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 ... 19 20 [21] 22 23 24

Author Topic: [0.97a-RC11] Domain Phase Lab  (Read 132588 times)

Bald_Greg

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #300 on: February 09, 2025, 01:21:12 PM »

Hello!

I noticed an issue with the commissioned crew partof the mod:

I added a png to the message but the "targeting analysis System" hullmod states : Increases ship's all weapon damage and reload time both by 5%

While it does increase the reload time by 5%, it decreases the damage by 5% aswell wich is the opposite of what it is supposed to do

It also doesn't double it when on a phase Fielded ship

Maybe it is a translation / typo problem?

Still I enjoy the mod, keep up the good work  ;D

Logged

Reshy

  • Admiral
  • *****
  • Posts: 1240
  • White
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #301 on: February 11, 2025, 12:01:56 AM »

Something that might be a useful feature to include at some point is given the "Acuity" class' Note weapons that perhaps if you acquire both the Ziggraut and the Acuity you could get a research project to recover the "high_frequency_attractor" hull mod for the Ziggeraut.
Logged

Bald_Greg

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #302 on: February 13, 2025, 02:37:52 AM »

Hello again!

I am trying to progress on Ross's missions but, I am stuck on the "go check that research station", whenever I arrive to the designated planets, there are no statiosn nor any special event from the planets themselves, am I doing something wrong or is there any known incompatibility making this mission undoable?
Logged

JavanAsher

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #303 on: February 26, 2025, 08:08:35 AM »

Hello, great mod you have here.

I'm pretty sure I found a bug around the colony crisis: it started in a colony of size 3, which it shouldn't.
Random Assortment of Things adds being able to make a single settlement, and if the settlement is on the same planet as one of your colonies, you can add an extra industry slot to the colony for 500k. Is the colony size being checked by the number of industry slots?
On top of that, this is going to force me to pause my current Phase Lab-allied playthrough, because the guy who should spawn for me to stop the crisis isn't showing up.
Logged

Zodiark

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #304 on: March 01, 2025, 03:41:16 PM »

Hello,

Your mod sounds like an interesting faction to play with, how-ever i ran into an error.

i downloaded and enabled your mod, how-ever when i start the game itself it gives me the error:

Fatal: Error loading [data\variants\dpl_marimba_ll_Attacker.variant] resource, not found in...

i checked the zip file itself and could not find it. I'm unfamiliar with modding so i could have looked in the wrong place tho.
Logged

Compromisedgamer

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #305 on: March 04, 2025, 09:10:48 PM »

Hey, I also started the game with randomized sectors on Nex. Of course, Muspelheim did not spawn as randomized sectors are not supported (which is not clearly noted as something incompatible just fyi). Like several others, I am having issues with the mysterious raiders as there are like, idk, 5 entire fleets roaming my system at all times no matter how many I blow up. There is no mod setting to turn off this part of the questline, no way to force Muspelheim to spawn nor bypass its necessity. I'm not a modder ofc, otherwise I'd have loved to help some way, but I just don't know how you could make the necessary components show up on a randomly generated home world for the faction. That said, I do know that even in a randomly generated sector, Emergent Threats: XIV Battlegroup and Trinity Worlds do force spawn their respective home system, Danu and Zorya (to my dismay, given them starting with 4 planets is somewhat unbalanced). If you reach out to the creator of Emergent Threats/IX Revival, Vicegrip, they might be able to help you out with an easy fix or something, Idk, again I'm not a modder and frankly hardly even a lurker. Hope you get a chance to read this and best of luck.
Logged

The Scout

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #306 on: March 06, 2025, 06:04:53 PM »

So how do I get rid of my mysterious raider problem in nexerelin?

Atleast I coulden't find that muspelheim system in the inhabited planets list, maybe I didn't look enough.

Sorry if they arn't from this mod, not sure which it would be otherwise.
Logged

Shinr

  • Commander
  • ***
  • Posts: 165
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #307 on: March 06, 2025, 10:31:22 PM »

So how do I get rid of my mysterious raider problem in nexerelin?

Atleast I coulden't find that muspelheim system in the inhabited planets list, maybe I didn't look enough.

Sorry if they arn't from this mod, not sure which it would be otherwise.

If you're playing with Randomized Worlds, then you're out of luck, because the system is not set to force-spawn, effectively soft-locking the whole Domain Phase Lab crisis.

If not, Muspelheim is on the north-west edge of the vanilla coreworlds, just north-west of the League's Tyle-Antilla system.
Logged

The Scout

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #308 on: March 07, 2025, 07:09:49 AM »

So how do I get rid of my mysterious raider problem in nexerelin?

