Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Pages: 1 ... 48 49 [50] 51 52

Author Topic: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)  (Read 781626 times)

Killsode

  • Captain
  • ****
  • Posts: 493
  • Yipping away as i blast blasted pirates.
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Getting the Message Ed., 0.3.8b)
« Reply #735 on: August 31, 2024, 02:14:45 AM »

"Once again you have ventured too close to company space, and once again your food needs cleaning out."

I love it. Chefs kiss.
Logged

scorpico69

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Getting the Message Ed., 0.3.8b)
« Reply #736 on: August 31, 2024, 02:52:33 AM »

hi,
is there a (future?) reason i can't start/join Knights of Eva?

i am using Nexerelin and have 100 Rep with KoE but can't join. They will join an alliance, if i have my own faction.

Also i can't raise their rep with the independents (through agents), but with other factions.
Logged

Insolent Peon

  • Ensign
  • *
  • Posts: 45
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)
« Reply #737 on: August 31, 2024, 11:12:33 AM »

-Reworked Remnant weapons
  -Messengers (small) no longer regenerate

I guess I had to wake up from the power fantasy at some point, but those rockets carried my solo ship playthrough.

They had to be changed, and the mod is better for it, but I'm still a little sad.
Logged

Selfcontrol

  • Commander
  • ***
  • Posts: 171
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Getting the Message Ed., 0.3.8b)
« Reply #738 on: September 01, 2024, 04:57:08 PM »

Ok I don't know if it's related to this mod, but since it's the first time it happened to me ever, I want to share one potential nasty bug :

After the 0.3.8b release, I updated the HMI main mod and I also installed HMI Brighton. I started a new playthrough and then I just got a message telling me that the Galatia Academy was deteriorating (????) and after another month, it decivilized.

All NPCs "died" (Sebastian, Provost Blair, etc are now missing) and the Academy is now considered by the game to be an empty station (you can store cargo, etc).

I also updated Ashes of the Domain - Vaults of Knowledge so to be sure, I'm also gonna post this in its dedicated thread, but I just wanted to let you guys know about this.

EDIT : I've been using Industrial Evolution for a long time and I know it does some things to the Galatia Academy but it shouldn't cause the Academy to decivilize (never happened until now anyway).
« Last Edit: September 01, 2024, 05:04:05 PM by Selfcontrol »
Logged

terminal

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Getting the Message Ed., 0.3.8b)
« Reply #739 on: September 02, 2024, 01:17:01 PM »

this also happened to me, but i recently upated hmi and aotd, so i am not sure which one could have caused it.
Logged

Sajuuk

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Getting the Message Ed., 0.3.8b)
« Reply #740 on: September 02, 2024, 11:41:50 PM »

the same bug - Galatia Academy decivilized :'(
Logged

LocustJester

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Getting the Message Ed., 0.3.8b)
« Reply #741 on: September 03, 2024, 12:36:24 AM »

Ok I don't know if it's related to this mod, but since it's the first time it happened to me ever, I want to share one potential nasty bug :

After the 0.3.8b release, I updated the HMI main mod and I also installed HMI Brighton. I started a new playthrough and then I just got a message telling me that the Galatia Academy was deteriorating (????) and after another month, it decivilized.

All NPCs "died" (Sebastian, Provost Blair, etc are now missing) and the Academy is now considered by the game to be an empty station (you can store cargo, etc).

I also updated Ashes of the Domain - Vaults of Knowledge so to be sure, I'm also gonna post this in its dedicated thread, but I just wanted to let you guys know about this.

EDIT : I've been using Industrial Evolution for a long time and I know it does some things to the Galatia Academy but it shouldn't cause the Academy to decivilize (never happened until now anyway).
this also happened to me, but i recently upated hmi and aotd, so i am not sure which one could have caused it.
the same bug - Galatia Academy decivilized :'(
that is probably caused by aotd, and the newest aotd update is said to have fixed it
Logged

Selfcontrol

  • Commander
  • ***
  • Posts: 171
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Getting the Message Ed., 0.3.8b)
« Reply #742 on: September 03, 2024, 07:57:52 AM »

Ok I don't know if it's related to this mod, but since it's the first time it happened to me ever, I want to share one potential nasty bug :

After the 0.3.8b release, I updated the HMI main mod and I also installed HMI Brighton. I started a new playthrough and then I just got a message telling me that the Galatia Academy was deteriorating (????) and after another month, it decivilized.

All NPCs "died" (Sebastian, Provost Blair, etc are now missing) and the Academy is now considered by the game to be an empty station (you can store cargo, etc).

I also updated Ashes of the Domain - Vaults of Knowledge so to be sure, I'm also gonna post this in its dedicated thread, but I just wanted to let you guys know about this.

