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Topics - RustyCabbage

Pages: [1] 2
1
I had the... fortune? of getting this video recommended to me by Youtube and thought I'd check it out.


It's very long, and a generally less rosy appraisal of Starsector than I'm used to seeing, so it was pretty interesting to watch. In my opinion a lot of the criticisms were from either a refusal to engage in game mechanics (loadout design, ship orders, the tactical screen somewhat), or in the vein of "I was expecting x instead of y and I think it should be x so the fact that it's y is bad", but I think there were a few good takeaways throughout it all:

- there should probably be a help pop-up for approaching coronas. I know there's the UI cues and sorta sound cue, but it seems new players often miss the cues and take significant CR damage as a result.
- some sort of autopause system when dangerous enemies are detected so you aren't jump-scared by enemies you can't dodge (a la SafariJohn's Hostile Intercept mod)
- danger stars in pre-combat dialogue. They're shown when mousing over them during the campaign, but if the player missed that it's difficult for new players to get a sense of how difficult an encounter will be (aside from loose indicators like the amount of difficulty xp being rewarded)
- better language about whether or not you can disengage without combat. It's not really clear that if your burn level is higher than your pursuer's then you can dodge the combat mostly without repercussions.
- there currently isn't really any decision making behind salvaging objects/fleets after interacting with them. There's very little associated danger or much interaction involved, you simply know/remember to press the ability or not. I guess this one is a holdover from when we could salvage multiple times per debris field but I think it could basically just be bundled into the first set of drops
- bump up easy mode by reducing supply and fuel use. It's not very difficult for veteran players, but beginning players could probably use a softer learning curve.
- more clarity on expedition sizes. keywords are provided, but I wonder if it wouldn't be too excessive to provide something like a list of notable ships like is done for bounties. Maybe that messes with the immersion
- kill rewards from commissions are kind of low. Most of the benefit from commissions comes from the passive income and there's actually very little incentive to fight on behalf of the commissioning faction since the rewards per kill are pretty low. I think Sundog's Ruthless Sector mod does a better job of scaling the rewards to incentivize fighting instead of AFKing (which sadly the video creator tended to do a lot of)
- more clarity on advancement of Galatia academy missions. I think there's a nudge to go visit the academy eventually, but it immediately flows into radiant quests from Sebastyen, with little indicator for new players that completing a certain number of those missions will advance into the At The Gates mission. Hence new players might be missing out on some key story elements. I think right from when you start receiving those radiant quests, maybe an intel item could be added to the Story tab on the intel screen indicating there's a goal behind completing the random quests.
- Some sort of mechanism for recovering from total losses, which happens to inexperienced players relatively often. Nexerelin uses ship insurance to recoup some of the value of lost ships, and I think this is a good avenue for introducing an additional mechanic to soften the blow of player losses which are rather asymmetric compared to the infinitely generating challenges created for the player. Probably a significant amount of overhaul involved but it seems fairly reasonable?

Anyways, just random thoughts I had from spending much too much time listening to someone rant about this game :)

2
When modular ships are edited in a main menu mission, the auto-generated variants are created as follows:
-The "main" part of the ship will be created with the id mission_<mission_id>_ship_#
-Any modules for the ship will be created starting with the id mission_<mission_id>_ship_1000# and incrementing for each following module.

Unfortunately this means that if you have multiple modular ships in a row, the variant ids will overlap and you can end up with monstrosities like this:


I guess my suggestion would be to have modules created starting with the id mission_<mission_id>_ship_10#00, or something similar, and incrementing with each module to avoid any variants being overwritten when multiple modular ships are being edited.

3
I've got a list of these variant ids that aren't associated with a .variant file which I assume are from an older version of the game:
Spoiler
205199  - wolf3
205199  - wolf2
205200  - wolf5
205200  - wolf4
205200  - piranha1
205200  - wolf1
205200  - eagle3
205200  - eagle2
205200  - eagle1
205201  - falcon2
205201  - falcon1
205201  - dagger1
205201  - trident1
205201  - hammerhead2
205201  - hammerhead1
205201  - shuttle1
205201  - atlas1
205201  - talon1
205201  - talon2
205201  - astral1
205201  - xyphos1
205201  - conquest1
205201  - condor2
205201  - condor1
205202  - wasp1
205202  - hyperion1
205202  - broadsword1
205202  - hound1
205202  - lasher1
205202  - omen1
205202  - enforcer2
205202  - tempest1
205202  - enforcer1
205202  - venture1
205202  - gemini1
205202  - sunder3
205202  - sunder4
205202  - sunder1
205202  - sunder2
205202  - sunder7
205202  - sunder6
205202  - sunder5
205202  - buffalo1
205202  - onslaught6
205202  - onslaught5
205202  - onslaught4
205202  - onslaught3
205202  - onslaught2
205202  - onslaught1
205202  - onslaught7
205202  - onslaught8
[close]
(ignore the numbers beside them I took it from my log file)

