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Messages - 123nick

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31
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.0)
« on: May 15, 2021, 11:25:15 AM »
Hello

With 0.95 adding some new special items that are picky with their installation requirements, have you thought of allowing Terraforming structures too negatively impact planets? IE removal of an atmosphere, so u can install the refining catalyst and such, etc?

32
I get a Null error when interracting with an abandoned siphon station in uh... Yma? i think its the system with Mayasura, or Mairaath. Might be wrong- but anyways,

 Heres the log: https://gist.github.com/cc4e61e421a4763d990071ea533476e3

and my mod list: https://gist.github.com/0922c5f11a669927adb7ea87cdfd076a

some of the mods are from the 0.95 unofficial update zip file mega link- i dont have anything for 0.91 in this 0.95 set up.

Im thinking it might be Foundation of Borken, since it has a unique interaction as markets (including the abandaoned stations) that lets u set up a PCR- universally accessible storage thing, i think. and because im a pirate and inhospitable too Foundation of Borken, it might not be allowing me too do that, but smth along the way is bugged.... idk.


EDIT: On further testing, its not Foundation of Borken. Spawning in Yma, and going too the Abandoned Siphon Station, spawns an error.  Ill test with Nexerelin (for yma start), Ind Evo, and Magiclib/lazylib/etc only and see if i still get the same error.

heres the log without Foundation of Borken (and ICE aswell but for another seperate issue): https://gist.github.com/d20ef96d201ede5aefd3fa4293f7d7a1

EDIT 2: Ok, testing it with ONLY nexerelin, lazylib, Magiclib, and IndEvo, i get the same error when interacting iwth abandoned siphon station.
New Log: https://gist.github.com/380823f1fc24e5b1bba50ae85a5f2ee2




33
Will Industrial Evolution Reverse-engineering support be added for United Pamed ships? or any ships from this mod in general? i could see most xhan ships being reverse engineerable since their fairly conventional, but United Pamed might be too high tech, for stuff like a Carrilon. Then again, i think ingame you can reverse engineer dooms and the tri tach ship that has the time acceleration field, so i dont think a Carrilon would be such a leap from those, and you caan get lots of them fairly easily by just going too paltan every now and then, so reverse engineering of them probably makes sense.

34
Would it be possible too have some cross-mod compatability? Terraforming and station construction has a domain-tech kletka simulation that makes AI cores, and this mod has supercomputers that consume them. Would it be possible too, perhaps, have an option somewhere where having both a kletka simulator and supercomputer on the same market ends up freeing up the supercomputers consumption of AI cores but also preventing the kletka simulator from generating any (I.E the AI cores go straight into the supercomputer automatically).

35
bug report- Ships that have gone through the restoration dock and had their Dmods remove still have the (D) in their name, and in their description still says they have D-mods with the usual blurb, even when they dont

36
Mods / Re: [0.95a] The Star Federation v0.8.1a (Inspired by FTL)
« on: April 29, 2021, 02:29:35 PM »
Sorry if htis bug is already reported, but,

The weapon arcs on the NEssasio are slightly off, for the small universals. One can aim slightly wider than the other

37
Mods / Re: [0.95a] Terraforming and Station Construction (v7.0.0)
« on: April 28, 2021, 03:37:53 PM »
hmmm, i think, although i may be recalling it wrong, in the last couple of dialogues at the end of the quest they said if you had a coronal hypershunt and something else you could keep the gates permanently active so (supposedly) anyone could use them. gates near a claimed colonal hypershunt (ie 10 light years) can give a big accesibility buff too colonies in system?

38
Modding / Re: [0.95a] Survey Corps Ship Pack
« on: April 25, 2021, 04:39:44 PM »
DOES THIS NEED A NEW SAVE?!?!? i cant WAIT too use this AWESOME new ships

39
Mods / Re: [0.95a] Neutrino Detector Mk.II, a false positive remover
« on: April 20, 2021, 04:14:59 PM »
It would be cool if you could set a certain level that grants neutrino detector mk 2, instead of just game start. for me, i dont mind the false spikes in the early game but in the mid-late game its just wasting your time, imo. if it was like, level 8 or something that u got neutrino detector mk 2, maybe more or less, after ur experience and mastery of neutrino-detecting gets too the point where u can know whats a false lead and what isnt.

40
Mods / Re: 0.95a Grand.Colonies - More Building Slots
« on: April 14, 2021, 03:31:09 PM »
Will this support Boggleds terraforming and Industries? their updated too 0.95, but idk if they, as you say in the FAQ, use the latest API implementation.

41
Mods / Re: [0.9.1a] More HullMods 1.2.0
« on: August 01, 2020, 06:31:12 PM »
I think emergency flux vents would be more balanced if it also had a dissipation penalty for every charge that gets used up, say, -3% flux dissipation, or -4% after the new update, so then once they are all used up even a ship that has good initial flux dissipation would struggle.

42
Mods / Re: [0.9.1a] Hostile Intercept 1.0.0
« on: July 29, 2020, 11:28:05 AM »
this is VITAL! could you add a feature that has it autopause when a fleet that is chasing you is detected? that would also be nice.

43
Mods / Re: [0.9.1a RC 8] Metelson industries: 7.2.2 05/24/2020
« on: July 19, 2020, 06:11:10 AM »
Is it itendend that ionic plating increases armor by 200? or atleast, a big ammount? it doesnt say anywhere in the description that it should but right now its sorta busted combined with heavy armor.

44
theres a bug where the revolution raider bases dont properly despawn once their station is destroyed by AI fleets. https://gist.github.com/be6362f700e4ba845af868bffd54144e heres my star sector . log if it helps but idk if there was any errors, so it might just be a red herring.

45
Can you add the ability too upgrade habitats into outposts (the markets u can interact with) as a seperate disableable config option from habitats all together? i like them, but with boggleds terraforming now combined with boggled station construction, i dont want two redundant methods of building stations. for now, ill just house rule no market outposts from this mod, but a dedicated option for disabling upgrading the habitats (that only buff hazard rating) would be nice.

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