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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 971010 times)

MShadowy

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« Reply #1530 on: January 16, 2022, 08:16:21 AM »

The PD CEPC's are intended to be cheap and aren't especially good, but the faction does have a few decent PD options; the Polarizer's are basically electromagnetic flak and are fairly okay at dealing with missiles and the Urumi is a burst laser equivalent, but the factions premier PD option is probably the Storm Blaster.
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Fuegoredux

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« Reply #1531 on: February 09, 2022, 05:51:49 PM »

Hello.

Would there by any way to simply delete the cloned organs by myself from the mod while keeping the rest of the mod?

Reason I'm asking is: the cloned organs do not export and almost every colony in the game has a deficit of cloned organs, and that leads to almost every procurement wanting cloned organs (often in big numbers that are impossible to get with no cheating).

I like the ships and all, but i would like to avoid market issues.

Any way to do this?

I have this same problem in multiple runs and would love an answer as I enjoy the mod. It's visually appealing and the weapons are fun but am on the path of uninstalling due to the market issues.
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JamesBai03

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« Reply #1532 on: February 09, 2022, 08:36:52 PM »

very well balanced mod. Looking forward to its update for the latest build
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Valikdu

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« Reply #1533 on: March 09, 2022, 04:05:12 AM »

How do I build the upgraded versions of the fabricator? I thought they'd be available on high reputation with SRA, but I still can't upgrade the fabricator. Or do some items need to be looted from ruins etc?

(also, can't install a nanoforge)
« Last Edit: March 09, 2022, 04:12:17 AM by Valikdu »
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WMGreywind

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« Reply #1534 on: March 09, 2022, 01:27:38 PM »

How do I build the upgraded versions of the fabricator? I thought they'd be available on high reputation with SRA, but I still can't upgrade the fabricator. Or do some items need to be looted from ruins etc?

(also, can't install a nanoforge)

You gotta get the upgrade item from Shadowyard markets. They rarely sell the items you need to upgrade the Modular Fabricator into its different upgraded variants. And if I recall correctly, it actually doesn't accept a nanoforge.
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Kitfox88

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« Reply #1535 on: March 30, 2022, 08:57:05 PM »

I wish you could find the various forge packages as loot as well, instead of just in markets.
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Killsode

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« Reply #1536 on: May 21, 2022, 01:25:56 AM »

are there currently any issues with running shadowyards in 95.1a?
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Mysticunicycle

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« Reply #1537 on: May 21, 2022, 02:36:22 AM »

I'd like to see at least a small summary of the industries added by this mod to the original post. I had to track down what mod added Modular Fabricators since when I added Shadowyards to my playthrough I thought it was just another faction. With basically no knowledge of the industry (and it apparently has upgraded versions?) I dunno if it's worth building, how it interacts with Heavy Industry, etc. It's not exactly spoilery material IMO, seeing as how it just shows up on the industry build screen and it's gated behind exploration, but even a small description / mini guide on the industries your mod adds being on the original post would be pretty great. If this exists somewhere and I happened to just miss it, point me to it :]
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Hatios

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« Reply #1538 on: May 21, 2022, 11:44:55 AM »

are there currently any issues with running shadowyards in 95.1a?
I have been using it for a while with no problems in 95.1a
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SpaceDrake

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« Reply #1539 on: May 21, 2022, 04:37:40 PM »

are there currently any issues with running shadowyards in 95.1a?

Nope, it runs just fine in .95.1. The only thing with the mod is that it could probably use a bit of work on the content itself (addressing the issue with constant shortages of cloned organs, for example) but it seems MShadowy has had to take time off the mod, like many other modders, in our current unending disease-ridden hellscape timeline.
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Regularity

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« Reply #1540 on: June 02, 2022, 11:51:37 AM »

Possible Bug: The Vardr/Redwing engages in self-destructive behavior when encountering mines.

When a mine appears being them, they attempt to do a 180 so they can bring their forward shield to protect against the blast. But unfortunately the two long arms sticking out to its front means they end up always hitting the mine when performing this rotation maneuver. Basically, their very attempts to protect against mines ends up making them worse by turning a nearby mine explosion into a direct mine hit on the ship.
« Last Edit: June 02, 2022, 11:55:54 AM by Regularity »
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bugreporter

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« Reply #1541 on: June 19, 2022, 06:37:58 AM »

Hey, has anyone reported a bug with the "Charge Cycler" Hull Mod? The description says it reduces charge time by 10%, but it seems to be bugged with certain weapons like the Autopulse Laser. If you have a ship with the hull mod, Autopulse Lasers can fire infinitely without ever running out of charges.
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Proxima-b

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Re: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
« Reply #1542 on: August 02, 2022, 01:33:29 AM »

Hey, has anyone reported a bug with the "Charge Cycler" Hull Mod? The description says it reduces charge time by 10%, but it seems to be bugged with certain weapons like the Autopulse Laser. If you have a ship with the hull mod, Autopulse Lasers can fire infinitely without ever running out of charges.

I've noticed it too
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