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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - e

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16
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 24, 2023, 11:06:46 AM »
I want to terraform a barren world, but turns out i have no water in the sector.

Is it possible to add a modifier on a planet with console commands so the requirement to have water for terraforming (Colony has a moderate amount of water present) is green?
Or turn another planet into a ice world and then have the ice slinging thingy.

I tried adding condition - Water or Terran but the text is still orange
Build asteroid mining station first and then asteroid mining, it will give water afaik.

This.
It gives enough water to turn that barren world straight into a waterworld.

No asteroids in the system, just 5 planets.
When i settled i thought the Rocky ice world was gonna have water, but no dice
https://i.imgur.com/OqNM98c.png
But i can guess i can rift a water world in the there and just terraform that way
Wait, Rocky Ice doesn't fulfill the ice requirements? I've not played in a while but shouldn't those also count like Frozen planets? Rocky Ice still has Ice right?

Would make sense, wouldnt it. But no, you cant build the ice slingy thingy, kind of ruined all my plans, coz food+organics is the only thing really missing here

Risking being corrected by Boggled here, i think the logic is that: The Sling is used to shoot out WATER into space, not ICE and rocky ice planets are either snowy or icy worlds, they are basically barren worlds that have a permanent snowstorm. In contrast, Frozen, Cryov and water worlds are described to have water in them, either by erupting water, being 100% water or having hidden oceans.

So no, it makes no sense that Rocky Ice worlds should be eligible for the sling, it's a fault of the name being too similar but just because it says "ICE" in the title doesn't instantly mean it can be launched by the sling, the sling doesn't launch ice it launches water, remember.

17
Modding / Re: Looking for specific mod.
« on: May 23, 2023, 07:27:31 PM »
Who knew a single mod could be this polarizing?

Wouldn't be the first time and will not be the last time.

18
Modding / Re: Looking for specific mod.
« on: May 23, 2023, 05:57:51 PM »
The nerfs also didn't do anything except in the specific case of fighting Legio Infernalis daemons (using a damage listener). No modifications were made to the base stats or behaviors of other mods.

I'm gonna guess this is the "stealth" part of the so called "stealth nerfs".

there is simply no way to characterize this as malware; even 'policing other people's mods' is a stretch.

Sounds more like malpractice rather than malware.

19
Modding / Re: Looking for specific mod.
« on: May 23, 2023, 12:36:05 PM »
Out of curiosity, what were the stealth nerfs that were applied? I don't use Tahlan shi*works because i'd rather use actually GOOD mods.

I remember the SuperWeapons mod was one of them, it did something ridiculous like reducing their power by 90%. Apparently the weapons in the mod all about overpowered weapons were too powerful :o

The actual factions, I'd have to check but iirc it was about 3 or 4 different factions.

How typical of them... Thanks for the info.

20
Modding / Re: Looking for specific mod.
« on: May 23, 2023, 12:12:55 PM »
For context, the 'this' I am referring to was Tahlan having "added malware" in its change log. I make no claims about whether or not there actually was malware added, but I do not trust the mod after that point.

I don't believe Tahlan ever contained malware, I thought it was a "joke" referring to Nia's "stealth-nerfs".

Personally I've stayed clear of Tahlan ever since then. Deliberately, and secretively, nerfing other peoples mods because you have a personal issue with them is not cool. We're not here to police other peoples mods, if someone doesn't like a mod they don't have to use it, they shouldn't set about ruining the experience for other people.

Out of curiosity, what were the stealth nerfs that were applied? I don't use Tahlan shi*works because i'd rather use actually GOOD mods.

21
Unfortunately, this mod doesn't have the capability (yet) to clone existing star systems into a usable JSON format. It's probably possible, to be honest, but it'll take a whole lot of planning and work on my end to have it functional and bug-free, so it's definitely not happening now or in the near future. As sycspysycspy had said, you can use presetStarSystems.json to try to get something similar to work with, including a copy of the Penelope's Star system, so I'd probably start with that first and modify a preset system from there.

It's understandable, thanks for the answer.

22
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 22, 2023, 03:44:04 PM »
I forgot, is this the mod that adds the "Repair Dock" to some planets?

No.

Thanks. I'm thinking it's probably Industrial Evolution.

I literally just linked it to you...

23
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 22, 2023, 03:40:59 PM »
I forgot, is this the mod that adds the "Repair Dock" to some planets?

No.

24
Modding / Re: Looking for specific mod.
« on: May 22, 2023, 02:05:41 PM »
That sounds like the Hresvelgr from Tahlan Shipworks, a mod that used to be excellent, but that I can no longer recommend: when the mod's changelog includes "added malware", that's just a hard no.

There is no malware on the mods posted on this forum, at most it probably is the author doing a stupid joke.

25
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: May 21, 2023, 08:10:59 PM »
Since a couple of the mission rewards involve governorship availability, is it possible to get Oasis's governorship once you conquer it in the name of Kadur?

26
Is it possible to clone a system (being vanilla or modded) to use a starting template? Instead of having to start from scratch.

There's a particular system i'd like to mimic to have as my own and tweak it from there.

27
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 19, 2023, 01:35:49 PM »
-Is there any lore in vanilla starsector regarding what gas giant colonies are like?
-Or are there colony lights visible on the dark side of the planet that can be used to infer what the population density is like?

1.- Not that i know of, in fact, i don't think there are any gas giants colonies at the start of the game so that we could at the very least take a hint of what those descriptions have to say. EDIT: MODS DON'T COUNT
2.- There are no visible lights in gas giants like you see in the "night time" of other habitated planet types.

I would either ask the devs somehow or look at how other similar games handle Gas giants... IF they handle their habitation at all, because as far as i remember on any other game i've played, it is left to the imagination. Pretty much the only instance i can remember of gas giant habitation is in the older Star Wars movies and even then it's not super clear.

Since post-colapse tech is unsophisticated i would bet gas giant habitation in star sector is pretty messy and convoluted.

28
Modding / Re: [0.96a-RC9] Sequence Fighter
« on: May 19, 2023, 04:04:28 AM »
New images help, good work!

29
We probably need to make this a pin or something.
Nah mate, let's keep it secret so that there are more even threads like this. Instead of... You know, making an example out of someone that broke the rules.

30
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 18, 2023, 09:26:27 AM »

Only water and frozen planets can build Ismara's Sling to provide water for the system. You can also get access to water using the asteroid processing building on a station.

Unknown Skies isn't part of TASC. Most/all of the US planets are categorized by TASC and the ones categorized as water or frozen can build Ismara's Sling.

I'm not familiar with how DIY Planets items work.

Do Tundra worlds count as frozen for the purposes of the sling?

Frozen means the planet is a literal block of ice and/or water, tundra worlds are just cold planets.

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