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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Author Topic: [0.91][UTILITY] Starsector FX  (Read 71514 times)

Tartiflette

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Re: [0.91][UTILITY] Starsector FX
« Reply #120 on: December 19, 2019, 10:16:09 PM »

Iirc doesn't really work with other mods either. It just doesn't crash outright for them.
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Harmful Mechanic

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Re: [0.91][UTILITY] Starsector FX
« Reply #121 on: December 19, 2019, 10:34:34 PM »

Yeah, this mod isn't really compatible with other mods outside of Xenoargh's walled-garden ecology of his own stuff. So treat it as a TC, even though it's not flagged as one.

Meso just makes that explicit in THI, because he's a thorough and considerate guy.
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IraqiWalker

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Re: [0.91][UTILITY] Starsector FX
« Reply #122 on: February 20, 2020, 05:48:33 PM »

Why doesn't this work with Tiandong Heavy Industries, when almost every other mod out there does? That is, I get an error message upon loading to that effect.
I'm asuming it won't work with Lightshow then?
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Nivri

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Re: [0.91][UTILITY] Starsector FX
« Reply #123 on: May 06, 2020, 04:03:31 PM »

Does this work with Nexerelin and Varya's Sector by any chance? Anyone tried it or have tested it before?
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Midnight Kitsune

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Re: [0.91][UTILITY] Starsector FX
« Reply #124 on: May 06, 2020, 11:43:08 PM »

Does this work with Nexerelin and Varya's Sector by any chance? Anyone tried it or have tested it before?
It looks like crap, especially when run along side GraphicsLib (GLib).
If you are trying to make the game run better, especially modded, this is not the answer. If you are running GLib, you can set the shaders to false in the settings.ini file in the GLib folder
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