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 ... 60 61 [62]

Author Topic: [0.98a] Random Assortment of Things  (Read 580295 times)

Pizzarugi

  • Commander
  • ***
  • Posts: 163
    • View Profile
Re: [0.98a] Random Assortment of Things
« Reply #915 on: June 02, 2025, 07:19:17 PM »

Really like the changes to the abyssal depths.

Will the abyssal major event be coming back at some point? I really liked the 1 skill point reward and adds incentive to explore the depths once you find all the alterations you want and defeat the Genesis.

Also, does the Military Outpost building still exist in the abyssal depths? I couldn't find it in my game and wanted to make sure.
« Last Edit: June 02, 2025, 07:36:20 PM by Pizzarugi »
Logged

Corlandashiva

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.98a] Random Assortment of Things
« Reply #916 on: June 02, 2025, 11:22:14 PM »

Created an account just to say the expedition hub corrupted my save once built on a planet in 2.6.10. Since your new version isn’t save compatible I can’t seem to be able to fix this. None of the 3 backup saves I have were before I built the building so my campaign seemingly is over.
Logged

Lukas04

  • Admiral
  • *****
  • Posts: 717
    • View Profile
Re: [0.98a] Random Assortment of Things
« Reply #917 on: June 03, 2025, 09:58:55 AM »

Created an account just to say the expedition hub corrupted my save once built on a planet in 2.6.10. Since your new version isn’t save compatible I can’t seem to be able to fix this. None of the 3 backup saves I have were before I built the building so my campaign seemingly is over.

Would be good to see your log so that i could either fix it, or point you to what is wrong, since its not always what it seems.
Havent gotten a report on it breaking anything, and its been essentialy unchanged for a year so id be confused on if it actually did something wrong, but thats what the log would be good for.

Really like the changes to the abyssal depths.

Will the abyssal major event be coming back at some point? I really liked the 1 skill point reward and adds incentive to explore the depths once you find all the alterations you want and defeat the Genesis.

Also, does the Military Outpost building still exist in the abyssal depths? I couldn't find it in my game and wanted to make sure.

Probably not, i rather put rewards behind some unique encounters rather than the abyssal event now, though i dont think il have the skillpoint return anyways.
Military Outpost is also not a thing, since the integrating grid option at the fabricator semy replaces it.
Logged

Lukas04

  • Admiral
  • *****
  • Posts: 717
    • View Profile
Re: [0.98a] Random Assortment of Things
« Reply #918 on: June 09, 2025, 07:37:57 PM »

Updated the forum page to give much more details about the mod, since it was rather sparse before.
Logged

Veritas427

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.98a] Random Assortment of Things
« Reply #919 on: June 10, 2025, 12:21:22 AM »

Damaged domain era cryosleeper seems to have some problems with its fleet being overriden by other mods. I assume it's supposed to have a guardian since it's always a lone ship, but it can spawn domain derelict variants from Secrets of the Frontier or HMI instead
Logged

Uther Phobos

  • Captain
  • ****
  • Posts: 350
    • View Profile
Re: [0.98a] Random Assortment of Things
« Reply #920 on: June 10, 2025, 03:41:18 PM »

Damaged domain era cryosleeper seems to have some problems with its fleet being overriden by other mods. I assume it's supposed to have a guardian since it's always a lone ship, but it can spawn domain derelict variants from Secrets of the Frontier or HMI instead
It's the same for all Cryosleepers. They just spawn a Derelict capital, which in Vanilla is the Guardian but with mods can be various other things.
Logged

Veritas427

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.98a] Random Assortment of Things
« Reply #921 on: June 10, 2025, 03:49:18 PM »

Damaged domain era cryosleeper seems to have some problems with its fleet being overriden by other mods. I assume it's supposed to have a guardian since it's always a lone ship, but it can spawn domain derelict variants from Secrets of the Frontier or HMI instead
It's the same for all Cryosleepers. They just spawn a Derelict capital, which in Vanilla is the Guardian but with mods can be various other things.

