, 01:26:40 AM »
I'm getting notifications about personal bounties, but they don't seem to be showing up in the bounty list. Am I just checking the wrong intel slot or is this a bug?

E: Asked around and it might be related to Kadur? I've never touched its options file, could something in there be conflicting with Nex?

E2: Yep, set Kadur's bounty handling to BOTH and it's working again. Gonna leave this up as a heads up to anyone else encountering this. :) Shoutouts to GingaBomber on discord for giving me the tip.

Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: December 15, 2018, 05:04:43 PM »
digging the look of the Cossack and Asp.

Mods / Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
« on: December 13, 2018, 12:18:30 PM »
honestly, keep the tips in. there are entire mods that are more 'political' on here than some book recommendations and a meme.

Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: December 03, 2018, 08:06:40 PM »
now THAT sounds intriguing. the question is, will they be worth it versus just piloting a full ship? it'd be a little sad if there were some cool mechanics there that could only be messed with in the early frigate phase of the game.

Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: December 01, 2018, 10:19:43 PM »
Just as an aside, I would recommend against Mediafire. They've become pretty weird with their popups and ads, and if you try to prevent this, they set a cookie that prevents you from downloading files until you either buy their premium thing, or bypass it and clear the cookie.

Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
« on: November 27, 2018, 10:14:11 PM »
I really enjoy the DME faction and ships, but is there  any way you could make a separate version of the mod that only includes the DME stuff?  Or maybe even an option to greatly reduce the number of Blade Breaker systems?

Because these things are way too frequent.  I'm not even seeing redacted (or the other redacted) stuff in uninhabited systems anymore.  Just these Blade Breaker guys, everywhere.

Fwiw, it's RNG whether or not it'll be BBs or Remnants per system. It might be a good idea to post a modlist and seed, or save to troubleshoot.

Mods / Re: [0.9a] Shadowyards Reconstruction Authority
« on: November 21, 2018, 10:25:48 AM »
Well, damn. If they don't export, does this mean I should replace with Heavy Industry for now?

Mods / Re: [0.8.1a] Buffalo Mk.XIV - Halloween minimod
« on: October 28, 2018, 11:37:10 AM »
it was meant to be :v

Mods / Re: [0.8.1a] Buffalo Mk.XIV - Halloween minimod
« on: October 14, 2018, 09:56:18 AM »
this is incredibly Borderlands 2

Mods / Re: [0.8.1a] Arsenal Expansion v1.4.12a - Edict
« on: October 07, 2018, 01:09:04 AM »
I love the Edict's aesthetic.

Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: September 14, 2018, 10:29:22 PM »
Oh wow. No more lattice shields? Will they be replaced with anything? They're pretty unique and imo iconic at this point.

Mods / Re: [0.8.1a] Gladiator Society (Bounty Framework)
« on: August 13, 2018, 01:35:26 AM »
Yeah, latest version. I was guessing it might have been a faction config file issue :v

Mods / Re: [0.8.1a] Gladiator Society (Bounty Framework)
« on: August 12, 2018, 06:33:08 AM »
So uh, just fought a gladiator and now all the factions hate me, because apparently the "gladiator" faction is neutral?

Pages: 1 [2] 3 4 ... 12