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Messages - Anexgohan

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31
Can you please, point me to what you did, yours is a better solution than what I posted. Atleast then I could use the training building.

32
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: February 01, 2022, 12:28:43 AM »
Any way to remove the "Extreme Modifications" mod I by mistake added it to my flagship and now its stuck with it ?

33
Consistent crash on 0.95.1a on Admin training in the academy. as they gain 'adminSalaryTier3' which does not exist anymore and causes a crash.

Use this if like me you can't progress anymore
https://fractalsoftworks.com/forum/index.php?topic=18011.msg348414#msg348414

34
Modding / Re: Disabling mod portraits
« on: January 30, 2022, 11:36:17 AM »
I think if you name the said mods it'll help others avoid your very situation.

35
Mods / Re: [0.95a] Keruvim Shipyards (V:0.4) The rise of the Reavers
« on: January 29, 2022, 03:37:22 AM »
Does it work on 0.95.1a or wait?

36
Hello, I have a request can you add some Console Commands so I can Add/Substract XP to currently selected ship in the refit screen for testing purposes so I can prototype a ship before committing to a long process of gaining actual battle Xp.

37
Mods / Re: [0.95a] Adjusted Sector
« on: January 16, 2022, 10:19:53 PM »
The following settings have worked well for me to generate a larger more dynamic sector still keeping the vanilla feel and rarity.

Code
{

"plugins":{
"newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
},
#Change the number below to increase or decrease the size of the Sector
#"sectorWidth":164000,
#"sectorHeight":104000,
#"sectorConstellationSize":100,
#"sectorConstellationCellSize":10,
"sectorWidth":194000, #205000
"sectorHeight":124000, #130000
"AdjustedSectorConstellationCount":200,
"AdjustedSectorConstellationSize":1000,
"AdjustedSectorConstellationCellSize":8,

"sectorConstellationRemnantMin":25,
"sectorConstellationRemnantMax":75,
"sectorConstellationRemnantSkipProb":0,
# zero means - they wont spawn
"sectorRemnantPresenceLow":0,
"sectorRemnantPresenceMed":1,

"sectorConstellationRuinsMin":40,
"sectorConstellationRuinsMax":70,

"sectorDerelictMotherships":15,
"sectorDerelictCryosleepers":35,

# this field controls the amount of Coronal Taps, default = 2
"sectorCoronalTaps":35,

# this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
"minNonCoreGatesInSectorMod":25,
"maxNonCoreGatesInSectorMod":40,

# this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
"XIV_LEGION_NON_SALVAGEBLE_MIN":0,
"XIV_LEGION_NON_SALVAGEBLE_MAX":0,
"XIV_LEGION_SALVAGEBLE_MIN":3,
"XIV_LEGION_SALVAGEBLE_MAX":15,

#Random number of arcs apply to map
#Vanilla value 20
"AdjustedSectorRndArcs":20,

#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":false, #true

#Accessibility will be base - 1 at that many light-years from center of mass
#"accessibilityDistFromCOM":50,
#"accessibilitySameFactionBonus":0.50,
"accessibilityDistFromCOM":50,
"accessibilitySameFactionBonus":0.5,

#If SAD is enabled, you can change the amount of SAD-themed constellations
#"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
#"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":30,

#If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
#"BladeBreakerThemed_ConstellationMin_AS":3,
#"BladeBreakerThemed_ConstellationMax_AS":5,
#"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
"BladeBreakerThemed_ConstellationMin_AS":13,
"BladeBreakerThemed_ConstellationMax_AS":25,
"BladeBreakerThemed_ConstellationSkipProb_AS":0.25,
}


You should try messing with
"AdjustedSectorConstellationSize":1000,

to generate more or less Constellations depending on your prefrence.

38
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: January 15, 2022, 05:54:00 AM »
For anyone having trouble finding Items or Scarred spacer.
go inside any solar system and bring up console with ctrl+backspace (need console commands mod for this)
and paste and enter this :

Code
runcode SectorEntityToken fleet = Global.getSector().getPlayerFleet();
      StarSystemAPI sys = (StarSystemAPI)fleet.getContainingLocation();
      SectorEntityToken stable = fleet.getContainingLocation().addCustomEntity(null, null, "derelict_terraformer", "neutral");
      float orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(fleet, sys.getCenter());
      float orbitDays = orbitRadius / (20f + new Random().nextFloat() * 5f);
      float angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(sys.getCenter().getLocation(), fleet.getLocation());
      stable.setCircularOrbit(sys.getCenter(), angle, orbitRadius, orbitDays);

This will generate an "Eridani-Utopia Terraforming Rig" to your location


for Genesis Project Station use this"

Code
runcode SectorEntityToken fleet = Global.getSector().getPlayerFleet();
      StarSystemAPI sys = (StarSystemAPI)fleet.getContainingLocation();
      SectorEntityToken stable = fleet.getContainingLocation().addCustomEntity(null, null, "terraform_genesis_station", "neutral");
      float orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(fleet, sys.getCenter());
      float orbitDays = orbitRadius / (20f + new Random().nextFloat() * 5f);
      float angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(sys.getCenter().getLocation(), fleet.getLocation());
      stable.setCircularOrbit(sys.getCenter(), angle, orbitRadius, orbitDays);

Its a single player game cheat however you like.

39
Mods / Re: [0.95.1a] Transponder Off 1.2.1 - QoL for campaign layer
« on: January 14, 2022, 10:17:24 PM »
Hey,
I made some icons for your mod, use them if you like,
also 1 request I have if possible can you make it so that Auto Scavenge is by default on after a reload or restart of the game.
thanks for this wonderful mod.

[attachment deleted by admin]

40
Mods / Re: [0.95.1a] Progressive S-Mods (0.8.2)
« on: December 21, 2021, 10:13:20 AM »

Thanks for the kind words! Unfortunately, it’s a little late to change the mod name considering so much of the code uses progsmod, ProgSMod, or some variant of that, and I’d have to rename just about everything for consistency. So instead I added a short description to the mod title — hopefully that will make it clear enough what this mod is doing.




That's fantastic the description is great also side note: your "username" you're real bad at naming...  ;D ;D :D,
wish you well in your future endeavours, also again thanks for this, what a blast to play with!

41
Mods / Re: [0.95.1a] Progressive S-Mods (0.8.2)
« on: December 17, 2021, 09:52:36 AM »
Wow never knew I needed this, but after reading the description I cant live without it.
Thanks for making this, gonna start a new playthrough.

One thing really, you need to give this a proper name, at first I though "oh! another hull mod, maybe i'll pass"
luckily I did not pass on and after reading the description was blown away. Just my suggestion.

43
Modding / Re: [0.95a] Gunny Battles 0.1
« on: June 25, 2021, 08:26:05 AM »
Vanilla only. It requires manual modification of all the weapons, projectiles, and fighters, and so can't be done dynamically to my knowledge

I think this would be a must have mods if you can somehow manage to affect all these changes to most other mods, mayb a script like the "Which Mod" mod.

44
Modding / Re: [0.95a] Gunny Battles 0.1
« on: June 24, 2021, 12:05:52 PM »
how does this mod affect modded factions, will the stats apply to them aswell or just vanilla.

45
Mods / Re: [0.95a] Superweapons Arsenal v1.0
« on: June 24, 2021, 08:29:17 AM »
is there any other way to get them organically, other then purchase at prism freeport.

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