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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0a)  (Read 901246 times)

Conrad1991

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Re: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)
« Reply #795 on: April 04, 2025, 01:54:03 AM »

Hello yall, just wondering when its gonna get updated to 98.
One of the best mods in Starsector, we need it now!
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H7feez

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Re: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)
« Reply #796 on: April 09, 2025, 02:50:03 PM »

Just a heads up, the mod still works in 0.98a. Still works as in it doesn't crash the game instantly at least.
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Stavinair Caeruleum

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Re: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)
« Reply #797 on: April 09, 2025, 03:18:44 PM »

Just a heads up, the mod still works in 0.98a. Still works as in it doesn't crash the game instantly at least.
But ARE THERE crashes?
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Cryovolcanic

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Re: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)
« Reply #798 on: April 09, 2025, 04:07:26 PM »

It's working for me.

Request: Remove Maxwell Scientific, they don't add anything and I'm sure their fleets and starbases are slowing down my game for little benefit.
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sigvard

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Re: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)
« Reply #799 on: April 09, 2025, 04:12:52 PM »

The sector fringes have felt a little lifeless without xiu liu's fiddling afoot. Very good mod. Very big mod, I had my issues with it when I first tried it in a 97 playthrough, felt it added too much.

But I've come around to the hazard mining way and its absence is notably for the worse, and the submods are good. the massive array of junker ships, the brighton federation, all memorable and interesting.

The fang society and draco group are also pretty fun to mess with and overall, A lot of the themes present are only being enhanced by recent vanilla updates and enemy factions being added.

If I did have any constructive critique it would be probably echoing some of the recent statements around containing and coralling maxwell/submodding it. Maybe to a system or two instead of all over the place. With a fairly significant number of faction mods already, I start to have concern over things that might tip over the edge performance wise

If it does work flawlessly already in 98 all the better, but overall thank you for your work and here's to a good future for hazard mining inc
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Karak03

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Re: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)
« Reply #800 on: April 11, 2025, 06:23:08 PM »

The sector fringes have felt a little lifeless without xiu liu's fiddling afoot. Very good mod. Very big mod, I had my issues with it when I first tried it in a 97 playthrough, felt it added too much.

But I've come around to the hazard mining way and its absence is notably for the worse, and the submods are good. the massive array of junker ships, the brighton federation, all memorable and interesting.

The fang society and draco group are also pretty fun to mess with and overall, A lot of the themes present are only being enhanced by recent vanilla updates and enemy factions being added.

If I did have any constructive critique it would be probably echoing some of the recent statements around containing and coralling maxwell/submodding it. Maybe to a system or two instead of all over the place. With a fairly significant number of faction mods already, I start to have concern over things that might tip over the edge performance wise

If it does work flawlessly already in 98 all the better, but overall thank you for your work and here's to a good future for hazard mining inc
I play with Ashes of the Domain: Questions of Loyalty, which alters how commissions are handled, obligation points, ranks, etc are a thing in it. The glaring issue is that Maxwell has got some ***-stomping-Superfleets that roam his systems and any bounty that spawns in one of them is all but guaranteed to die within seconds of me entering the system and forcing me to eat a whopping 90 points penalty when it comes to a commission. Honestly, turning Maxwell into a separate submod download, or giving him a unique, non-procgen system like how the Fang/Draco do, would massively improve people's (and my) issues with Maxwell.
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Wizzball

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Re: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)
« Reply #801 on: April 12, 2025, 09:30:31 AM »

Heyho, in the current version (0.38f) the "Mining Hybridization Amplifier" hullmod still causes all weapons to deal hard flux even if there's just a single hybrid beam installed anywhere on the ship. Just posting this in case it hasn't been successfully fixed yet.

Reason seems to be that within the script (HMI_MiningHSA.java), in modifyDamageDealt, which the game already seems to call for every weapon, you iterate over all weapons on the ship manually in a for loop, and if any hybrid weapon is found, you set the damage type of the /current/ weapon the game is caling modifyDamageDealt for to hard flux.

Basically, you can save the for loop there and just check the param for the current weapon and the mount type, without any looping.
A good reference would be, for example, the "Laser Collimator" hullmod of the "Emergent Threats" mod, which does the same effect for a select few weapons and works fine (At least that's where I looked to see what's wrong out of curiosity, since I'm no starsector modder.  ;) ).

Hope it helps if it wasn't fixed yet.
Great mod!
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KalHirol

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Re: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)
« Reply #802 on: April 14, 2025, 03:03:35 AM »

It's working for me.

Request: Remove Maxwell Scientific, they don't add anything and I'm sure their fleets and starbases are slowing down my game for little benefit.

100%
And you cannot even remove their stations, they just magically respawn with all their fleets...
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Karak03

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Re: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)
« Reply #803 on: April 18, 2025, 09:19:01 AM »

It's working for me.

Request: Remove Maxwell Scientific, they don't add anything and I'm sure their fleets and starbases are slowing down my game for little benefit.

