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Messages - speeder

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46
Modding / Re: New Map of the known Modiverse
« on: July 01, 2022, 01:02:28 PM »
Added paradisus to the map (despite not being released to the public yet) and fixed configuration error that was making Dogstar to be missing, now it shows :)

47
I want to make my custom start the player be sort of affiliated with explorarium.

1. How I make sure ships are DSS not ISS in name?
2. should I tag player faction as remnant or something? what I need to be aware off to pull this off?

My idea is player will be someone from post-collapse but before hegemony arrived, that flew slower than light toward a system that was cut-off from hyper, and this person was a explorarium employee (maybe even worked on Beholder station before Luddic Church stole it). So it would be cool to use explorarium flag and symbols and whatnot.

48
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: July 01, 2022, 11:33:49 AM »
Can I add the sporeship as quest objective in my own mod? I want to make a system that is claimed by explorarium and have the player need to defeat a explorarium station to stabilize the jump points, but the only good explorarium station I saw is the one from this mod. (the sporeship).

If you allow that, any clue how I spawn it?

49
Just found out Nexerelin has 3 "EX" admin skills... what are these for?

50
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...

51
General Discussion / Re: terran worlds
« on: June 30, 2022, 04:37:17 PM »
I really, REALLY hope there is no aliens.

There is so much sci-fi with aliens. I want to see some alienless sci-fi for a change.

52
Mods / Re: [0.95.1a] Exotica Technologies v1.0.11
« on: June 30, 2022, 01:52:19 PM »
Suggestions:

1. Mod really needs a better way to steal mods from other ships, you don't want to necessarily salvage them, maybe you it is not even possible in first place (like automated ships without the appropriate skill).
2. Need some weak upgrades with no downsides so you can fill the "bandwidth" of any ship if you have resources for it, you are making this a "further specialization" mod, but you can't predict every single specialization players will invent, so the mod might end useless because none of the upgrades fits a ship. (suggestion: 1% weapon range per level, 2% battle speed per level, 2% extra cargo and fuel per level, etc...)
3. What would make your mod shine above many others, is if you add some explorer-friendly things, for example currently only one mod (HMI) adds a hullmod that increases sensor range! Would love if exotica improved sensor range!



Longer term suggestions:
would be nice if the "exotica branch" was an actual building, and be available only on some planets, or allow on all planets (maybe even on space) the player to tweak his exotica a little, but have more powerful options only available on planets that have the real building. Also make building improve colony too.
Also you could add HMI and Shadowyards resources to to the mod too, like using nanites and capacitors to craft some mods. For example have nanites improve "physical" mods like armor, and capacitors improve the "energy" related mods, like flux or speed.

53
When you put beta core on lab, can you choose somehow the commodity that it boosts? I don't want extra drugs... I do want extra shadowyards capacitors...

54
Mods / Re: [0.95.1a] Ship Catalogue/Variant Editor (SCVE) v1.7.0
« on: June 29, 2022, 11:50:38 AM »
Custom filter doesn't work for sensor strength, it never finds anything, no matter what you type in there.

55
Modding / Re: [0.95a] Objects Analysis 002
« on: June 29, 2022, 07:35:23 AM »
Bugs found so far:
2) the mod's detection radius in hyperspace is so large it's straight up useless there

The mod is not supposed to be used in hyperspace, it will just spoil you.

Vanilla expects hyperspace to be full of "secrets", like beacons and stuff to ambush you, you are not supposed to know what is going on there, for example vanilla disable other sensors in there.

The only mod I found so far t hat handles hyperspace brilliantly is Neutrino Detector MK2, that in hyperspace points you toward slipstreams.

56
Bug in "completed story" mode: if you get the ziggurat and land on Galatia, the quest actually starts :S

57
Modding / Re: [0.95a] Objects Analysis 002
« on: June 28, 2022, 12:10:00 PM »
Suggestion for this mod:

being able to click to enable or disable it.

I made a star system that has a TON of stuff, and if you put this mod in your quickbar the game slows down to 10fps :(

It would be great if I can enable it, check if there is stuff worth it, then disable it again for performance reasons, without having to add and remove it constantly from quickbar.

58
I have two questions:

1. How I make the name of a system be visible on the map, or not? (I want it  to start the game hidden, and later reveal it after a quest)
2. I saw lots of code floating around about how to delete hyper-nebula on top of your system, but what if I want to ADD hyper nebula on top of  system? (I want it to be actually hard to see)

59
Mods / Re: [0.95.1a] Exotica Technologies v1.0.11
« on: June 28, 2022, 09:52:42 AM »

  Great idea, poor implementation. All of my exotics and upgrades on all of my ships randomly disappear. Replaced them 3 times on my flagship already and it keeps happening. Completely useless.

I am not this mod author... but anyway I never had that bug.

I suggest you post your mod list, it might be mod incompatibility issue. For example there are 2 other mods that I know that kinda mess with same thing as Exotica and might have problems, one of them  has a known bug (author is fixing) where it was deleting some hullmods.

60
Oh yeah, like I said I was toying with the ziggurat without adding more hullmods, to see what the stock variant could do. An optmized Ziggurat is something else entirely.

Also the "playable guardian" mod in my playthough, with a lot of modded hullmods I added to it, can solo almost anything as far as I know (I did had a close call with a bounty that had destroyers flagship and they managed to get behind the guardian and take a good chunk of the hull... even being able to fight multiple capital ships at same time, guardian is vulnerable to anything that gets behind its shield...)

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