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Mods / Re: [0.95.1a] Arkships V0.3
« on: August 10, 2022, 05:48:36 PM »
Very neat
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
its really great............... but some ship still ha a default shield rather than hexagonal, example sparrowhawk from blade breakers, is this some kind of blacklist or just didnt apply, or just a bug?
- uses whitelist csv to replace shields based on hullstyle (won't affect modded hullstyle ships unless mod adds whitelist csv entry to its config, or user adds manually)
yeah you can replace it with this csv courtesy dhunt (contains a bunch, might need to double check) https://cdn.discordapp.com/attachments/908508642976878702/935804133913530388/hex_whitelist.csv
2. And what if a mod update isn't just a compatability patch? what about changing content in such a way that it doesn't work with saves on the previous versions? then as soon as you push put the update it will break everybody's saves
Well damn that sucks. Maybe the dev can add that in? After all i cant turn a world into an outright fortress/ economic powerhouse AND manage it without a scrollbarCan you add a menu scrollbar to colony structures/industries? I have gotten to were i can make so many industries that i cant see em all. And yes you are not limited in terms of how much you can build AND you get all the bonuses still. plz add the menu scrollbat yto our colonies structure list or make it into a listThat's hardcoded.
Perhaps it’s a bug but I’ve never had it placed in my storage.
It doesn't go into the player storage, it goes into the resources stockpile on the market.
I understand where you're coming from, but I don't think I can remove the food demand without making changes to core starsector files (which would introduce conflicts with other mods).Really? Unknown Skies adds two colony conditions that remove drug demand, and if I recall correctly, the "Habitable" condition does the same with a planet's base organics needs, so I had the impression that it was relatively easy. My mistake if it isn't.What if I implement an arcology-unique building that can produce food without taking up an industry slot?A food industry that doesn't take an industry slot would be pretty cool and make arcology worlds more distinct, but as someone who plays with Industrial Evolution and other mods that add new structures, I can see myself removing it in favor of farming on a terran world the moment I reach the structure hard cap.
Though, I suppose you can't base your mod development around a problem that doesn't exist in vanilla.
If you mean to have a hullmod be permanent on a ship and otherwise not removable, that is straightforward to do. Making a selected hullmod in the refit screen permanent upon selection for a cost (what I'm assuming you mean) would probably be much harder (never tried so I could be wrong though).
Has anyone attempted to make a mod that lets you build hullmods into a hull permanently? How difficult would that be to do?
Coming in the next Starsector update. (Story points allow you to do this iirc twice?)
That's straightforward to do, and it's also going to be a feature of the next starsector update iirc.