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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - DaFranker

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1
Suggestions / Re: "Where am I?"
« on: November 25, 2018, 01:21:55 PM »
In the meantime if I'm zoomed in and suddenly lost, I'd hit that starscape filter (the "1" key). The indicator stays the same but becomes a lot easier to spot amongst the flat star icons:


2
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7
« on: November 19, 2018, 03:59:42 AM »
Spotted a typo in the weapons_data.csv file for Deva Heavy CAS Beam while I was hunting down an apparently unrelated crash. It has the tag sra__high_bp instead of sre_high_bp (double underscore there).

@Ryu116:

Quote
Shadowyards Requires LazyLib, MagicLib and GraphicsLib to function.

You're missing GraphicsLib.

3
Modding / Re: porting mods from 0.8 to 0.9
« on: November 16, 2018, 01:59:53 PM »
Literally anything that would affect the modding API or any changes to any game elements your mod changes that show up in the full patch notes could potentially be an issue, I think.

In the interest of trying to be more helpful than that, here are some things that jump out at me that may (or may not) be particularly relevant for many mods:

  • Removed CargoItemType.MOD_SPEC; use CargoItemType.SPECIAL instead
  • Added new columns to weapon_data.csv; if present these override tooltip fields
    • primaryRoleStr
    • speedStr
    • trackingStr
    • turnRateStr
    • accuracyStr
    • noDPSInTooltip: to not show DPS row in weapon tooltip
  • Also added to weapon_data.csv columns to define two custom sections (with highlights) in tooltip info:
    • customPrimary
    • customPrimaryHL
    • customAncillary
    • customAncillaryHL
  • Projectile weapons only: LINKED or DUAL barrelMode weapons will now multiply the weapon_data.csv flux cost by the number of barrels that fire simultaneously
  • Ships with modules:
    • Modules are no longer configured using weapon groups
    • Added "modules" section to .variant files instead
    • Modules will be ordered in listed order provided "modules" is an array of objects
  • Variants, hulls, skins, skills, weapons, projectiles: will be merged with core files when loaded
    Meaning, a mod can now provide a partial file with just the changes rather than a complete file
  • Renamed FleetDespawnListener to FleetEventListener
  • MutableStat values no longer capped to be >= 0
  • Added MarketAPI.get/setEconGroup()
  • Added "tags" and "rarity" columns to ship_data.csv
  • SectorEntityTokens and MarketAPIs stored in a MemoryAPI will be replaced by their ids in save files, and restored on load
    For this and other reasons, code must gracefully handle a case where an entity is put into memory but then is no longer there or *is* there but is no longer in any LocationAPI
  • Removed dHullOverlaySmall/Large from hull_styles.json; replaced with single dHullOverlay, which should be large-ish and will tile to cover bigger hulls (instead of being upscaled)
  • Added "canUseWhileRightClickSystemOn" to ship system definitions

There's probably other things that may affect some mods, or even critical things that affect all mods I've missed. If all else fails, launch it, see what breaks, figure out why, repeat :\

4
Mods / Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« on: October 31, 2014, 03:05:43 PM »
Regarding 3, I personally preferred the large, expansive system, and exploring it.
I'm not sure how easy it would be to do, or if you'd even be interested in doing such a thing, but would have map size option in the character creation be a possibility, like in exerelin, but with set maps for each size.
This would allow people to have a map size based on what there computer could run, or they would be interested in

TL;DR
Variable map sizes?

The main problem with variable map sizes is that you then have to either: 1) Build two versions. 2) Make the mod as an "extra systems" version, but remove / skip most of them by default, which can be pretty damn hard to balance.

And one way or another, extra systems means extra work unless some sort of procedural generation is in play.

Not that this doesn't stop me from agreeing: I also like the large sector with lots of systems, and I prefer many systems over less. If the performance issues can be resolved, I'd say go for many systems.

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