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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Worachot

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1
Mods / Re: [0.95a] Weftin's Ship Pack
« on: September 27, 2021, 02:01:45 AM »
since its not an own faction, is these ships added to another factions ship pool? i wanna use these ships as early as possible so wanna find them easy ^^

2
Mods / Re: [0.95a] SpeedUp 0.7.1
« on: August 22, 2021, 10:36:03 AM »
is the speed slower (like half) when turning off the speed increase? it feels like it. i think i would even like to have like speed 1.5 or 2.0 when turning of the speed increase. would be nice with a setting for this :3

3
Mods / Re: [0.95a] Hostile Intercept (and Autopause!) 1.3.2
« on: August 22, 2021, 10:31:35 AM »
is it possible to only have it pause for "aggresive" stuff. like stuff that wants to fight you, i dont really care about people that want to inspect me. an option for this would be nice if possible.
Thanks

4
Made a gif showing off most of the added weapons. Also adding it to the first post in the GH section.



i really like the last weapon! ^^
makes me think of battlestar galactica when they shot exploding projectiles to make a screen to protect the ship from incomming missiles/torpedos

https://youtu.be/P0BD4jmTS_M?t=304


5
Mods / Re: [0.9.1a] Trailer Moments 1.1 - projectile trails for vanilla
« on: September 15, 2020, 08:43:26 AM »
i'am assuming that this mod is save compatible based on what it does but, i'll ask just in case.

is this mod save compatible?
Thanks ^^

6
Mods / Re: [0.9.1a] More HullMods 1.3.0
« on: September 11, 2020, 04:13:09 AM »
i cant add these to my ship, do they only work for vanilla ships and not modded?

7
This and More Officer Skill really make the game more enjoyable.

Thanks for the mod, 10/10 fully recommended.

where can i find the more officer skills mod?

when searching for it i only found people talking about it causing lag. if its true, has it been fixed?

8
Modding / Re: [0.9.1a] Extra System Reloaded v.0.4.2
« on: September 09, 2020, 04:07:03 AM »
nothing for carriers?

9
if added to a save then the StellNET skill does not showup

save game: https://gfycat.com/WellmadeWebbedArmedcrab

new game: https://gfycat.com/GranularVainIrishterrier

Changed the load priority to 1 to make sure the problem was not that there was no space left in the ability menu.

^_^

10
Modding / Re: make a hull mod change a tag(hints)
« on: September 08, 2020, 09:08:51 AM »
It's not possible, no. The main issue with that approach would be that ship data is shared across all ships, so if your hullmod did that, it would affect all ships of that class, not just the one it's installed on.

im guessing there is no other way to get ships excluded from the "deploy all" function?

11
Modding / make a hull mod change a tag(hints)
« on: September 08, 2020, 06:56:53 AM »
Is it possible to make a hullmod that changes a tag(hints) in the ship_data.csv file when equipped/unequipped?

wanted to make a hullmod that cost 0 op to tag a ship as civilian so it does not get selected when pressing the deploy all button but it seems i have to edit the ship_data.csv file to do that?
is it even possible?
if yes, then what line do i need to use for that?

Thanks!

12
Suggestions / Re: Sell all (inventory management)
« on: September 08, 2020, 05:37:24 AM »
when i would like to see this in the vanilla game, i am currently looking in the "start modding" forum to see if i can learn enough to make this as a mod at least xD
hopefully its not to hard?

13
Suggestions / Sell all (inventory management)
« on: September 08, 2020, 02:45:55 AM »
What i would like to see is a sell all button and a black list funktion.

sell all button does not really need explaining but the blacklist could funktion in a way that if you hold ctrl (for example) and left click an intem in your invetory it gets excluded from the sell all button function.
and if you hold ctrl and hold left click on an item then you can drag left and right to specify how many of that item you want to be saved if you for example wanna keep som supplies/fuel but sell the "extra"
it would/could also remember "saved items" for example AI cores that you wanna keep but might unload all in storage, so next time you loot them it remembers not to sell them with the sell all button.

i think this would fit with the current games UI interface interaction and i think allot of people might like this

if this has already been proposed but got declined for a reason i would like to hear it as i might be blind to something.
also if others have any ideas on how to improve this "funktion" then i would like to hear them

Thanks! ^_^

Edit: also a funktion to exclude some ships from the "deploy all" would be nice too! maybe have a ship mod that is free that classifies the ship as a utility ship that get excluded from the deploy all.

14
Mods / Re: [0.9.1a] Commissioned Crews 1.92
« on: September 08, 2020, 02:12:55 AM »
can this be added to a save or do i need to restart?

15
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: September 08, 2020, 12:48:19 AM »
Yeah, you have been looking in the wrong place. Persean League and Tri-Tachyon markets will have it.

aah >_< thanks!

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