Mr Technician

Active Member
Apr 30, 2018
886
1,013
Something i don't understand. If this is a version " 0.9.084-BACKER-ELECTRON#4333 " - so shouldn't it display that the new version is available? Or the game version selfcheck omits hotfixes?
The reason i am asking is because i don't see any in game popup about new version being available. At least past #4333 ?

Edit: to avoid future question -> yes, i have Automatic Update Checking turned ON in game options.
 

RenFL

Newbie
May 20, 2020
28
9
Something i don't understand. If this is a version " 0.9.084-BACKER-ELECTRON#4333 " - so shouldn't it display that the new version is available? Or the game version selfcheck omits hotfixes?
The reason i am asking is because i don't see any in game popup about new version being available. At least past #4333 ?

Edit: to avoid future question -> yes, i have Automatic Update Checking turned ON in game options.
Hotfixes should increment the # number at the end. Public version is #4334 right now, so backers should be the same.
 
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Azriel Satan

Member
Jul 27, 2017
409
1,194
And instead of saying 'middle click on a file to open it in new tab' you copied file content into message and FORCED everybody to download >300kb of raw text on a page view. Wow, just wow.

Also
'File: whatever.js'? What?
There are difference in how 300 kb of text and 300 kb of image processed.

For me, page with that 300kb text freezes for several seconds when I scroll the first time over that wall of text. Meanwhile attachment opens up and can be viewed without any extra overhead in formatting and other text processing bullshit.
Sorry, and the file.js stuff is the filenames from the source files; how far to the right they are is their depth in the file structure.

Is the image pack worth it? I read it's just higher resolution pics for the game
For most people, no, probably; however, thanks to the images being based on multiples of their original resolution, some characters are noticeably low resolution; I made a 33MB imagepack that ensures all the files are at least 500px to fix those. https://f95zone.to/threads/trials-in-tainted-space-0-9-082-fenoxo.469/post-11811905
 
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Susan Xandera

Active Member
Jul 13, 2017
760
998
does anyone can recommend me build for strong space ship? because i'm getting destroyed whenever i visit the last planet
2 to 3 machine guns for crew and a honking 'fuck you' cannon combo works for me on all encounters. Make sure to pack two energy vampires, and 1 to 2 repair kits for either shields or armor.
 
Jul 26, 2020
12
10
what about the ship? and crews?
Doesn't really matter, the only crew that gives actual ship bonuses currently is Paige and that's purely to decrease travel time between planets. You technically only "need" as many crew as it takes to service weapons with the Turret flag, everyone else is for either in ship shops, getting stat boosts, or purely for smut.

If you want to have every acquirable crew on your ship at the same time (technically not possible as there is at least 1 instance of mutual exclusion), you need to have the Clidesdale K7 as not even 2nd place in terms of crew/module capacity can fit everyone with every upgrade thrown into crew quarters (21 possible crew that take space with 7 more planned, the Sidewinder can fit 20 with every upgrade being crew quarters while the K7 can fit 30 so is good even up to the planned crew count). Otherwise any ship really works even the starting one, though IMHO The Gruss and LEK are both pretty bad buys to use if not just to collect. The Sidewinder is technically the best in game in terms of its combination of stats and capacities with Blade coming in close behind it, but the Sledgehammer and MSXI from Myrellion are perfectly serviceable as your "end game" ship as well.

As for what the other guy said about weapons; it generally doesn't matter as long as you take into account damage types. Electric is good against shield but bad against armor, Kinetic is good against armor but bad against shield, and Burning does the same damage against both. In terms of raw stats; MGs are the most damage per power efficient at 15.2 and 16 damage/power for the turret and mounted version respectively, with missiles coming behind them at 12 for both, the Thermal Cannon at 8.2, Coil Cannon at 7.1, EM at 6.5 for both, then the Lasers coming in last with 5.8 for both. You will never have enough energy to realistically fire every weapon on any of the ships you use turn after turn (unless you go crazy with putting every upgrade into the Power Tuner, at best you'll be energy neutral with 2 mediocre weapons or just 1 good weapon), so being energy efficient is generally better than pure damage potential. The Meta is basically 1 EM Turret then put Missile Turrets in the rest of your mounts as Missiles deal half and half of Kinetic and Burn damage so are good against armor but not useless against shields like other Kinetic weapons.

HOWEVER, keep in mind that this also doesn't take in account the couple enemy ships that carry damage reducing upgrades for shields or armor (IIRC the only ones at the moment being Teyaal and Star Viper), which absolutely guts weapons like the MGs and Missiles that do high number of shots but low damage each shot. Teyaal specifically is geared as a direct counter to MG spam while Viper is geared as a counter against Missile spam. Against them your best loadout would probably be EM turret then either pair the Coil Cannon with the Thermal Cannon or pair a couple Laser Turrets together.
 
Dec 21, 2023
19
92
I dont understand? What equipment do i use? If thats the question im using modded yellow clothes, Supercharged Laser Pistol , Plasma Blade and Siegwulfe Personal Droid.
Are you playing as a tech specialist? Because if so then you might just wanna go w/ the default droid. Siegwulfe deals kinetic damage which sucks against enemies using shields (aka like every1 in the game), as opposed to the default droid which deals shock + it doesn't take up an accessory slot.
 
Dec 21, 2023
19
92

Azriel Satan

Member
Jul 27, 2017
409
1,194
Azriel Satan: Could you tell what tools you use to work with/deobfuscate the js code for TitS? I'm trying to figure some of it out to make small "Mods" (basically mostly chaining existing functions together for fun and profit) but with the way it's scrambled and obfuscated it's very tedious. Advice (or Help) would be welcome!
De-Compiled TiTS-backer-0.9.084 for all your source code fascinations and modding needs.

1703153842338.png
 
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Susan Xandera

Active Member
Jul 13, 2017
760
998
HOWEVER, keep in mind that this also doesn't take in account the couple enemy ships that carry damage reducing upgrades for shields or armor (IIRC the only ones at the moment being Teyaal and Star Viper), which absolutely guts weapons like the MGs and Missiles that do high number of shots but low damage each shot. Teyaal specifically is geared as a direct counter to MG spam while Viper is geared as a counter against Missile spam. Against them your best loadout would probably be EM turret then either pair the Coil Cannon with the Thermal Cannon or pair a couple Laser Turrets together.
Wait, Teyaal is supposed to counter MACHINE GUNS?! How?! When?! She goes down so fast while I take pretty much no damage that I thought it was a joke fight. You know, like Team Rocket or something. I've got auxiliary thrusters, thrust vectoring system, 4 advanced quarters, two machine gun turrets, a laser turret, two capacitor vampires, a repair module and a shield booster all installed on the Sidewinder.
 

bidh

Newbie
Apr 28, 2017
35
73
I got yall:
And don't be afraid to scream at me the second a new update comes out. Also first time i'm uploading, do tell me if i fucked it up somehow.
That version is Game Version: 0.9.084-BACKER-ELECTRON#4333

While the public one is Game Version: 0.9.084-PUBLIC-ELECTRON#4334

What does the #XXXX number at the end mean ?
 
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