Atleast I coulden't find that muspelheim system in the inhabited planets list, maybe I didn't look enough.

Sorry if they arn't from this mod, not sure which it would be otherwise.

If you're playing with Randomized Worlds, then you're out of luck, because the system is not set to force-spawn, effectively soft-locking the whole Domain Phase Lab crisis.

If not, Muspelheim is on the north-west edge of the vanilla coreworlds, just north-west of the League's Tyle-Antilla system.

O7 got it, will just deal with the raiders constant spawning.
Logged

brimstone

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #309 on: March 10, 2025, 05:44:08 AM »

As a rather unintelligent person, I cannot manage to proceed with the quests that are in here. I've done all the one-off retrieval/bounty quests with Ross Higgins, but that hasn't gone much further. I can't get any quests at all from Eliza. I did the Kanta Quest to give him the throne, but nothing has happened for months after that.

What am I missing? What do I need to do?

(Also I cannot get the 'item' from Camilla Wiener to give to Ross)

Is there a place I can go to that I can figure this out? A discord? A guide?

Many thanks, I do like this mod very much. I have found it so far very creative and interesting.
Logged

SSSS.TIM MAN

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #310 on: March 17, 2025, 05:18:20 PM »

Hey, love the mod so far.

However, I accidentally pressed "ignore the girl" when docking with a station in the Phase Lab system, as I was kind of button mashing and wasn't aware there would be a prompt.

Am i locked out of anything?
Logged

Lazyturtle69hahfunynumber

  • Ensign
  • *
  • Posts: 42
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #311 on: March 17, 2025, 08:28:57 PM »

Hey, love the mod so far.

However, I accidentally pressed "ignore the girl" when docking with a station in the Phase Lab system, as I was kind of button mashing and wasn't aware there would be a prompt.

Am i locked out of anything?
                       

Bro skipped the whole mod
Logged

Lazyturtle69hahfunynumber

  • Ensign
  • *
  • Posts: 42
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #312 on: March 17, 2025, 08:35:56 PM »

hey man i just getting back into the sector after a break and i was looking though forum for updates and thought id pop by ask how you been. i hope your doing well. have you made eliza kissable yet. you should i remember actually getting attached to her character i looking forward to my second playthrough lol 
Logged

Shinr

  • Commander
  • ***
  • Posts: 165
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #313 on: March 17, 2025, 10:51:48 PM »

Hey, love the mod so far.

However, I accidentally pressed "ignore the girl" when docking with a station in the Phase Lab system, as I was kind of button mashing and wasn't aware there would be a prompt.

Am i locked out of anything?
                       

Bro skipped the whole mod

Which begs the question I had in mind for a while.

Why the "No" options are placed at the top, when vanilla and majority of the mods place them at the bottom?
Logged

Quantax

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.97a-RC11] Domain Phase Lab
« Reply #314 on: March 22, 2025, 01:51:56 AM »

So how do I get rid of my mysterious raider problem in nexerelin?

Atleast I coulden't find that muspelheim system in the inhabited planets list, maybe I didn't look enough.

Sorry if they arn't from this mod, not sure which it would be otherwise.

If you're playing with Randomized Worlds, then you're out of luck, because the system is not set to force-spawn, effectively soft-locking the whole Domain Phase Lab crisis.

If not, Muspelheim is on the north-west edge of the vanilla coreworlds, just north-west of the League's Tyle-Antilla system.

O7 got it, will just deal with the raiders constant spawning.

I found a bit hacky way around this problem. My procgen had spawned Lovelace on a randomly generated DPL planet (I am not sure if she spawns always) so all I needed was the proof so I did the following:

Spoiler
Spawn "Lab Security Department" planet using Console Commands mod with following code:
Code
runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); $loc.addPlanet("dpl_security", star, "Lab Security Department", "lava", VectorUtils.getAngle(star.getLocation(), $playerLoc), 250, MathUtils.getDistance(star.getLocation(), $playerLoc), 120)
This spawns the planet on your current location.

Interact with the planet and you should get the "keep address" dialogue. I needed to escape the dialogue using CCs "forcedismissdialogue".
Interact with the planet again for the normal dialogue with Weissberg (or whatever the Supremacy guy's name was) and after that you are able to resolve the crisis with Lovelace.

Do keep in mind that using a hacky workaround like this has potential for problems later on so make a new save before trying this!
[close]
Logged
Pages: 1 ... 19 20 [21] 22 23 24