My ship editor has finally reached v1.0 and feature-completeness. It's still in the same thread as before.
I figured you type the weapon id's yourself, since i didn't find a clue as to how to set the weapon id. Or is there a other way?My ship editor has finally reached v1.0 and feature-completeness. It's still in the same thread as before.
Updated. Looks great!
Did have a question - how does one edit weapon slot data? Do you just have to type the values in, or can you click somewhere to cycle them or some such?
how does one edit weapon slot data?
I figured you type the weapon id's yourself, since i didn't find a clue as to how to set the weapon id. Or is there a other way?
Wait, i was talking about setting the weapon itself, is it possible?how does one edit weapon slot data?I figured you type the weapon id's yourself, since i didn't find a clue as to how to set the weapon id. Or is there a other way?
Switch to Weapons mode with [W], and press [T]. At that point you're editing the weapon instance that happened to be nearest to your cursor when you pressed [T].
Also, I know it's intimidating with all the keyboard shortcuts and so on, but my main goal with this tool was precision.
Is there an idiots guide to starfarer modding anywhere? I have modded games like Morrowind, Medieval Total War, and the like, but for the life of me I can't see much I can change outside the spreadsheets.This page might be of help: http://starfarer.thegamewiki.com/wiki/Modding
Is there an idiots guide to starfarer modding anywhere? I have modded games like Morrowind, Medieval Total War, and the like, but for the life of me I can't see much I can change outside the spreadsheets.This page might be of help: http://starfarer.thegamewiki.com/wiki/Modding
I'll just have to say this, the openoffice doesn't play nicley with me at all with the configuration previously mentioned. Whenever i try to type 0.8 (for E.G shield values) It always registers it as 2008-08-08. Anyone got a clue as to why it does this? :/
Would it be possible to get these (http://fractalsoftworks.com/forum/index.php?topic=3174.msg45983) two (http://fractalsoftworks.com/forum/index.php?topic=3173.msg45967) tutorials added to the list?
Anyone know where i can get information on WPN files?
I don't remember it messing up built in weapons. It worked just fine when i made a built in weapon (a long time ago. I might not remember that it actually went wrong or not).Nothing, it works perfectly fine.
A hullmod is a java file extending BaseHullMod, an icon, and a line in hull_mods.csv. Then you can teach it to a faction by putting the hullmod's ids in the faction's known hullmods list. New fleets can generate with the hullmod immediately.I changed some already existing hullmods that was in "Starsector\starsector-core\data\hullmods" folder and they seemed work just fine. Homewer when I changed the ones in starfarer.api.zip folder, the game does not recognizes the changes I made. I changed how efficiency overhoul, auxillary tanks work but I couldn't make them work.
I changed some already existing hullmods that was in "Starsector\starsector-core\data\hullmods" folder and they seemed work just fine. Homewer when I changed the ones in starfarer.api.zip folder, the game does not recognizes the changes I made. I changed how efficiency overhoul, auxillary tanks work but I couldn't make them work.
Thanks you for your interest. Well I couldn't found the logistical hullmods in the normal hullmod folder, is there any way to work on them?I changed some already existing hullmods that was in "Starsector\starsector-core\data\hullmods" folder and they seemed work just fine. Homewer when I changed the ones in starfarer.api.zip folder, the game does not recognizes the changes I made. I changed how efficiency overhoul, auxillary tanks work but I couldn't make them work.
The API is a mirror of the game's source code, which exists purely for player/modder reference. The game doesn't read the API as it already has all those files compiled inside its source code, which is why editing them doesn't change anything.
Thanks you for your interest. Well I couldn't found the logistical hullmods in the normal hullmod folder, is there any way to work on them?