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

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Author Topic: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)  (Read 3909443 times)

Mytre

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4770 on: July 23, 2022, 06:34:12 PM »

Anyone here knows why the "Starting Faction Bonuses" screen lags too much? i have like 1 frame per 10 seconds and it makes it impossible to select the 100 points I want for faction starting bonuses.  I do have all the mods (125 mods installed) but wanted to know if someone had this lag issue before :)
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Serben

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4771 on: July 24, 2022, 07:27:25 AM »

hi, could i make a feature suggestion? would it be possible to remove the cap on the number if ships you can place in the custom production queue? right now you can only queue 2 capital ships at a time, regardless of how much money or production capacity you have. it would be really awesome if this limit could be removed. thanks, and keep up the great work!
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Martenzo

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4772 on: July 28, 2022, 12:40:15 PM »

Not sure if this has come up before, but I've got a feature request that seems very straightforward to me: if I'm commissioned by a faction, I should be able to take control of Stable Location objects (Comm Relays, Nav Relays and Sensor Arrays) on behalf of the faction I'm commissioned to. It feels really strange that after helping a faction kick pirates out of a system, I literally can't help them take over the system infrastructure and have to leave that stuff in the hands of hostile power for months until their own patrols finally bother to get around to it, because they'll never capture (or benefit) from those if my friendly faction takes control of them.

It seems such a natural feature for Nexerelin that I can't help but wonder if there's a fundamental limitation preventing this (especially since I've not seen any other mod that enables this either).
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Farya

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4773 on: July 28, 2022, 12:43:00 PM »

Not sure if this has come up before, but I've got a feature request that seems very straightforward to me: if I'm commissioned by a faction, I should be able to take control of Stable Location objects (Comm Relays, Nav Relays and Sensor Arrays) on behalf of the faction I'm commissioned to. It feels really strange that after helping a faction kick pirates out of a system, I literally can't help them take over the system infrastructure and have to leave that stuff in the hands of hostile power for months until their own patrols finally bother to get around to it, because they'll never capture (or benefit) from those if my friendly faction takes control of them.

It seems such a natural feature for Nexerelin that I can't help but wonder if there's a fundamental limitation preventing this (especially since I've not seen any other mod that enables this either).
Commissioning faction actually already benefits from your stable structures as if they were their own even of these are technically yours.
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Martenzo

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4774 on: July 28, 2022, 10:09:45 PM »

Commissioning faction actually already benefits from your stable structures as if they were their own even of these are technically yours.
They do? Well, that's good to know. Didn't realise that was the case, because when I checked with Comm Relays, they didn't seem to get the Stability buff on the freshly conquered Market. I guess it just didn't update until the end of the month.
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Farya

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4775 on: July 28, 2022, 10:21:54 PM »

Comm relay information is not really reliable even for your own colonies if you check them out remotely sometimes. And commissioning faction benefit was added relatively recently.
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ciago92

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4776 on: July 29, 2022, 01:46:06 PM »

Is it at all possible to influence/define/modify the planet generation at the start of an Own Faction Start before the Picker appears? I'm tired of getting Acid planets and 250% risk planets lol. I'm fine modifying a config file or something if that's an option

Sorry if this has been addressed and I missed it, I gave up after searching back through February lol
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Giokins

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4777 on: July 30, 2022, 07:07:12 PM »

Recently updated a few mods and began a new playthrough, but after a short time I get this error:
https://puu.sh/JdOKE/556ee96d5e.png

I updated Nexerelin, but I then get this error while attempting to load my save:
https://puu.sh/JdOLg/f73ffa6f80.png

I'm updating from 0.10.2c to 0.10.5, any way to get my old save working? I don't get the error while playing through a NEW playthrough, but I found a juicy water world and lots of blueprints that I'd very much like to keep. I can provide log details if need be.
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Gundamfan

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4778 on: July 30, 2022, 09:12:34 PM »

Hello, I want to ask if this is an error?
You see, Refinery and Orbital works uses the same Nanoforges
But I want to equip both at the same homeworld
I also Check By Adding a Farm and Aquaculture by using Console commands and only one of them is only capable of adding Soil nanites.

And Lastly I notice that Putting any Ai Core on any Production actually crash the Game
« Last Edit: July 30, 2022, 09:14:27 PM by Gundamfan »
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NikoTheGuyDude

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4779 on: July 31, 2022, 11:18:14 AM »

Would it be possible to seperate invasions from raids and stuff, in terms of config?

