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Messages - Sozzer

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31
Modding / Re: [0.9.1a] Sozzer's Ship Pack
« on: January 11, 2020, 07:50:26 PM »
updated
now uses bitbucket, has a versionchecker file, and does the thing courtesy of histidine

32
Modding / Re: [0.9.1a] Sozzer's Ship Pack
« on: December 20, 2019, 08:48:36 AM »
ship pack time
also fixed a tiny bug where half the ships had no sodding hitbox because i'm dumb

33
Modding / Re: [0.9.1a] Sozzer's Minimods
« on: December 20, 2019, 01:59:30 AM »
tada the culveriner is implemented
now im gonna sleep
one more ship and it will be ship pack time

34
Modding / Re: [0.9.1a] Sozzer's Minimods
« on: December 20, 2019, 12:36:32 AM »
penelope update as requested by vayra, now the chelos have AO and turret gyros
also yeah i'm making a single pack once i make a few more things. mainly implementation that needs to be done, since i have a couple finished sprites and just haven't actually put them into the game yet (mostly due to a combination of business and the recent temperature spike - i'll finish them as soon as i get another cool day, i swear)

35
Modding / Re: [0.9.1a] Sozzer's Minimods
« on: December 13, 2019, 10:24:33 PM »
updated, same link

36
Modding / Re: [0.9.1a] Sozzer's Minimods
« on: December 13, 2019, 10:15:30 PM »
i may have removed the necessary file accidentally
allow me to fix this

37
Modding / [0.9.1a] Sozzer's Ship Pack
« on: December 10, 2019, 03:54:56 AM »
Once more with feeling.
Download

Ships
Kite Mk2

Oh god, why? Also there's a special HVB if you have Vayra's Sector. But mainly, WHY?

Penelope

Something something thicc. It's a big beefy surveyor, for when an Apogee just isn't quite cutting it.

Hippogryph

UNLIMITED MISSILE WORKS

Gauss Culveriner

Great long range fire support, just watch out for missiles or like... a single angry fighter. Or space rocks. Really just try not to get hit, ever.

Stheno

Does fantastic until a sabot finds it.

Stork

Sneaky freighter.

Cisterna

A bit tougher than a dram, but not nearly as efficient.

Cisterna (LP)

Chunkier, speedier, fightier, and explodier. Half of those were real words, I promise.
[close]

Changelog
1.0 - Initial release.
1.1 - I... don't remember. You'll see why on the next line.
1.2 - Made the changelog. Hit several ships with the nerf bat, fairly hard. Fixed a couple bugs. One or two that still need changing, but those ones are in limbo and may be moved to a different thing before too long, so they stay untouched. Also one of them is undergoing a rework, as is the Penelope.
1.? - finally the bug is fixed courtesy of vayra
[close]

38
Modding / Re: [0.9.1A] Tufted Ship And Weapons Pack
« on: December 08, 2019, 05:40:40 AM »
oh no

39
xxx_Starsector_AI_Overhaul
^the likely culprit
try removing it


EDIT: since i realised i should probably clarify why. you're having an AI-related error with an AI overhaul on. if that doesn't fix it, then reply to this and say so, and we will keep poking around

40
Mods / Re: [0.9.1a] Anvil Industries ship pack (V:0.4)
« on: October 21, 2019, 06:26:22 PM »
Would you be at all offended if I played around with some of the sprites, tried alternative approaches to the same concepts/silhouettes? With my exceptional lack of taste I actually like several of the concepts here, and feel like it'd be interesting to mess with them a bit.

41
Mods / Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« on: October 14, 2019, 01:30:37 AM »
I mostly lurk here but honestly this is pushing my buttons one too many times.

From what I've experienced and read on this board this modding community is one of the most TOXIC I have ever encountered. They act like any mod that might possibly affect the "artistic vision" of their mod is some horrible thing that can't be tolerated and one of you has flat out threatened a lawsuit against another modder who made a mod that did a similar thing as this one. I understand wanting to protect something you've poured dozens if not hundreds of hours into but acting like a bunch of paranoid Gollums does nothing but hurt the community. I don't know if it's even registered with most of you but when this kind of thing happens with the pretty much implied threat that if you guys don't get your way you may "take your toys and go home" so to speak it stifles other modders who are afraid of stepping on your toes for fear of the backlash of the players who enjoy your mods dogpiling them. This is a blatant and clearcut issue of using peer pressure to control what other people may make.

There is a difference between someone making a mod that affects a broad change that will affect other mods and someone say for example taking someone else's mod wholesale, readjusting the flux values of the ships in it and reuploading it. In the former case you are chasing someone out of the sandbox because they built a bridge over the moat around your castle. The latter case you would be justified in that person being punished or having their content removed as it would be akin to them adding something to your sand castle without permission. To extend the analogy even further the modders need to remember as well this is not their Sandbox, it's Alex's. It is not your perogative to decide what is and is not acceptable.

The solution to this problem I feel is that Alex/members of the moderation team need to get together and set down a set of guidelines on what is acceptable in broad strokes for modders to do when it interacts with other mods and what they need to seek permission from other modders whose content they affect.

As noted this is not the first time this sort of thing has happened and with the rising popularity of the game (Sseth's video having reached just shy of 1.5 MILLION views) it will not be the last and I expect it will increase in frequency in the future as more people discover this game and desire to contribute to its modding community.


[war flashbacks to gregtech intentionally bricking the game with certain mods in MC, people setting their mods to private because of a single banal comment on the skyrim nexus, that entire subforum of cancer hidden on the nexus forums]
ah yes
starsector's modding community sure is toxic
telling people to just ask before making addons, or otherwise affecting their work
how h o r r i b l e

42
Mods / Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« on: October 13, 2019, 07:20:57 PM »
inb4 someone makes something to prevent this mod from affecting their mod.

43
Mods / Re: [0.9.1a] Commissioned Crews (Beta)
« on: September 20, 2019, 02:48:00 AM »
Just a heads up, you can have the hullmod cost 0 points. It still works fine, and doesn't require any to install.

44
Modding / Re: [0.9.1a] Langly's Terraforming
« on: September 16, 2019, 05:43:43 PM »
Known Bugs:
Some graphics like the magnetic aura will not follow the planet when its type changed. The effect will stay on the planet though.

Planned Features:
1. Find a better pic.
2. A sensible progression of the planet type depending what type it is and what hazard was removed.
3. Spawning of Solar Shades/Mirrors when removing hot/cold
4. Increase the Maintenance of the Structure with every upgrade  (I will make it not removable by then too ;) )

Maybe include the source in the mod? That way others might be able to help poke around and see what's causing that bug.

As for the planned features;

1. I'd be happy to help with this if you feel so inclined (whether you mean for the forum page or for the in-game one).
2. This might not be feasible for a single structure, but if you look at how the techmining is done, you may be able to have distinct ones that only apply to (and can only be constructed on), say, "hot" type planets or "cold" type planets based on the conditions. Might even want to do special "terraformed" types that it reaches, rather than going to full Terran.
3. This one's a bit complicated, but take a look at the code used for stations. That's all the advice I can give there, sadly.
4. Not much to say here.

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