Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Pazerniusz on March 26, 2020, 07:12:40 PM

Title: Pazer's Missile Production 1
Post by: Pazerniusz on March 26, 2020, 07:12:40 PM
Attention please! This mod now can be ticketed
This mod extended Expanded Missile Rack by adding period refill, after 5 min you will get max amount of missiles, all at once.
It is sector wide-change and for i all what i know it can be applied and reversed without breaking a save.

https://drive.google.com/file/d/17YRzS9qg8_D49IJ7JYtGD_2z4DU_duje/view?usp=sharing

Still i am lazy so when if somebody want to change time.
They must find line in Pazer's Missile Refill\data\hullmods\ExpandedMissileRacks
IntervalUtil interval = new IntervalUtil(x(min), x(max));
and change x(s) for wanted amout
300 for 5 min, 600 for 10 min, etc

if somebody want it random send different values min and max
 
Title: Re: Pazer's Missile Production 0.1
Post by: e on March 26, 2020, 11:58:55 PM
No way i'm overwriting core folder files just for this. No way!

Please mod it properly.
Title: Re: Pazer's Missile Production 0.1
Post by: Mondaymonkey on March 27, 2020, 12:06:49 AM
Quote
after 10 min

RLY? It is 600 sec, you know. Only most durable (or large) ships have enough PPT to feel that, and even if they are... Most of my battles seems to be shorter.

P.S. yeah, make it a proper mod. Replacing game files are not an option.
Title: Re: Pazer's Missile Production 0.1
Post by: Pazerniusz on March 27, 2020, 07:19:02 AM
No way i'm overwriting core folder files just for this. No way!

Please mod it properly.
Sadly impossible, "proper method" cause issues.
There are other mods who do similar things but only on player side or just for vanilla weapons.

Quote
after 10 min

RLY? It is 600 sec, you know. Only most durable (or large) ships have enough PPT to feel that, and even if they are... Most of my battles seems to be shorter.
If that is problem, you may need edit file. You only need notepad and find line with interval(600,600) and change 600 for something else, but remember if you set different values left will be minimal time and right one maximal so you get period from that range.
I got limited access so i will put more detailed instructions later
Title: Re: Pazer's Missile Production 0.1
Post by: TimeDiver on March 27, 2020, 02:30:05 PM
Sadly impossible, "proper method" cause issues.
There are other mods who do similar things but only on player side or just for vanilla weapons.
...you do realize that you can specify certain files to be outright overridden in a mod's 'mod_info.json' file, correct?

Up to and including preventing other mods from even being allowed to merge into said specified files?
Title: Re: Pazer's Missile Production 0.1
Post by: Morrokain on March 27, 2020, 02:53:28 PM
Quote
...you do realize that you can specify certain files to be outright overridden in a mod's 'mod_info.json' file, correct?

Up to and including preventing other mods from even being allowed to merge into said specified files?

Note on that point: I think I tried this with Nex to prevent standard vanilla ship variants from being an option for the TC version of AO when starting a Nex campaign, and I don't think this is actually possible for non-vanilla files (I know we are talking about core here anyway, but for informational purposes for new modders I figured I'd mention it anyway as a limitation).

The replace array also has operating system differences that can potentially vary a users experience- so go into that tactic with the mindset of supporting the troubleshooting that will inevitably come along with it. That nevertheless is probably the best solution to what you are attempting to do.

(I don't think many will be comfortable overriding vanilla files because it is complicated and difficult for a nontechnical user to keep track of and reverse changes there compared to turning mods on and off a mod list interface.)

This may help you with some additional information (bottom of page 1): https://fractalsoftworks.com/forum/index.php?topic=17278.0 (https://fractalsoftworks.com/forum/index.php?topic=17278.0)
Title: Re: Pazer's Missile Production 0.2
Post by: Pazerniusz on April 14, 2020, 04:22:23 PM
Now it work like any other mod, in worst case it won't work and you will get default.
Title: Re: Pazer's Missile Production 1
Post by: Pazerniusz on June 20, 2021, 05:20:48 AM
Dig up