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

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Author Topic: [0.98a] Stardust Ventures faction and ship pack v0.9.3  (Read 180811 times)

Mephansteras

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Re: [0.98a] Stardust Ventures faction and ship pack v0.9.1
« Reply #135 on: April 25, 2025, 04:55:09 PM »

Updated the second post in the thread with some general plans about stuff I'm planning on doing with the mod at some point.

But, if anyone has any particular feedback on things they like or dislike about the mod, as well as stuff you'd like to see in it, I'm open to ideas.
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Cryovolcanic

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Re: [0.98a] Stardust Ventures faction and ship pack v0.9.1
« Reply #136 on: April 28, 2025, 09:05:47 AM »

Disable faction does not seem to be working.

I edited settings.json to put "false" on faction generation, as well as editing in LunaLib and starting a new save. The faction continues to generate.

Should I reload to an old version of SV?
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Mephansteras

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Re: [0.98a] Stardust Ventures faction and ship pack v0.9.1
« Reply #137 on: April 28, 2025, 09:27:02 AM »

Hmm...odd. Wonder what changed there, it was working fine.

I'll check it out later today. If there is a bug I can replicate and fix I'll see about getting a hotfix up asap.
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Mephansteras

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Re: [0.98a] Stardust Ventures faction and ship pack v0.9.2
« Reply #138 on: April 28, 2025, 05:23:47 PM »

Ok, not entirely certain why my code was now forcing the faction to spawn, but 0.9.2 fixes that.

Please let me know if anyone has issues with them force spawning with either the config file or Lunalib.

NOTE: My fix solved that problem but for some reason does seem to make the Talia system show up as unexplored at the start of the game. Also, seems to take about a month for them to get settled in with things like ship quality. Not sure why, and I'm looking into it. For now, unless you want to prevent the faction from spawning you're probably better off using 0.9.1: Download SDV 0.9.1
« Last Edit: April 30, 2025, 07:22:05 AM by Mephansteras »
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Cryovolcanic

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Re: [0.98a] Stardust Ventures faction and ship pack v0.9.2
« Reply #139 on: May 01, 2025, 06:48:53 AM »

Does the Diana's line still gain range from ECCM and missile buffs?

The tooltip no longer shows range increases from these hullmods.
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Mephansteras

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Re: [0.98a] Stardust Ventures faction and ship pack v0.9.2
« Reply #140 on: May 01, 2025, 07:28:23 AM »

No, it now fires proper projectiles instead of missiles so it'll benefit from normal ballistic modifiers instead. Also no longer susceptible to pd. It's basically what I originally wanted it to be but couldn't achieve without a fair amount of coding.

On the faction/system generation front I have figured out what is going on and am working on a proper fix. Turns out the game does a bunch of stuff automatically for populated planets that exist at the start of the game which I need to do manually if they get added in mid-save. But progress goes well there and I should have all that working more or less as intended in the next few days.
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Mephansteras

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Re: [0.98a] Stardust Ventures faction and ship pack v0.9.2
« Reply #141 on: May 12, 2025, 08:39:10 PM »

Well, I got sick so my update has taken longer than anticipated. I'm tweaking a few things and have a round of testing to do, but should have an update out this week.

It'll even include some light exploration content in the form of some debris fields for you to investigate! (Eventually I'll have some quests involved with those but...no promises on when.)
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Mephansteras

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Re: [0.98a] Stardust Ventures faction and ship pack v0.9.3
« Reply #142 on: May 14, 2025, 02:58:10 PM »

Ok, 0.9.3 is out! Should work just fine both with new saves and when added to existing saves (that did not have SDV running already). Won't do a whole lot for saves running 0.9.1 or 0.9.2, though, other than the new debris fields that'll get spawned in.

Let me know if you run into any bugs, but I did some more rigorous testing this time around so hopefully I caught all of them.
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