Some of the ships have changed their weapon slots around since they were created but the variants can still be spawned in via console or an unsuspecting mod and will subsequently cause a crash (astral1 for example no longer has weapon slot WS 009). Worth considering removing some/all of these variants if they aren't necessary anymore?

4
Bug Reports & Support / couple of funky variants
« on: October 24, 2021, 02:38:36 PM »
this is super minor but:

afflictor_d_pirates_Strike uses Hammers in its Hybrid slots
remnant_weapon_platform1_Standard uses a Gauss Cannon in a Synergy slot
enforcer_Tutorial has four extra OP (actually I think you mentioned before that if it was in caps it wouldn't overload in the tutorial so that's probably intentional)

5
(Putting this in modded since it doesn't come up in vanilla at all)

In the main menu missions, while pressing the Reset button will clear the /saves/missions/<mission_name> folder, only the first 101 ships are actually reset to the original mission variant, with any following ones keeping any changes made to the loadout.

6
Mods / [0.95.1a] Gacha S-Mods v1.5.2
« on: September 24, 2021, 01:45:42 PM »

Download here!



Fixes all design issues with s-modding, 92% guaranteed. Ü

Core Features
  • Creates two dummy 0 cost hullmods:
    • {Random S-Mod}: When built into the ship, adds a random hullmod as an s-mod. No effect otherwise.
    • {Remove S-Mod}: When built into the ship, removes a random number of s-mods (default up to 3; configurable). Story points are not refunded. No effect otherwise.
  • Blocks building in all other hullmods by default (configurable). So if you want s-mods, they have to be randomized.
  • Three possible selection modes:
    • Classic: Hullmods are selected with uniform probability of selection.
    • Proportional: Hullmods are selected with weight = 1/OP, with an adjustable increase for free/hidden hullmods.
    • True Gacha: Hullmods are split into 4 categories (d-mods, cheap mods, standard mods, hidden mods), with each category being allocated an adjustable weight.
  • Customization options available in data/settings/json.
Other gameplay changes
  • S-modding will grant a random amount of bonus XP so you can't predict what hullmod you're going to get from that.
  • I added a hullmod category so you can find the hullmod easier (it defaults to sitting at the bottom). it's kinda ugly but what can you do.
  • Expect a mild amount of jank as required to workaround various UI limitations. I did my best, I swear.
Options (found in settings.json)
  • No Save Scumming: ships will roll the same s-mods and bonus xp every time until you've confirmed your choice.
  • Use Online Blacklist: will also check the latest blacklist from the GitHub source
Disable/Enable Features
  • Disable Random S-Mods: hides the Random S-Mod hullmod and allows regular s-modding.
  • Disable Remove S-Mods: as god intended.
  • Allow Standard S-Mods: allows regular s-modding but does not affect the two hullmods added by the mod.
Random S-Mod Options
  • Selection Mode: choose between the three modes described above
  • True Random Mode: will randomly choose (almost) any non-hiddenEverywhere hullmod for s-modding. (Maybe you get Targeting Supercomputer, maybe you get Axial Rotation, thems the works.)
  • Only Known Hullmods: will only roll hullmods known by the player (off by default because then why would you learn Shield Shunt/High Scatter Amp
  • Only Not Hidden Hullmods: will only roll hullmods that can be learned by the player (the usual modular ones)
  • Only Applicable Hullmods: will only roll hullmods that are normally applicable on the ship (so no Safety Overrides for capital ships)
  • Respect "no_build_in": will not roll hullmods that have the no_build_in tag (e.g. Safety Overrides)
Selection Mode Options
  • Adjust the rarity of free and hidden hullmods in Proportional Mode.
  • Adjust the weights for the different categories in True Gacha Mode, and what counts as a "cheap" hullmod.
Remove S-Mod Options
  • Min Removed S-Mods: Sets the minimum number of s-mods that can be randomly removed whenever Remove S-Mods is built in (set it to 0, coward)
  • Max Removed S-Mods: Sets the maximum number of s-mods that can be randomly removed whenever Remove S-Mods is built in
Blacklist Options
  • Blacklisted Hullmods: Want to not roll specific hullmods? Add their hullmod IDs here.
  • Use Greylist: will prevent loading any hullmods in greylistedHullmods.json (an optional, uncurated set of additional hullmods others have told me to not include)

