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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - speeder

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Mods / Re: [0.95.1] Yunru Core +
« on: July 06, 2022, 03:37:11 PM »
After Tech Mining mod update, i can no longer see the ruin usage percentage - the usual quality text from vanilla shows, but the percentage is always 0.0%.

Oh, that is a bug... I always saw 0.0% and thought this was... sort of normal.

You can technically own (though not recover) Automated Ships even without AS skill. They just will have 0% CR. As far as I am concerned, the way it works now is fine. AS skill isn't underpowered or overpowered. If anything, the Neural Link needs a buff.

The problem is not AS being whateverpowered.

The problem is you not being able to use some interesting ships because you need AS, and if you have AS there are way better ships to use.

If you bothered with the whole blue skills to get AS, you are going for high-tech, not Derelict.

Currently to get the mighty radiant, you need Automated Ships skill, that also severely limits the number of radiants you can get... since they are so OP this makes sense...

The problem is this end applying to all other automated ships too, and getting the skill in first place is too hard.

So my suggestion: allow automated ships in player fleet by default, don't even need to limit their numbers, if player wants to make a mighty fleet of derelict (not remnant ships) for example, they should be a ble to.

And then make the automated ships skill give a boost to those ships. Maybe make the skill control the amount of AI officers you can have (And thus force the player  to use automated ships without orfficers until they get the skill), or limit the OP points available to the ships, including making the limit flat, so players can build a cheap drone army, but their radiant will be severely limited until they get the skill....

Something like that.

Right  now if you want the radiant, you get the skill. And if you went through all this trouble  you won't bother with the frigates and stuff.
If you don't want the radiant, you don't waste a lot of skillpoints trying to get this skill... and you won't get the drone frigates even if you wanted to.

I think this state of affairs is sad. Lots of cool designs being wasted with the player not seeing them much.

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: July 05, 2022, 11:34:33 AM »
I think the bug is in vanilla actually.

I was using archipelago on my own mod thus why I found all this out, sometimes I had to use aquaculture, sometimes I had to use farms, and I am not sure why. I think vanilla has a bug somewhere. Or mods that mod the vanilla farm (not sure what mod would be the one doing that).

Fan Media & Fiction / Re: How rich actually is the player character?
« on: July 05, 2022, 11:32:08 AM »
Please remember to not take the game economy too literally.

For performance reasons the game economy is a bit weird.

For example when I was trying to do an economy mod, I found out the game actually tracks the fact a planet size 8 is consuming millions of food units, not "4000" or something like that, but for performance reasons this is not displayed.

For example when calculating trade between markets, the game calculates all trade, but spawns ships only ocassionally, to represent that trade and allow players and pirates to prey upon the convoys. If you changed the game source to actually transport all goods physically, it would need to spawn thousands of fleets when dealing with markets size 8+ and would run really slowly.

Another thing about scale: remember Persean sector is not THAT populated as some people think, even with tons of faction mods installed, the total population when the game starts is about 2 billion people, most of that population is in Chico actually (someone once did a graph, something like 45% of everyone is living in Chico alone).

So I noticed the Exploratorium ships are almost all, green and yellow.

Their flag, is blue and yellow.

And then I realized, the mothership, is blue and yellow too!

So, why  mothership is came color as the flag, while the other ships aren't?

Also will you fix the name? Some places in vanilla call it Explorarium, others Exploraria, saw some lore post calling them Exploratorium, and when I went to research on internet found Exploratorium is the correct name, it  was an historical roman organization that did the exact same thing (not in space though, but exact same thing does include "law enforcement" against rebellious frontier colonies using things that were nominally illegal in Rome itself).

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: July 05, 2022, 08:33:39 AM »
Archipelago is, and is not, a water world.

It doesn't add the "water covered surface" but at same time it adds itself to the vanilla list of worlds that you can't build farming on them (and must build aquaculture).

I think intention was to be kinda the best of both worlds. Instead it is the worst of both worlds, you can't get farming bonuses, and you can't get waterworld bonuses either. Only advantage is it doesn't have water covered surface hazard rating.

Archipelago worlds are 'standard' habitable worlds. They have farmland, can build farming and recieve benefits from things that boost farming.



They are functionally equivalent to Terran worlds (no built-in negative traits), despite being in a different hab category.

Excerpt from Unknown skies source code:
    public void onNewGameAfterProcGen() {
        //Set aquaculture planets

excerpt from planets.json



If you built a farm on a archipelago planet, it is a bug. Isn't supposed to happen.