100%
And you cannot even remove their stations, they just magically respawn with all their fleets...
Is it possible to remove the faction by just commenting them out, or should we just hope they get moved to their own sub-mod instead?
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Zucchini Man

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Re: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)
« Reply #804 on: April 20, 2025, 03:30:06 PM »

Where even are the Maxwell stations/markets? Can't seem to find any.
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Karak03

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Re: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)
« Reply #805 on: April 20, 2025, 04:23:45 PM »

Where even are the Maxwell stations/markets? Can't seem to find any.
I am quite certain that Maxwell's markets are randomly generated every time you make a new sector. He's not like the other factions where he gets a specific system to call his own, like say the Fang Society.
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Poxil

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Re: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)
« Reply #806 on: April 21, 2025, 03:30:08 PM »

This is the only mod that I need to wait to update for my 0.98 playthrough, I take it that it's related to the Maxwell faction?
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Selfcontrol

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Re: [0.97a] Hazard Mining Incorporated (Xi Liu Fiddling Ed., 0.3.8f)
« Reply #807 on: April 21, 2025, 03:36:42 PM »

The mod is already compatible with 0.98 simply by updating the modinfo file into the folder.

It's just that people are not fond of the Maxwell mini-faction (can't say I ain't either).
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006559

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #808 on: April 26, 2025, 09:15:17 PM »

Thank you AIfonzo Thanks for the continued updates
This is my favorite mod  :)
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King Alfonzo

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Re: [0.98a] Hazard Mining Incorporated (DEBLOATENING!? Ed., 0.4.0)
« Reply #809 on: April 26, 2025, 09:26:34 PM »

There's an issue with select bounties...

Thanks for the catches, fixed in next version!

This Junk-Class Combat Freighter is easily the worst and the best ship in the game.

Glad you're enjoying it! You may like it a bit better in the next version.

I just saw my prognosticator using it super powerful long cd system on a single enemy fighter.

Thanks for the catch, fixed in next version!

A request, but seeing how interesting and unique a lot of the HMI places are, would it be worth adding some special uncolonized star systems that have unique conditions to it that make it difficult but interesting to colonize and turn a profit on?

This may be some future content potentially, but I don't really have plans to do this yet. Thanks for the suggestion!

Hi, I just recently noticed that during sector generation, for some reason the HMI spawn area gets extra stars when the sector is being generated.
Could anyone point me to where in the code i might find how sector generation is governed?

This happens because the HMI systems are generated after the main generation occurs. Check the modplugin, you'll see that the generate files are activated in "onNewGameAfterProcGen" instead of "OnNewGame". The main problem is that if this isn't done, then a disproportionate amount of procgen content vanishes in that area, and it's quite noticeable.

You know playing around with the mod a bit longer I was wondering:  Why don't Fang Society or Draco Group make pirate bases like the base factions?  It makes them seem far more... passive and less villainous.

In a previous version I had them do this. People found it to be the most infuriating thing imaginable, as you'll be just cruising through space only to get unexpectedly and suddenly ganked by three huge fleets of Draco. I was asked me to get rid of it.

did anyone get back to you on this?

This occurred because they updated from an older version to a new one. They either: copy and pasted the new folder over an older file, resulting in an awkward merging that caused the crash, or they tried to run a save from a previous version and it crashed. In the case of the first - delete the HMI mod folder, and then copy paste the new version in. In the case of the second, unfortunately there is no fix, and you'll have to start a new savegame.

Heyho, in the current version (0.38f) the "Mining Hybridization Amplifier" hullmod still causes all weapons to deal hard flux even if there's just a single hybrid beam installed anywhere on the ship. Just posting this in case it hasn't been successfully fixed yet.
...
Hope it helps if it wasn't fixed yet.
Great mod!

Thanks for this catch! I had completely missed this. Fixed in next version!

Quote from: quite a few folks
Remnant weapons are OP, pls nerf.

Quote from: EVERYONE
Get rid of Maxwell.


Heard and received.

0.98a UPDATE - THE GREAT DEBLOATENING!?


Hazard Mining Incorporated 0.4.0

Campaign
-Removed Maxwell
-Removed Knights of Eva
-Removed Quantum Crystal commoditiy

-Updated Obsidian and Mercy
-[REDACTED] and [REDACTED] systems now spawn randomly

Ships and Weapons
-Hunig Cannon (Built-in on the Junk) has been converted to a Mega Flak Cannon
-Richardson Cannon has been de-memed, and converted into a long range Thumper Flak Cannon
-Xiu Lu Large now deals more damage, but projectiles break across the entire range of the weapon.
-Removed Excess Mess Ships
-Feeder drones, Unstable Mess and Medium Unstable Mess visuals updated and adjusted
-Removed the Coelum
-Resprited and reworked the Ecstacy
-Removed the vast majority of Remnant weapons.
-Fixed Entropy hitting fighters
-Fixed Mining Hybrid Hardflux bug

-Adjusted some descriptions and other weapon stats I cannot recall.

Download HERE.

Brighton Federation 0.0.4
Campaign
-Brighton Explorer Fleets added

Ships
-Removed Hermes (BRV), Picket (BRV), Warden (BRV), Sentry (BRV), Defender (BRV), Defender Mk II (BRV), Glimmer (BRV), Lumen (BRV)
-Lumen-X (BRV) to Glimmen (BRV), given High Energy Focus
-Decketry (BRV) added.

-Adjusted some descriptions and ship stats I cannot recall.

Download HERE.

HMI Supervillians 0.0.5d

Just updated to 0.98a
Maybe some weapon and ship stats slightly adjusted?

Download HERE.

(Please give me a yell if anything explodes.)
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