EDIT : I've been using Industrial Evolution for a long time and I know it does some things to the Galatia Academy but it shouldn't cause the Academy to decivilize (never happened until now anyway).
this also happened to me, but i recently upated hmi and aotd, so i am not sure which one could have caused it.
the same bug - Galatia Academy decivilized :'(
that is probably caused by aotd, and the newest aotd update is said to have fixed it

Indeed, it was caused by AotD - Vaults of Knowledge. The changed to how water works caused the Galatia Academy to decivilize since it was too thirsty :D

Latest patch fixed it entirely. HMI wasn't the culprit.
Logged

BigBeans

  • Captain
  • ****
  • Posts: 306
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Getting the Message Ed., 0.3.8b)
« Reply #743 on: September 03, 2024, 06:03:23 PM »

I noticed the Aurora (S) still uses the old Aurora sprite.
Logged

vagabond1

  • Ensign
  • *
  • Posts: 25
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Getting the Message Ed., 0.3.8b)
« Reply #744 on: September 07, 2024, 03:10:57 AM »

... I just realized that the latest update killed my usual strat of arming all of my ships with even one missile slot with Small messenger rockets. They dont regen anymore D:
Logged

Seti

  • Ensign
  • *
  • Posts: 32
  • A friendly AI core
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Getting the Message Ed., 0.3.8b)
« Reply #745 on: September 11, 2024, 05:43:52 AM »

Latest update added maxwell scientific? is there anything relating to them or are they basically placeholder for now?

Edit: to add to this, their markets dont sell anything, they dont show up on the faction info tab, so im guessing just testing for now?
« Last Edit: September 11, 2024, 05:46:02 AM by Seti »
Logged
Can you help me buy some milk?

Selfcontrol

  • Commander
  • ***
  • Posts: 171
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Getting the Message Ed., 0.3.8b)
« Reply #746 on: September 11, 2024, 09:28:41 AM »

They do sell stuff. Read carefully what you see on the market tab.
Logged

Dunkleberg

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Getting the Message Ed., 0.3.8b)
« Reply #747 on: September 11, 2024, 10:02:27 AM »

You have to trade in AI cores in order to get access to their AI ship roster.

Though I do have to ask, is it intended that several systems have a Maxwell scientific station? I'd get it if they were a faction, but it's impossible to remove their stations...and I'm a bit possessive with my systems.
« Last Edit: September 11, 2024, 10:11:14 AM by IconofSinple16 »
Logged

VonCrunchhausen

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Getting the Message Ed., 0.3.8b)
« Reply #748 on: September 13, 2024, 06:43:08 PM »

So I'm trying to change the location of the Dieman system in Brighton Federation to fix an overlap with another mod, but editing the starmap.json isn't doing anything. Is the location affected by a different file?
Logged

King Alfonzo

  • Admiral
  • *****
  • Posts: 688
  • -- D O C T O R --
    • View Profile
Re: [0.97a] Hazard Mining Incorporated (Maxwell Fiddling Ed., 0.3.8c)
« Reply #749 on: September 13, 2024, 08:16:32 PM »

hi,
is there a (future?) reason i can't start/join Knights of Eva?

The Knights of Eva were originally Luddic Path, but due to lore reasons I split them off as their own seperate faction. I then kind of forgot about them, as I thought folks would just see them as an extra luddic path sub-faction and wouldn't press too hard. I do plan on reworking the Knights of Eva at a future point, perhaps as a Luddic counter-weight to HMI in the area, and flesh them out as a faction, but for now, I haven't done too much with them.

I noticed the Aurora (S) still uses the old Aurora sprite.

Well it is a prototype; a lot of the other prototypes use old sprites as well.

Latest update added maxwell scientific? is there anything relating to them or are they basically placeholder for now?

Though I do have to ask, is it intended that several systems have a Maxwell scientific station? I'd get it if they were a faction, but it's impossible to remove their stations...and I'm a bit possessive with my systems.

Maxwell right now is just a neat little station where you can go and trade AI cores for goodies near Remnant systems, and three of them are around for ease of access. I have considered making the stations destructable...but I honestly don't know how to do that. Also, in the current version the markets are bugged, so you can't access the full range of goodies, but this will be fixed in the next version. Speaking of-

Hazard Mining Incorporated 0.3.8c: Maxwell Fiddling

NOT SAVEGAME COMPATIBLE, but if you're currently in a save then hold off on updating; this only changes very minor things.

Changes
-Fixed Maxwell systems appearing surveyed on start of the game
-Enable access to all Maxwell submarkets (for some reason only one market was available, instead of the intended four). This should also make it clear what is required to access and use Maxwell Markets
-Fixed certain features of Maxwell Markets that were nonfunctional

-Fixed a weird fleet spawning bug in Mess and some hidden content systems

-Fiddled with fleet spawning in Obsidian a touch, should hopefully see less random capitals.

Download HERE.

So I'm trying to change the location of the Dieman system in Brighton Federation to fix an overlap with another mod, but editing the starmap.json isn't doing anything. Is the location affected by a different file?

In order to change the location of Brighton, you'll need to change it's position in the code. Which means you'll need to go to the Dieman.gen file, change the coordinates, and then rebuild the mod in a SDK.
Pages: 1 ... 48 49 [50] 51 52