It's not always a capital ship, is part of the problem. It can be a lone destroyer.
Logged

Cornuthaum

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.98a] Random Assortment of Things
« Reply #922 on: June 11, 2025, 11:11:02 PM »

installed RAT on the advice of a friend and I have to say that I am 100% glad I did. The Abyssal Spook Zone is fantastic, 10/10, will fight these little bastards for another six hours.
Logged

awelltrainedferret

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.98a] Random Assortment of Things
« Reply #923 on: June 12, 2025, 08:24:42 AM »

Well made mod, so thanks for the effort.

Can someone help me with some modding? I using the CustomizableStarSystems mod because editing an exsiting star system in a savegame is obtuse and annoying.
However, the custom entities from RAT, specifically the Relics of the Past stations, don't seem to work when spawned into a custom system. As an examble: I'm using just the basic

 {   "entity":"rat_augmentation_station",
   "orbitRadius":13000,
        "orbitAngle":225,
        "orbitDays":650,
        "tags":["has_interaction_dialog", "neutrino"] #this line shouldn't be neccesary, because it's already in the custom entity json, but I am trying to get the actual interaction to no avail
},

to have it in a custom starsystem upon creation of a new game.
But while the station is there, it doesn't function. You can interact with it, but the only option is just "1. Leave."

How do I get the actual RAT interaction on these stations to work?
Logged

Lukas04

  • Admiral
  • *****
  • Posts: 717
    • View Profile
Re: [0.98a] Random Assortment of Things
« Reply #924 on: June 12, 2025, 09:47:37 AM »

Well made mod, so thanks for the effort.

Can someone help me with some modding? I using the CustomizableStarSystems mod because editing an exsiting star system in a savegame is obtuse and annoying.
However, the custom entities from RAT, specifically the Relics of the Past stations, don't seem to work when spawned into a custom system. As an examble: I'm using just the basic

 {   "entity":"rat_augmentation_station",
   "orbitRadius":13000,
        "orbitAngle":225,
        "orbitDays":650,
        "tags":["has_interaction_dialog", "neutrino"] #this line shouldn't be neccesary, because it's already in the custom entity json, but I am trying to get the actual interaction to no avail
},

to have it in a custom starsystem upon creation of a new game.
But while the station is there, it doesn't function. You can interact with it, but the only option is just "1. Leave."

How do I get the actual RAT interaction on these stations to work?

Adding the "rat_relic_station" tag should make it work. Keep in mind that this wont work for all types of those stations, as some of them require some additional code to be executed to work and will probably crash without it. Should work for the example you mentioned though.
Logged

edsefrwet

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.98a] Random Assortment of Things
« Reply #925 on: June 12, 2025, 12:56:45 PM »

Great mod! Is there a way to change the officer from the Abyss who gets assigned the 'Automated' category (from the Second in Command mod) to something else? I'm trying to build a fully automated fleet and would like to bypass the restriction.
Logged

awelltrainedferret

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.98a] Random Assortment of Things
« Reply #926 on: Today at 03:41:19 AM »

Spoiler
Well made mod, so thanks for the effort.

Can someone help me with some modding? I using the CustomizableStarSystems mod because editing an exsiting star system in a savegame is obtuse and annoying.
However, the custom entities from RAT, specifically the Relics of the Past stations, don't seem to work when spawned into a custom system. As an examble: I'm using just the basic

 {   "entity":"rat_augmentation_station",
   "orbitRadius":13000,
        "orbitAngle":225,
        "orbitDays":650,
        "tags":["has_interaction_dialog", "neutrino"] #this line shouldn't be neccesary, because it's already in the custom entity json, but I am trying to get the actual interaction to no avail
},

to have it in a custom starsystem upon creation of a new game.
But while the station is there, it doesn't function. You can interact with it, but the only option is just "1. Leave."

How do I get the actual RAT interaction on these stations to work?

Adding the "rat_relic_station" tag should make it work. Keep in mind that this wont work for all types of those stations, as some of them require some additional code to be executed to work and will probably crash without it. Should work for the example you mentioned though.
[close]

Seems to work now, thanks.
Interestingly, setting the entite's tag as "rat_relic_station" works, but only if you leave the "has_interaction_dialog" in. Using only the RAT tag doesn't work. Also, I belive there may be a simple mod loading order issue, because you must generate the system, save the game and then re-load for it to work.
Logged
Pages: 1 ... 60 61 [62]