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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Author Topic: [0.96a] Space Truckin' v1.4a  (Read 75527 times)

bodeshmoun

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #30 on: February 01, 2023, 12:16:35 AM »

Still working on the next update, here's what I have so far:

-XP and relation reward: done
-ui standardized around 1280x768 so it always scales correctly
-initial config faction selector, completely redesigned for people with a thousand mod factions
-redesigned contracts board for multiple levels of contracts (and ui improvements
-reward scaling is both configurable and scales down with more cargo

I was hoping for such mod, thanks a lot.
I tend to play with vast unarmed civilian transport fleet with escort, and past a certain point I use to not finding enough cargo to transport, but not anymore 8).
So few suggestions :
  • The contracts generation are strictly similar, and only size vary depending of your reputation with faction.
    I would love to see randomization : no cap to 1000 items but random number between 100-1000, with a x2 multiplication button (similar to the parcel ones) limited by the size of the market (1-3 not available, 4 only x2, 5 x2 and x4, 6 x2 x4 and x8) both for the sender and the destination. This would implies different contracts generation for each level, maybe.
    I would love to see randomization in time constraints. Your delays are quite short compared to vanilla ones, it is great. You could add shorter delay (maybe with a warning) only fastest fleet could accomplish this more rewarding  contract. And slight longer delay contracts, with less credits.

  • The contracts does not depend of production, needs of planets or stations. For instance, on my just newly founded colony I have contracts to export tons of supplies, heavy armaments, volatiles ...
    Would it be possible to restrict contracts to items really produced here ? Even if this means no contracts at all on some places.
    And also restrict contracts destination to places where there is demand for such items.
    Another solution could be use new item, a sealed container for instance.
    Maybe it is only relevant with Nexerelin and Industrial evolution because I do not play strictly vanilla anymore.

  • The contracts seems to focus on the longest way and does not care of lawfull items and hostilities between factions. I have very rarely found a contract for neighbor star system, whereas I have several contracts for same system at the other end of sector.
    I would suggest a more random contract generation here (and combined with previous suggestion only the rarest items would be exported at the other end of sector).
    And as suggested earlier, maybe some bad reputation from the planet if illegal items or hostile destination are in the contract (if combined with first suggestion, only in higher tier contracts).

  • When you will integrate mod content, some mods (HMI - not tested, Scy and VIC) add new high value items that are included in contracts (mod integration already works !).
    The problem is the item value is so high that contract are overpriced : the worst is the information chip from SCY, 10 000 creds for one, that generate contract of 1 million for ~150 items. Other are in line with heavy armaments and drugs.
    You could either add inclusion of them within configuration page, limit max cash of contracts, or just ban them for contracts. Note that my other suggestions will limit or erase the problem.
« Last Edit: February 01, 2023, 12:22:39 AM by bodeshmoun »
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Harpuea

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #31 on: February 02, 2023, 07:16:27 PM »

Hello, I have a crash on new game.

Quote
2968692 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at pengersick5
2968726 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at orthrus
2968726 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.25
2968726 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
2968726 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.25
2968726 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.1
2968726 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
2968834 [Thread-3] INFO  dynamictariffs.util.TariffUtil  - DynamicTariffs: Player opened market
2969048 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at ST.Plugins.ST_CampaignEventListener.shouldHaveConcierge(ST_CampaignEventListener.java:113)
   at ST.Plugins.ST_CampaignEventListener.reportPlayerOpenedMarket(ST_CampaignEventListener.java:38)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Modlist

Spoiler
   "$$$_lightshow",
  "pantera_ANewLevel40R",
  "advanced_gunnery_control_dbeaa06e",
  "A_S-F",
  "apex_design",
  "armaa",
  "raccoonarms",
  "automatedcommands",
  "lw_autosave",
  "BSC",
  "CFT",
  "Csp",
  "clearCommands",
  "CAS",
  "chatter",
  "su_Concord",
  "lw_console",
  "CoOpCombat",
  "istl_dassaultmikoyan",
  "DetailedCombatResults",
  "diableavionics",
  "dynamictariffs",
  "edshipyard",
  "exoticatechnologies",
  "fast_engine_rendering",
  "HHE",
  "fluffships",
  "sun_flux_reticle",
  "sun_fuel_siphoning",
  "GrandColonies",
  "hte",
  "hostileIntercept",
  "sun_hyperdrive",
  "illustrated_entities",
  "IndEvo",
  "timid_xiv",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "lunalib",
  "mag_protect",
  "MagicLib",
  "messyportrait",
  "su_CarrierHullmod",
  "more_hullmods",
  "nexerelin",
  "objects_analysis",
  "officerExtension",
  "pt_qolpack",
  "sclskl_scalingskilllimits",
  "SCY",
  "secretsofthefrontier",
  "swp",
  "spacetruckin",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "tahlan",
  "TORCHSHIPS",
  "vic",
  "WEAPONARCS",
  "shaderLib"
[close]
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cptdash

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #32 on: February 03, 2023, 11:10:41 AM »

Hello, I have a crash on new game.