Relevant excepert from from vanilla game:
   public boolean isAvailableToBuild() {
      if (!super.isAvailableToBuild()) return false;
      boolean aquaculture = Industries.AQUACULTURE.equals(getId());
      boolean canAquaculture = market.getPlanetEntity() != null &&
      if (aquaculture != canAquaculture) return false;
      for (MarketConditionAPI mc : market.getConditions()) {
         String commodity = ResourceDepositsCondition.COMMODITY.get(mc.getId());
         if (commodity != null) {
            String industry = ResourceDepositsCondition.INDUSTRY.get(commodity);
            if (Industries.FARMING.equals(industry)) return true;
      return false;

So no, I am not wrong. UnknownSkies deliberately, as the first thing it do in its modplugin, is to set archipelago planets to not allow farms and use aquaculture instead.

Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« on: July 04, 2022, 02:31:10 PM »
I got a pair of tesla coils into a Neutrino Falken.

Fun stuff those! Not only are good are killing missiles, but they can kill any stupid ship that keeps chasing you too close (takes a long time to do so though...).

I now wish to make a lightning ball ship, if I remember correctly there are 2 or 3 different hullmods and weapons that also generate lightning PD...

Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: July 04, 2022, 01:12:01 PM »
Archipelago is, and is not, a water world.

It doesn't add the "water covered surface" but at same time it adds itself to the vanilla list of worlds that you can't build farming on them (and must build aquaculture).

I think intention was to be kinda the best of both worlds. Instead it is the worst of both worlds, you can't get farming bonuses, and you can't get waterworld bonuses either. Only advantage is it doesn't have water covered surface hazard rating.

My impression or this mod suck if you were intending to use it for civilian ships? Not only XP growth is slow, now that I have XP I found out I can't use it.

It says "Maximum of 2 non-built-in "Logistics" mods per hull" for every single hullmod I want to add.

Some issues with that:

1. I didn't add any smod yet to that ship, the built-in logistics hullmods are part of the ship hull.
2. I have the skill to allow 3 logistics hullmods...
3. I am playing  with UNGP and picked the skill to allow more logistic hullmods.

If I wasn't using this mod, I would been able to soup up those ships with 4 hullmods on the ship itself + the smods. Now I can't add a single smod to it.

Minefield visual bug:

I abused the minefields a bit by adding 3 minefields to a planet on the following manner:

Added 2 moons.

Set 1 normal minefield.
Set  2 minefields that belong to the moons, but have the planet as "focus"

It works as intended, gameplay-wise. But when you approach the moon-fields they are always red even if you own the moons and won't blow up. And they are always green if you own the planet, and they will blow you up anyway.

So my guess is your code for IFF for actual damage, works as intended and checks the real minefield owner, but the IFF code for making the mines turn green, checks the focus, not the real owner.

I think nebula centers count as star.

Suggestions / Make faction colors mutable
« on: July 03, 2022, 11:12:45 PM »
I noticed factions can have a ton of color settings, but only if you edit .faction file.

The player faction notoriously, can't be edited in-game, everyone is forced to use TriTachion blue.

It would be great if faction colors were mutable, not just for allowing people changing them in-game but it would be cool to see the interface change color because of your comission, for example have everything turn into that weird purple when you become comissioned with Diktat.

Mods / Re: [0.95.1] Yunru Core +
« on: July 03, 2022, 05:32:14 PM »
So  I noticed some... planet conditions in the yunru core (that I installed because I wanted your hullmods).

Now I am curious, what these are supposed to do?

So far as I can tell, the flagship has been set correctly in fleet data; only one fleet member returns true for isFlagship(), and it is the same one as returned by fleet.getFlagship(). It's a manually created fleet, yeah.
I'll see later if I can generate a small sample fleet that repros the issue.

I created a custom star system, and added the hyperspace objects manually.

Now the star system name NEVER show on hyperspace, including you can't select it as gate destination when gate travelling.

How I fix that?

And no, the thing that lights out mod does is not what I want...
At a guess, the system needs to have its hyperspace anchor set to appear on the map (which would explain why Ziggurat blacksite doesn't have it).
The javadocs are contradictory and out of date, but: Try calling system.generateAnchorIfNeeded to make the system appear.

I had to go poke in the source to find it.

Basically the map shows as valid systems and gate destinations, only jump points (not gravity wells), and they must end on a star. (or nebula, I assume).

A system anchor is NOT enough. A gravity well is NOT enough either, it must be a jump point, and its target must be a star, not another jump point, not a planet, etc... must be specifically, a star.

What the code does when rendering  the map is is call a function on the jump point itself (thus gravity wells don't have it), and the jump point function grabs its destination, then calls "isStar()".

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