Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 52 53 [54] 55 56 ... 59

Author Topic: [0.98a] Random Assortment of Things  (Read 504948 times)

Lukas04

  • Admiral
  • *****
  • Posts: 696
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #795 on: February 17, 2025, 05:51:16 AM »

Hey y'all, I really enjoy the mod ever since I installed it on my first playthrough of the game in a long, LONG time...

But I'm facing a weird bug / issue.

With the "Exo-Defectors" quest.

It tells me to go to the "Zhu Que" System, which I've already been in so that's no problem, but...
The defectors are not inside it, even after a save / reload.

Can I force them to appear or... what do I do ?

Have you checked out the station in the system
Logged

Strato

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #796 on: February 20, 2025, 03:05:18 PM »

I'm not sure if this is an issue with Random Assortment of Things, or The Knights of Ludd.

Spoiler
After having encountered nullspace in the KoL mod, the option to gate travel there shows the same tooltip as when traveling to the Abyssal Gate.
[close]
Logged

Bald_Greg

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #797 on: February 22, 2025, 02:13:32 PM »

Im liking Exo ships more and more but I wonder, are there plans of making any capital ships for them? Like a Warp battlecruiser, or maybe a bigger carrier?
Logged

BrokenMirror

  • Ensign
  • *
  • Posts: 25
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #798 on: February 22, 2025, 04:07:20 PM »

question, how does one access the Exo-Tech questline?
Logged
Making the Sector better through excessive amounts of farms.

Shinr

  • Commander
  • ***
  • Posts: 167
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #799 on: February 22, 2025, 10:48:22 PM »

question, how does one access the Exo-Tech questline?

Spoiler
By entering the Exoship you find when exploring, which is a bit of problem since it moves around.

Last run I found it when a Distress Call led me to the system it was in.

Alternatively you might also find an exo-tech beacon that shows the Exoship's current location and destination.
[close]
Logged

Bobamelius

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #800 on: February 22, 2025, 11:56:32 PM »

Is there a way to remove or abandon your settlement? I want to place it on a different planet, but even after removing all the buildings it won't let me take down the starport and I don't see a menu option to close the place down. Am I missing a really obvious button somewhere?
Logged

Lukas04

  • Admiral
  • *****
  • Posts: 696
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #801 on: February 23, 2025, 04:46:37 AM »

Is there a way to remove or abandon your settlement? I want to place it on a different planet, but even after removing all the buildings it won't let me take down the starport and I don't see a menu option to close the place down. Am I missing a really obvious button somewhere?

in the "Manage Settlement" screen, one of the buttons on the right.
Logged

Bobamelius

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #802 on: February 23, 2025, 11:09:53 AM »

Derp, I didn't even notice those buttons were there. Thanks!
Logged

Techerakh

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #803 on: March 05, 2025, 12:01:03 PM »

Seems like Progressive Hullmods doesn't play nicely with the ships added by this mod.  Opening the Progressive Hullmod's Smod menu for any of the prototype / Exo ships I'm recovering during RAT missions causes a crash.
Logged

Ranger Dimitri

  • Ensign
  • *
  • Posts: 34
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #804 on: March 11, 2025, 07:14:54 PM »

Would also like to report an issue, when choosing between the initial two missions for the Exotech contact, the one for the rouge autonomous fleet doesn't give you an option to decline, only accept. I figure it'd be worth mentioning as that can be a real issue when you have no idea what you are getting into with that fight.
Logged

Village

  • Ensign
  • *
  • Posts: 24
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #805 on: March 12, 2025, 11:05:35 AM »

Not sure if someone asked something similar before but I had been thinking about the High Valued Target background. I like the extra challenge it brings and wondered if it's something that could either persist much longer or if it'll reset after a certain point in time since I've noticed that after defeating enough of them they completely stop sending fleets and never seem to respawn.
Logged

Astrefernal

  • Lieutenant
  • **
  • Posts: 70
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #806 on: March 12, 2025, 12:13:14 PM »

So... I've started using this mod for the first time.

I decided to follow a lead for a derelic station from the archivist on the far left of the map, right above the Void. Turns out it was orbiting a Tundra world with the Bionic Plantlife modifier and decent mining ressources.
Nice.

Out of curiosity, I go to the only other system in the cluster, at one day travel time. It has 2 planets.
A Volcanic world with Ancient Industries and Kinetic Launchsystem.
A Barren-Bombarded world with Rampant Military Core and Defensive Dronesystem.



Yes, I've colonized this systems. I just need THE Gate to complete the picture.

EDIT : Found an Ancient Fuel Production on a Gas Giant the next cluster over. Sweet !
« Last Edit: March 12, 2025, 12:31:19 PM by Astrefernal »
Logged

Tofi

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #807 on: March 12, 2025, 01:52:24 PM »

Not sure if this is the right place to report bugs, but I encountered some with the Tylos Exo-ship. It seems like the second form doesn't receive some bonuses/maluses.

The 2nd fitting doesn't receive the bonuses from fleet skills. I'm not sure if this is only with Second-in-command, but it's easy to test. An unpiloted Tylos with any speed increase officer and the second form will be slower (not just in the fitting tool, but in combat as well).

It does receive the bonus from the pilot skills like Helmsmanship (though this doesn't show on the fitting, only in combat).

The second form also shows 100% combat readiness (in combat), but doesn't actually receive the bonuses from it. A Tylos with no captain, no officers at 50% CR will have the same stats in both forms, but any other percentage and they're different. The second form also doesn't malfunction even if you start the battle with 1% CR.

EDIT: Amazing mod by the way, already lost close to a week to this one and second-in-command. Thank you for the amazing work!
Logged

Sunnyko

  • Ensign
  • *
  • Posts: 36
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #808 on: March 13, 2025, 09:28:03 PM »

Loving the mod its quickly become one of my favriotes..... Any chance the automated bays augment could be made to allow you to install wings that normaly require manpower onto [redacted] hulls though? It would allow for a bit more build diversity with them, and given there limited nature I am not sure it would be too broken.
Logged

sigvard

  • Ensign
  • *
  • Posts: 40
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #809 on: March 14, 2025, 04:46:21 PM »

The title of the mod vastly undersells how much it underpins so much of modded starsector.

Can't imagine playing without the abyss down there and everything else RAT offers now. Thank you for your work, really put new life into the game for me and meshes very well with other secrets/exploration mods.
Logged
Pages: 1 ... 52 53 [54] 55 56 ... 59