Quote
2968692 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at pengersick5
2968726 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at orthrus
2968726 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.25
2968726 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
2968726 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.25
2968726 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.1
2968726 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
2968834 [Thread-3] INFO  dynamictariffs.util.TariffUtil  - DynamicTariffs: Player opened market
2969048 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at ST.Plugins.ST_CampaignEventListener.shouldHaveConcierge(ST_CampaignEventListener.java:113)
   at ST.Plugins.ST_CampaignEventListener.reportPlayerOpenedMarket(ST_CampaignEventListener.java:38)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Modlist

Spoiler
   "$$$_lightshow",
  "pantera_ANewLevel40R",
  "advanced_gunnery_control_dbeaa06e",
  "A_S-F",
  "apex_design",
  "armaa",
  "raccoonarms",
  "automatedcommands",
  "lw_autosave",
  "BSC",
  "CFT",
  "Csp",
  "clearCommands",
  "CAS",
  "chatter",
  "su_Concord",
  "lw_console",
  "CoOpCombat",
  "istl_dassaultmikoyan",
  "DetailedCombatResults",
  "diableavionics",
  "dynamictariffs",
  "edshipyard",
  "exoticatechnologies",
  "fast_engine_rendering",
  "HHE",
  "fluffships",
  "sun_flux_reticle",
  "sun_fuel_siphoning",
  "GrandColonies",
  "hte",
  "hostileIntercept",
  "sun_hyperdrive",
  "illustrated_entities",
  "IndEvo",
  "timid_xiv",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "lunalib",
  "mag_protect",
  "MagicLib",
  "messyportrait",
  "su_CarrierHullmod",
  "more_hullmods",
  "nexerelin",
  "objects_analysis",
  "officerExtension",
  "pt_qolpack",
  "sclskl_scalingskilllimits",
  "SCY",
  "secretsofthefrontier",
  "swp",
  "spacetruckin",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "tahlan",
  "TORCHSHIPS",
  "vic",
  "WEAPONARCS",
  "shaderLib"
[close]

You need to wait 1-2 (in-game) days for the config menu to popup before docking anywhere.



Still working on the next update, here's what I have so far:

-XP and relation reward: done
-ui standardized around 1280x768 so it always scales correctly
-initial config faction selector, completely redesigned for people with a thousand mod factions
-redesigned contracts board for multiple levels of contracts (and ui improvements
-reward scaling is both configurable and scales down with more cargo

I was hoping for such mod, thanks a lot.
I tend to play with vast unarmed civilian transport fleet with escort, and past a certain point I use to not finding enough cargo to transport, but not anymore 8).
So few suggestions :
  • The contracts generation are strictly similar, and only size vary depending of your reputation with faction.
    I would love to see randomization : no cap to 1000 items but random number between 100-1000, with a x2 multiplication button (similar to the parcel ones) limited by the size of the market (1-3 not available, 4 only x2, 5 x2 and x4, 6 x2 x4 and x8) both for the sender and the destination. This would implies different contracts generation for each level, maybe.
    I would love to see randomization in time constraints. Your delays are quite short compared to vanilla ones, it is great. You could add shorter delay (maybe with a warning) only fastest fleet could accomplish this more rewarding  contract. And slight longer delay contracts, with less credits.

  • The contracts does not depend of production, needs of planets or stations. For instance, on my just newly founded colony I have contracts to export tons of supplies, heavy armaments, volatiles ...
    Would it be possible to restrict contracts to items really produced here ? Even if this means no contracts at all on some places.
    And also restrict contracts destination to places where there is demand for such items.
    Another solution could be use new item, a sealed container for instance.
    Maybe it is only relevant with Nexerelin and Industrial evolution because I do not play strictly vanilla anymore.

  • The contracts seems to focus on the longest way and does not care of lawfull items and hostilities between factions. I have very rarely found a contract for neighbor star system, whereas I have several contracts for same system at the other end of sector.
    I would suggest a more random contract generation here (and combined with previous suggestion only the rarest items would be exported at the other end of sector).
    And as suggested earlier, maybe some bad reputation from the planet if illegal items or hostile destination are in the contract (if combined with first suggestion, only in higher tier contracts).

  • When you will integrate mod content, some mods (HMI - not tested, Scy and VIC) add new high value items that are included in contracts (mod integration already works !).
    The problem is the item value is so high that contract are overpriced : the worst is the information chip from SCY, 10 000 creds for one, that generate contract of 1 million for ~150 items. Other are in line with heavy armaments and drugs.
    You could either add inclusion of them within configuration page, limit max cash of contracts, or just ban them for contracts. Note that my other suggestions will limit or erase the problem.

