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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

Poll

What would you like to see in Blackrock?

More ships
- 692 (23.8%)
More weapons
- 440 (15.1%)
More campaign features
- 439 (15.1%)
Space monsters
- 638 (21.9%)
More lore
- 187 (6.4%)
More music
- 120 (4.1%)
More portraits
- 143 (4.9%)
Subfactions
- 251 (8.6%)

Total Members Voted: 1304


Pages: 1 ... 205 206 [207]

Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1639745 times)

ApolloStarsector

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Re: [0.9.1a] Blackrock Drive Yards
« Reply #3090 on: June 14, 2022, 04:22:43 PM »

Since this question keeps coming up and since I still can't work on the mod, I took some time to think about it today. I'm ok with independent compatibility patches, provided:

- Any such update should be made available with the understanding that I do not explicitly endorse it beforehand, and without the expectation of me vetting it before or after it gets uploaded
- It should have its own version number for clarity in case of any future, fork-induced, bug reporting complexity

Hope that makes sense. I don't want this to become an excuse to force the mod out of hiatus (eg. requiring my direct involvement and oversight) which is why I am taking this hands-off approach. There might be an official stopgap update at some point in the future too, but again, nothing has been locked in that this point, so this is what I'll do for now.

Based and moralpilled
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ApolloStarsector

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Re: [0.9.1a] Blackrock Drive Yards
« Reply #3091 on: June 14, 2022, 04:28:14 PM »

Thanks for the unofficial updated versions, Dal and Sebaa!
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Solo

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Re: [0.9.1a] Blackrock Drive Yards
« Reply #3092 on: June 26, 2022, 04:14:46 AM »

So happy to see this mod available again! ;D Is it safe to add the faction into an existing save game? Cause I just pick this game up again recently and sorta don't want to start a new game... :-\
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Dal

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Re: [0.9.1a] Blackrock Drive Yards
« Reply #3093 on: June 28, 2022, 10:16:49 AM »

So happy to see this mod available again! ;D Is it safe to add the faction into an existing save game? Cause I just pick this game up again recently and sorta don't want to start a new game... :-\

Hi! You may find blueprints and weapons from the faction, but they require a new game for their systems and colonies to spawn in.
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AdmiralRem

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Re: [0.9.1a] Blackrock Drive Yards
« Reply #3094 on: July 10, 2022, 05:07:52 AM »

Not sure if this is happening to others but the Blackrock hull mods aren't working. I have come across them and right click to learn but then they don't show up in the list of hull mods. Playing with Nex and a bunch of other mods, so not sure if it's a compatibility issue or if it's a bug?
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Ruddygreat

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Re: [0.9.1a] Blackrock Drive Yards
« Reply #3095 on: July 10, 2022, 06:23:28 AM »

Not sure if this is happening to others but the Blackrock hull mods aren't working. I have come across them and right click to learn but then they don't show up in the list of hull mods. Playing with Nex and a bunch of other mods, so not sure if it's a compatibility issue or if it's a bug?

you need to select their filter in the refit screen, it'll probably be "blackrock driveyards"

Admiral_hipper112

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Re: [0.9.1a] Blackrock Drive Yards
« Reply #3096 on: August 30, 2022, 08:04:10 AM »

Since this question keeps coming up and since I still can't work on the mod, I took some time to think about it today. I'm ok with independent compatibility patches, provided:

- Any such update should be made available with the understanding that I do not explicitly endorse it beforehand, and without the expectation of me vetting it before or after it gets uploaded
- It should have its own version number for clarity in case of any future, fork-induced, bug reporting complexity

Hope that makes sense. I don't want this to become an excuse to force the mod out of hiatus (eg. requiring my direct involvement and oversight) which is why I am taking this hands-off approach. There might be an official stopgap update at some point in the future too, but again, nothing has been locked in that this point, so this is what I'll do for now.

This is nice to hear and I think a sensible approach.
Well, for anyone that wants to play with Blackrock in 0.95.1a I'll put the link to my patched version here:
https://drive.google.com/file/d/1vGXPTcAC1sFiwphizRN9TE-8hNU7h1wK/view?usp=sharing
It basically plays and functions the same as in 0.9.1a, just that it now works for 0.95.1a
I gave it its own, somewhat arbitrary version number, so that should cause no trouble.
It also needs GraphicsLib, MagicLib and LazyLib just like before.

basedddddd thanks for making the patch can finally play this in the current ver havent seen this mod and im lookin forward to the ships that'll make me bully the hegemony even more
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Anime pics and starsector don't mix well but are hella funny

Jet Black

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Re: [0.9.1a] Blackrock Drive Yards
« Reply #3097 on: August 30, 2022, 09:05:54 AM »

I can't believe I have never tried this mod out. Does it add any quests or storyline to the game?
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Killsode

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Re: [0.9.1a] Blackrock Drive Yards
« Reply #3098 on: August 31, 2022, 01:03:21 AM »

I can't believe I have never tried this mod out. Does it add any quests or storyline to the game?

not that i remember, BDY was made before that support was added to starsector.
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Taverius

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Re: [0.9.1a] Blackrock Drive Yards
« Reply #3099 on: September 24, 2022, 07:33:53 AM »

Aww yisss, thanks for the unofficial patches, early game is just not the same without shrimp shenanigans  :)
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No faction is truly established without a themed Buffalo (TAG) variant.

SpaceDrake

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Re: [0.9.1a] Blackrock Drive Yards
« Reply #3100 on: September 24, 2022, 11:28:30 PM »

I can't believe I have never tried this mod out. Does it add any quests or storyline to the game?

BRDY's inception was years and years before that was even possible in Starsector.

Hell, when BRDY was young, in-campaign missions period were still a bit of a question mark and at "what shape should these really take" territory. Bars didn't exist.
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