Uninstallation
Should be safe to remove at any point!

Source and changelogs: https://github.com/RustyCabbage/GachaSMods

Poke me if you have a feature request or you notice things missing/broken. You can also find me on the Unofficial Starsector Discord @rubi#0864.

credits:
tim & selkie for OP formatting advice
Mayu for making super sekrit Special Hullmod Upgrades only accessible with Gacha S-Mods. Low key I didn't even know you made a forum post, sorry for the slow acknowledgement ;-;

7
Suggestions / Option to always see enemy flux/hull bars
« on: August 15, 2021, 11:56:42 AM »
It'd be nice to be able to look at the hull/flux/CR stats of multiple enemy ships without requiring mouse over or shifting targets, as you can do with allied ships.

It'd also be a nice addition for AI battles.

8
Essentially, on a carrier that uses modules and fields only fighters/interceptors (no bombers), the carrier will not move out with its fighters even though the autopilot sets them to Engage. I happen to have the AI Flag Tools mod enabled, and it seems the CARRIER_FIGHTER_TARGET flag selects the enemy ship for a few seconds (up to 5-8 seconds) but then the target switches to 'null' and it almost never switches back to the target.

It's not completely consistent but is generally reproducible with enough attempts.

Ships I've seen this occur in (tested in simulator by toggling autopilot - no skills or doctrine changes):
Roider Union Ranch-class
Scy Nation Keto-class
ScalarTech Solutions Gown-class

9
Mods / [0.96a] Ship Catalogue/Variant Editor (SCVE) v1.8.2
« on: May 10, 2021, 01:04:48 PM »

Main Features
Provides four out of campaign missions (accessible in the title screen):
  • one that contains a sorted list of all the ships in vanilla
  • one that contains a sorted list of all the ships added by mods filtered on a per-mod basis
  • one that allows custom searches through editing a CSV file
  • one that provides a list of variants with common issues
No more relying on modders creating a showcase mission for you!

Other Features:
  • Ship filters to avoid spoilers
  • Weapon/wing filters so you can also look at only the relevant mod gear (or mod gear + vanilla (or [REDACTED]^2 weapons))
  • Perma-modding s-mods in case you want to try out some builds without loading the campaign and doing a bunch of console commands

This mod is safe to add and remove from your saves.

For modders wanting to interact with the spoiler filter: simply add either a "HIDE_IN_CODEX" hint or a "restricted" tag to the relevant ship in data/hulls/ship_data.csv.

Changelog
Future changelogs can be found here:
https://raw.githubusercontent.com/RustyCabbage/ShipCatalogueVariantEditor/main/changelog.txt

v1.7.5
-added ability to check knownShips and priorityShips in custom mission
-added options for known/priority weapons/wings for custom filters
-added showRestricted to custom_wing_filter.csv
-added LunaLib version checker support (as in the changelog. i'll figure the rest out later eventually :tm:)

-fixed issue with Officer Details hullmod crashing. Thanks to Helmut Kohl!
-fixed invalid weapons being restricted instead of set to unavailable
-fixed issues with logging that were present in v1.7.4.1

v1.7.3
-new mission for modular hulls
-idr what else :)

v1.7.0
-added ability to add officers for sim testing
-ship names now use the hull id (someone will find that useful maybe)
-sweep sweep

v1.6.1
- added a settings.json file to allow the user to set their own default filter settings
- entering the variant validator mission will now limit the weapon/wing filter to either DEFAULT or NONE
- fixed possible crash if no variants fail validation in variant validator mission
- fixed the weapon filter being totally broken

