Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Alluvian on March 16, 2020, 02:22:59 PM

Title: [0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0
Post by: Alluvian on March 16, 2020, 02:22:59 PM
Derelict and Remnant Blueprint Mod
0.1.0

Description: A small Starsector mod that enables two blueprint packages, one for Derelicts and the other for Remnants. These respectivbe blueprints include all of the ships, weapons and fighter wings (vanilla or added by mods) as blueprints. These blueprints operate based on the pre-existing 'derelict' and 'remnant' tags that exist. Tested against (almost) all mods on the forum successfully. Blueprints, as implemented, have a drop rate of 0.01 for Remnants and 0.02 for Derelicts.


Screenshots:
Spoiler
(https://i.ibb.co/7JLpqQF/derilict-bp.png) (https://imgbb.com/)
(https://i.ibb.co/BBTxkC1/remnant-bp.png) (https://imgbb.com/)
(https://i.ibb.co/tD3Ng6M/production.png) (https://ibb.co/jDHxmYv)
(https://i.ibb.co/W094GRd/production2.png) (https://ibb.co/bFhMQGy)
[close]

Version Info:
Spoiler
  • 0.1.0 - No longer needs Python scripts. Hulls, Wings & Weapons in each BP.
  • 0.0.5 - Initial release
[close]

[attachment deleted by admin]
Title: Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.0.5
Post by: MesoTroniK on March 16, 2020, 07:23:12 PM
Evening Alluvian I think you are uh... Overestimating the user base, most normal players are not going to be setup to run Python scripts and even if all were that is janky to say the least. And those that are setup to run scripts like that, could just as easily go into the files and make all the required changes in barely anymore time required. Also, modifying other mods unless their license allows for this? Is generally frowned upon. This is of course doesn't apply to personal mods made by end users that they keep to themselves. But distributing mod mods is not that at all, even if it requires a script to do it which again is really funky!
Title: Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.0.5
Post by: Alluvian on March 17, 2020, 07:29:08 PM
Mod update: New version 0.1.0. Removed the need for Python scripts (and thus editing other mods / end-user complexity). Instead, the two blueprints are generated using the pre-existing "derelict" and "remnant" tags found in the "ship_data.csv" files. On the plus side, this also tags in the wings & weapons that have these tags.
Title: Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.0.5
Post by: Alluvian on March 17, 2020, 07:39:07 PM
Evening Alluvian I think you are uh... Overestimating the user base, most normal players are not going to be setup to run Python scripts and even if all were that is janky to say the least. And those that are setup to run scripts like that, could just as easily go into the files and make all the required changes in barely anymore time required. Also, modifying other mods unless their license allows for this? Is generally frowned upon. This is of course doesn't apply to personal mods made by end users that they keep to themselves. But distributing mod mods is not that at all, even if it requires a script to do it which again is really funky!

Issue resolved. Mod now does not require Python scripts, nor does it make changes to other mods or core files. Instead it functions due to the existing 'derelict' and 'remnant' tags in the various CSV files (ship_data, etc.).
Title: Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0
Post by: Atrophus on June 05, 2020, 05:12:56 AM
Your attachment has been deleted, could you provide a download link?
Title: Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0
Post by: sanya02 on June 09, 2020, 04:38:41 AM
where is the download link ????????????????
Title: Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0
Post by: captinjoehenry on June 14, 2020, 12:32:56 PM
A download would be awesome
Title: Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0
Post by: Szasz on December 05, 2020, 01:47:51 AM
Derelict and Remnant Blueprint Mod
0.1.0

Description: A small Starsector mod that enables two blueprint packages, one for Derelicts and the other for Remnants. These respectivbe blueprints include all of the ships, weapons and fighter wings (vanilla or added by mods) as blueprints. These blueprints operate based on the pre-existing 'derelict' and 'remnant' tags that exist. Tested against (almost) all mods on the forum successfully. Blueprints, as implemented, have a drop rate of 0.01 for Remnants and 0.02 for Derelicts.


Screenshots:
Spoiler
(https://i.ibb.co/7JLpqQF/derilict-bp.png) (https://imgbb.com/)
(https://i.ibb.co/BBTxkC1/remnant-bp.png) (https://imgbb.com/)
(https://i.ibb.co/tD3Ng6M/production.png) (https://ibb.co/jDHxmYv)
(https://i.ibb.co/W094GRd/production2.png) (https://ibb.co/bFhMQGy)
[close]

Version Info:
Spoiler
  • 0.1.0 - No longer needs Python scripts. Hulls, Wings & Weapons in each BP.
  • 0.0.5 - Initial release
[close]

[attachment deleted by admin]

Love the idea and should be a must-have.
However there are still some issues with the mod.
1. Indiscriminately zips everything tagged by "derelict" or "remnant" into a blueprint package that leaves you with broken entries in the custom production page. (like the remnant battlestation that swallows random production effort every month and just spits out meager supplies, crew, fuel when the combined effort reaches the cost (500k) and then resets to zero progress continuing to waste your production effort and hindering the production line)
2. Has much lower chance for drops then what is set. I've changed them to 1.0 (100%) and still had to salvage a dozen of Mining Stations to get a derelict bp.
3. Some stuff like the Survey-era Mothership bp seen in the mod description screenshot does not show up anywhere in-game but I assume it still bloats the save file if learnt.
Title: Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0
Post by: WWladCZ on February 24, 2021, 06:30:10 AM
Is this mod still avilable?
Title: Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0
Post by: Konturga on July 31, 2022, 07:11:37 PM
I know it's been a long time since anyone in this thread had a reply, but seeing as there was no solution present, I had found a solution that really doesn't require a lot of modding expertise.

If you want the blueprints for the Remnant Lux for instance, and you would like to find it while scavenging, you can go to the wing_data.csv in the hulls folder located in C:\Fractal Softworks\Starsector\starsector-core\data\hulls

While you're there, there are a set of words enclosed in "quotation" marks. As an example, the Lux's is:

"no_sell, fighter, remnant, fighter5, auto_fighter, merc"

What we'll do to add it to the lists of salvageable items, and to keep it still rare, we'll add the tag rare_bp to our list of tags.

"no_sell, fighter, rare_bp, remnant, fighter5, auto_fighter, merc"

(Interestingly enough, right below is the Aspect Wing and if you remove no_drop and add rare_bp, you can start producing them. But for your doctrine to effectively equip them, you'd have to add a tag that shows the type of wing and how powerful it should be considered like these three: fighter3, bomber4, or interceptor5)

In the same sense, you can add to the rare blueprints the weapons in weapons.csv and the ships in ship.csv in the same way. So if you wanted your army to field those pesky Unknown weapons, well, only a couple edits away. Interestingly enough, the blueprints seem to be generated so you won't need to actually add any artwork for this to work.

weapon_data.csv location - C:\Fractal Softworks\Starsector\starsector-core\data\weapons
ship_data.csv location - C:\Fractal Softworks\Starsector\starsector-core\data\hulls
wing_data.csv - C:\Fractal Softworks\Starsector\starsector-core\data\hulls

[attachment deleted by admin]