Thank you for the suggestions, each one of these items is already included or reworked for the new version which I hope to have out soon-ish. In particular, contracts are now much better at reflecting a market's economy, and completing delivery missions will slightly impact both the source and target markets (amount of impact will be configurable).




I really love this mod, but I do not get the point of the parcels.

Parcel contracts were supposed to give the player an option for continuing to Space Truck even once the economies stabilize. I think in general, the longer a game goes, the less demand/surplus there is of each commodity, leading to very few available missions.




Parcels mission will eventually be more available, and since you can always fill your holds may be more reliable as the sector stabilizes.
Is Nirut from a mod? Mod interactions are still on the todo list...

Your mod can be very generous, even with simple tasks that don't represent any risk. 200k for delivering 1000 heavy armament, why would I bother with the 20k missions?
I was able to buy very large freighters very quickly thanks to your mod, and then always proceed with the most rewarding missions, especially if more than one were available in the same area.
I love the idea, but it speeds up the early game by a lot considering the absence of risk IMO.

It's probably a lot to ask, but is there a way to have ambushers spawn *sometimes* in order to add some spice? Or any kind of bump along the road, so things don't always go as planned.
It would be nice to see some competition too. The player is not the only trucker and they're all looking for the best contracts, whatever it takes: sabotage, bribery, corruption, assault, etc.
It's always a question of risk vs reward.

Anyway, I personally really like your mod, most of us start each game with a trading fleet, and this makes the early game more predictable/less frustrating.

EDIT: Another comment is about contraband. For instance, heavy armament is considered contraband in some factions. This could be another form of risk/reward.
I realize that the mod completely bypasses the usual early challenges of smuggling, by providing the cargo instantly for easy rewards.

I am working on some things along these lines, but want them to be somewhat interesting instead of just a random battle, so taking a bit longer than I expected. Regarding illegal goods, USL is supposed to maintain a high level of inter-faction relations, so contracts that would be illegal for the source or target will not get generated in the new version. Further smuggling type gameplay is planned for version coming after the update I'm working on now.


-CptDash
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Dazs

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Re: [0.95.1a] Space Truckin' [v1.1]
« Reply #33 on: February 18, 2023, 02:16:52 AM »

Hi CptDash

Not sure why but when I try to accept a contract from the agent at the Galatia Academy, which is technically an independent station, I get the following crash with the latest version:

[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at Util.Mem.getMissionAcceptedRecently(Mem.java:209)
   at Contracts.Concierge.getOrCreateMissions(Concierge.java:194)
   at Contracts.Concierge$5.onSelected(Concierge.java:258)
   at Contracts.Concierge.optionSelected(Concierge.java:107)
   at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)

I truck all over the verse and this is the only station it has happened at

Daynen

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Re: [0.95.1a] Space Truckin' [v1.1]
« Reply #34 on: February 19, 2023, 11:55:16 PM »

Straight up space truckin'.  What a time to be alive.
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Kris_xK

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Re: [0.95.1a] Space Truckin' [v1.1]
« Reply #35 on: February 21, 2023, 11:57:38 AM »

I really like all the changes you made. The initial startup is so much easier, and with the commodity orders being tied to the colony (or whatever magic you've done) that results in us not having any offered jobs REALLY makes the parcels more attractive.

Thank you for your work.
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cptdash

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Re: [0.95.1a] Space Truckin' [v1.1]
« Reply #36 on: February 21, 2023, 04:34:41 PM »

Hi CptDash

Not sure why but when I try to accept a contract from the agent at the Galatia Academy, which is technically an independent station, I get the following crash with the latest version:

[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at Util.Mem.getMissionAcceptedRecently(Mem.java:209)
   at Contracts.Concierge.getOrCreateMissions(Concierge.java:194)
   at Contracts.Concierge$5.onSelected(Concierge.java:258)
   at Contracts.Concierge.optionSelected(Concierge.java:107)
   at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)

I truck all over the verse and this is the only station it has happened at

This is fixed now, or rather, no USL Concierge at non-market markets...
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Dazs

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Re: [0.95.1a] Space Truckin' [v1.2]
« Reply #37 on: February 22, 2023, 07:25:09 AM »

This is fixed now, or rather, no USL Concierge at non-market markets...

Excellent, nice job on the quick turnaround update. I find this mod a great addition to my game.