I want raids to be somewhat common, but invasions rare, but I can't do that when raids use the same point system as invasions.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4780 on: July 31, 2022, 05:29:20 PM »

Is it at all possible to influence/define/modify the planet generation at the start of an Own Faction Start before the Picker appears? I'm tired of getting Acid planets and 250% risk planets lol. I'm fine modifying a config file or something if that's an option
There isn't a config for it. Although if you're getting 250% hazard planets it means the picker couldn't find any better (young sector?)

If you start a new game in dev mode, it'll generate a debug intel that'll list all the planets it considered for giving the player.

Recently updated a few mods and began a new playthrough, but after a short time I get this error:
https://puu.sh/JdOKE/556ee96d5e.png

I updated Nexerelin, but I then get this error while attempting to load my save:
https://puu.sh/JdOLg/f73ffa6f80.png

I'm updating from 0.10.2c to 0.10.5, any way to get my old save working? I don't get the error while playing through a NEW playthrough, but I found a juicy water world and lots of blueprints that I'd very much like to keep. I can provide log details if need be.
Updating the mod over such a large version gap may not be possible. But that error in particular will be a bit tricky to deal with (it involves loading data for mining fleets).

One thing you can try:
- Update to 0.10.3i
- If you successfully load, go far away from the core worlds and stay there for a while (an ingame week should be sufficient?) so most fleets despawn
- Save game, update to 0.10.5, try to load again

If you can do stage 2 at least, that'll let you continue playing the save.

You can also try staying on 0.10.2c and just setting nex_vultureSpawnRateMult in Nexerelin/data/config/settings.json to 0, although that may not help if the relevant fleets have already spawned. There may also be other incompatibilities with Starsector 0.95.1.

Hello, I want to ask if this is an error?
You see, Refinery and Orbital works uses the same Nanoforges
But I want to equip both at the same homeworld
I also Check By Adding a Farm and Aquaculture by using Console commands and only one of them is only capable of adding Soil nanites.

And Lastly I notice that Putting any Ai Core on any Production actually crash the Game
Haven't checked the soil nanite code specifically, but I assume it's intentional. Either way, it's vanilla behavior (possibly modified by some other mod) that Nexerelin doesn't touch.

For the AI core crash, it's probably not a Nex error. Post the error message from starsector.log after a crash.

Would it be possible to seperate invasions from raids and stuff, in terms of config?

I want raids to be somewhat common, but invasions rare, but I can't do that when raids use the same point system as invasions.
By default raids always alternate with invasions. A general separation probably isn't gonna happen till I get around to doing the faction strategic AI.
Although there's a few things you can do, like make factions not invade markets they aren't the original owners of.
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Giokins

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4781 on: July 31, 2022, 09:19:49 PM »


Updating the mod over such a large version gap may not be possible. But that error in particular will be a bit tricky to deal with (it involves loading data for mining fleets).

One thing you can try:
- Update to 0.10.3i
- If you successfully load, go far away from the core worlds and stay there for a while (an ingame week should be sufficient?) so most fleets despawn
- Save game, update to 0.10.5, try to load again

If you can do stage 2 at least, that'll let you continue playing the save.

You can also try staying on 0.10.2c and just setting nex_vultureSpawnRateMult in Nexerelin/data/config/settings.json to 0, although that may not help if the relevant fleets have already spawned. There may also be other incompatibilities with Starsector 0.95.1.


Worked like a charm, thanks!
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5ColouredWalker

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4782 on: August 03, 2022, 05:07:20 PM »

Is it possible to sell planets to factions in Nex or just transfer them?
I could have sworn I remember being able to sell them as well as buy them but I could be wrong.
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Kakroom

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4783 on: August 04, 2022, 12:43:47 AM »

Is it possible to sell planets to factions in Nex or just transfer them?
I could have sworn I remember being able to sell them as well as buy them but I could be wrong.

You can take on conquer missions which provide a bounty payout after you transfer the market
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Kat

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4784 on: August 04, 2022, 11:29:03 AM »

I had a thought the other day.

Is it possible to create factions dynamically/spontaneously ? I was thinking about the map, and how stars are grouped in constellations. Now it's possible to settle them, give the colonies to the "independents" faction, but my thought there was... would a minor faction of all the "independent" worlds in a constellation make sense ?

like, here's 4 constellations: Elnor, Anyang, Nysa, and Dargor Nebula. Is it possible for a minor faction of "Anyang Association" to be generated, that would then function like other factions, forming diplomatic agreements, fighting wars etc. ?

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