v1.6.0
-Added variant validator mission
-weapons and wings are now filtered nicely
-Added error message when every ship in a mod is hidden by the ship filter
-Removed loa_arscapitol since it breaks the simulator (and it's basically a station so idc about ignoring it)
-Fixed incompatibility with Gacha S-Mods

v1.5.0
-custom mission: added filter options based on weapon slots
-added custom weapon and wing filters, same general format as the custom mission

v1.4.2
-Fixed issue where entries in weapon_data.csv without a corresponding weapon spec would break the weapon filter (thanks, Zym)
-Fixed some Diable Avionics modules showing up in mission
-improved naming for extra hullmods
-fixed the current mod highlighter not updated on first click
-removed excessive log statements

v1.4.1
-Fixed the ship filter not working for the mod mission (thanks, Tilt)

v1.4.0
-Fixed issue where some mod-added skins of vanilla ships wouldn't show up
-Fixed issue where mods that add nothing but skins of vanilla ships wouldn't show up
-Rewrote everything from the ground up so things are faster and cleaner
-Externalized all the strings and cleaned up a lot of the text
-Removed a bunch of features I don't feel like maintaining anymore:
---adding +10 caps/vents over the limit
---adding custom officers
---adding officers to simulator ships
---the few weapon search options in the custom mission (I'll probably figure this out eventually)
---missions that probably no one but yubby noticed

v1.3.2
-Many improvements and fixes
(really I've been tinkering with a bunch of different things and forgot exactly what I did. sorry.)

v1.3.1
-Added another file to allow player-side officers in SCVE missions
-Turned simulator officers off by default (oops!)
-Improved sorting, fixed star fortress drones showing up
-Fixed overriding AI cores not working
-AI Core officer skills are now always elite as omega intended
-Misc code fixes somewhere, probably

v1.3.0
-Added settings to allow enemy officers in simulator.
   -(still thinking about how I would implement allied officers)

v1.2.0
-Fixed vanilla skins not showing if modified by another mod.
-Added a search function!

(Thanks Meso for letting me use some Tiandong code!)

v1.1.1
-Spoiler filter set to ALL by default instead of MAJOR
-More robust checking for modules
-Fixed mission descriptions and added a blurb for where to find your .variant files

v1.1.0
-Some code cleanup, added prefixes to .java files
-Now shows Mod ID instead of names if you have over 15 ship-adding mods enabled
-Added a "~" prefix to d-mods so they are always at the bottom. This should disappear upon hiding them/campaign start.
-Added hullmods to mimic the increased capacitor/vent limit from Special Modifications. It's pretty jank pls no boolly.
-Added data/hulls/SCVE/manual_spoilers.csv so I don't have to recompile if I need to hide something as a major spoiler for some reason

-Fixed Secrets of the Frontier showing up in the list despite it not adding any viable ships.
-Fixed Tahlan Silberblut Regalia Kfg.D showing up in the wrong order.
-Workaround for ARS Capitol showing up in simulator (hidden unless you have Spoilers Filtered: NONE)
-(Fun fact: the Bento (LP) from Tahlan is tagged as a Low Tech ship)

(Thanks Yubby for bug catching!)

v1.0.0
-Initial release
[close]

Thank you to Dark.Revenant and MesoTroniK from whom I adapted some code.
Thanks Dragn, who helped me figure out how to fix a major issue with skins!
thanks techpriest for [REDACTED]

Poke me if you have a feature request or you notice things missing/broken. You can also find me on the Unofficial Starsector Discord @rubi#0864.

Source: https://github.com/RustyCabbage/ShipCatalogueVariantEditor

10
Suggestions / More restraints on s-mods for more interesting usage
« on: April 15, 2021, 02:22:23 PM »
After some discussion, I looked through a lot of images of loadouts people posted on the Discord and saw that easily >90% of the s-mods used were some variation of:

Safety Overrides
Augmented Drive Field
Heavy Armor
Expanded Missile Racks
Hardened Shields
Integrated Targeting Unit

Occasionally I'd see Hardened Subsystems for some SO/Phase ships, and rarer still I saw Militarized Subsystems along with some built-in Reinforced Bulkheads and Blast Doors for Derelict Contingent ships.