Requiemfang

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Re: [0.95.1a] Space Truckin' [v1.2]
« Reply #38 on: February 25, 2023, 02:52:35 PM »

nice mod, just curious about something though, what's the main difference between cargo contracts and Parcel contracts? Do parcel's have a larger reward rep wise as opposed to the credit reward you get from cargo contracts?
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cptdash

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Re: [0.95.1a] Space Truckin' [v1.2]
« Reply #39 on: February 26, 2023, 01:19:47 PM »

nice mod, just curious about something though, what's the main difference between cargo contracts and Parcel contracts? Do parcel's have a larger reward rep wise as opposed to the credit reward you get from cargo contracts?

Cargo/Freight contracts all rely on stations' production/demand, Parcel contracts are usually always available since its just moving things between non-hostile stations. Slightly less pay and delivery time.
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BlitzieKun

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Re: [0.95.1a] Space Truckin' [v1.2]
« Reply #40 on: February 28, 2023, 07:52:26 PM »

I recently just got into Starsector a few days ago, just installed mods and have been having a good time. I genuinely like what you have made, but I'm experiencing some issues on my end. Some stations, usually Hegemony... though there have been a few of Ludd, will outright not accept USL deliveries and will essentially rob me of my credits when I have to pay the fines for recovery fees. This isn't a big deal, as I'll usually just go do some other stuff to recoop the money... but when I have to pay a fine of 200k for a job that would pay be 100k, that is where I start to question things. Aside from that, it has been fun, and I am glad I installed this.
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cptdash

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Re: [0.95.1a] Space Truckin' [v1.2]
« Reply #41 on: March 01, 2023, 06:52:21 AM »

I recently just got into Starsector a few days ago, just installed mods and have been having a good time. I genuinely like what you have made, but I'm experiencing some issues on my end. Some stations, usually Hegemony... though there have been a few of Ludd, will outright not accept USL deliveries and will essentially rob me of my credits when I have to pay the fines for recovery fees. This isn't a big deal, as I'll usually just go do some other stuff to recoop the money... but when I have to pay a fine of 200k for a job that would pay be 100k, that is where I start to question things. Aside from that, it has been fun, and I am glad I installed this.


Just to confirm, when you dock at those stations, you are opening the USL Concierge contact to complete the delivery? It's very possible there are some bugs yet, but I haven't had any other reports like this. If there's any other info you can provide I would appreciate it.

-cptdash
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BlitzieKun

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Re: [0.95.1a] Space Truckin' [v1.2]
« Reply #42 on: March 01, 2023, 08:00:08 AM »

I recently just got into Starsector a few days ago, just installed mods and have been having a good time. I genuinely like what you have made, but I'm experiencing some issues on my end. Some stations, usually Hegemony... though there have been a few of Ludd, will outright not accept USL deliveries and will essentially rob me of my credits when I have to pay the fines for recovery fees. This isn't a big deal, as I'll usually just go do some other stuff to recoop the money... but when I have to pay a fine of 200k for a job that would pay be 100k, that is where I start to question things. Aside from that, it has been fun, and I am glad I installed this.


Just to confirm, when you dock at those stations, you are opening the USL Concierge contact to complete the delivery? It's very possible there are some bugs yet, but I haven't had any other reports like this. If there's any other info you can provide I would appreciate it.



-cptdash

That is an affirmative. I was originally under the impression that it was an error involving myself and carrying multiple deliveries to a single location, but had also tested with individual deliveries and having the same effect.

I'll have to make a list on my end as the stations/sectors do appear to be somewhat consistent. As it stands, for safety reasons I'll now save scum before any and all contracts for peace of mind. I'm away from my system at the moment, but can confirm that my mod list is small, and is likely not conflicting.

I will try out the parcels later today though, perhaps I'll have better luck in that department.

Edit: Upon closer inspection later this day, I realized what the issue was. I was not paying attention to the exact items that I was taking aboard for my contracts, and would mistakenly sell cargo along with my items from my salvage runs. Lesson learned... To reiterate, there is no issue, other than a simple skill issue.

I did however accept a mission, and then sold the items to a station in an attempt to see if you could source your cargo. You can, as a just in case. Hope that helps someone else if they stumble across this.
« Last Edit: March 01, 2023, 04:54:18 PM by BlitzieKun »
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Klize1917

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Re: [0.95.1a] Space Truckin' [v1.2]
« Reply #43 on: March 03, 2023, 11:47:09 PM »

Could you mind if I translate Space Trucin' to the Chinese forum?

If you agree, I would like you to set ST_Text.properties to UTF-8, the default ISO-8859-1 is unable to read Chinese characters.
« Last Edit: March 04, 2023, 07:03:07 AM by Klize1917 »
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When my friends ask me what I'm playing, I say I'm playing excel and notepad, sometimes java.

Requiemfang

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Re: [0.95.1a] Space Truckin' [v1.2]
« Reply #44 on: March 03, 2023, 11:58:51 PM »

*squints* uhhhh is that text for ants?
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