Overall, there's a rather boring lack of diversity when it comes to placing s-mods on your ship, since it's basically always a no-brainer to include 2-3 of the six hullmods above. There's already been discussion about building in Safety Overrides, but I'd argue that this could reasonably extend to the other ones listed as well.

My proposal:
Remove s-modding non-logistics hullmods above a 5/10/15/20 OP cost. The image below shows which hullmods would be applicable under this rule (highlighted in green):

(This was a bit of a lazy screenshot, but it's sorted by OP Cost so everything above Unstable Injector would be disallowed except for Augmented Drive Field. Operations Center and Militarized Subsystems should also probably be whitelisted.)

There are a lot of good, interesting choices you can select within this subset of the hullmods, yet none of them are so much better or universal than the others as to be auto-includes the same way Hardened Shields and ITU generally are. This lets s-mods be a way to allow you some additional utility in your loadouts without being a simply thoughtless influx of OP.

11


-Breach pods refuse to fire, even when the ship should be panicking, or against shieldless ships.
-At 0:14, it has some sort of constant venting issue
-At 0.24, the right Heavy Mortar is firing at nothing in particular (it's on manual fire, and linked turrets aren't supposed to fire when the pointer is aimed outside its firing arc).

12
This one is a mission loadout ship (so unskilled, steady personality) against a simulator opponent, so hopefully it's a bit more easily reproduced on your end.



Variant used:
Spoiler
Code
{
    "displayName": "Overdriven",
    "fluxCapacitors": 20,
    "fluxVents": 18,
    "hullId": "enforcer",
    "hullMods": ["safetyoverrides"],
    "permaMods": [],
    "sMods": [],
    "variantId": "test_enforcer_Overdriven",
    "weaponGroups": [
        {
            "autofire": true,
            "mode": "LINKED",
            "weapons": {"WS 003": "chaingun"}
        },
        {
            "autofire": true,
            "mode": "LINKED",
            "weapons": {
                "WS 001": "lightdualmg",
                "WS 002": "lightdualmg",
                "WS 004": "lightdualmg",
                "WS 005": "lightdualmg"
            }
        },
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {
                "WS 006": "sabot",
                "WS 009": "sabot"
            }
        },
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {
                "WS 007": "reaper",
                "WS 008": "reaper"
            }
        }
    ]
}
[close]

The ship decelerates to ~40 speed despite the Hammerhead being overloaded and at low health. I kind of have a suspicion that it's backing off to try to avoid any ship explosion damage, but maybe it's tuned too aggressively?

13
Bug Reports & Support / Putting Shield Shunts on shieldless ships
« on: April 03, 2021, 01:01:36 PM »
If you add Makeshift Shield Generator to a shieldless ship, you can then add Shield Shunts, which will stay on even if you remove the Makeshift Shield Generator.

14
Bug Reports & Support / [RC12] Brawler isn't showing up in any markets
« on: April 01, 2021, 10:56:41 AM »
(This is vanilla, aside from adding Console Commands and LazyLib for easier checking)

We had a discussion in the Discord about how Brawlers apparently aren't showing up in markets. There are reports that they still show up in fleets and stuff.



It's exceedingly unlikely that the two brawler skins are showing up on the market but the base hull is nowhere to be found.

15
During At The Gates: After scanning six gates, you return to the Galatia Academy and receive the prototype Janus Device, with instruction to activate it outside the core worlds. After activating the prototype Janus Device and being blown up by the wavefront, once you return to the Galatia Academy you have some required dialogue, which afterwards prompts you to talk to Scylla Coureuse. If at this point you talk to Anahita Baird, she restarts the dialogue about testing the prototype Janus Device.

If you want, you can then once again travel to a gate and blow yourself up. This process is repeatable.

Screenshot

You can see that the At the Gates prompt tells you to arrange a meeting with Kanta, which is the next part of the quest, but below that there's the text for beginning the implementation phase of the project, which we just finished.
[close]



Also, a couple other misc. things that aren't related to the bug above but I don't think warrant a full thread. They might have been patched in the hotfixes:
- If you get a smuggling mission where you're given some sort of (illegal) commodity and have to deliver it, you can cancel the mission in the Intel screen within the day for no penalty, keeping the smuggled goods.
- The bar event where you raid a hanger with some marines for a ship can appear in your own colonies, which seems very strange.

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