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Messages - Alluvian

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16
Modding / Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.0.5
« on: March 17, 2020, 07:29:08 PM »
Mod update: New version 0.1.0. Removed the need for Python scripts (and thus editing other mods / end-user complexity). Instead, the two blueprints are generated using the pre-existing "derelict" and "remnant" tags found in the "ship_data.csv" files. On the plus side, this also tags in the wings & weapons that have these tags.

17
I'm looking for a way to make an industry require two industry slots.
My hackjob solution is to make it unavailible if there are less than two open, and auto-place an secondary industry on build, wich causes issues I would rather not have to account for since it can be removed...

is there a better way?
Thanks :)

One alternative would be to still require 2 slots to start, but on build to reduce the total slots available by one. However, this means you would need to restore the reduced slot if/when the industry is removed.

Another would be to add a planetary condition (or other similar non-industry slot addition) that has the -1 reduction effect while present.

18
Modding / Re: [0.9.1a] Transparent planetary shield v1.1
« on: March 16, 2020, 02:26:36 PM »
I'm gonna stop you right here!

It's not a good idea to clutter the colony menu with more things to build, as per your suggestion, it would take 2 slots to get a blue planetary shield, that's complete madness.

As shown in my prior post, it can be coded to replace the shield using "removeIndustry"; thus only taking one slot.

19
Modding / [0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0
« on: March 16, 2020, 02:22:59 PM »
Derelict and Remnant Blueprint Mod
0.1.0

Description: A small Starsector mod that enables two blueprint packages, one for Derelicts and the other for Remnants. These respectivbe blueprints include all of the ships, weapons and fighter wings (vanilla or added by mods) as blueprints. These blueprints operate based on the pre-existing 'derelict' and 'remnant' tags that exist. Tested against (almost) all mods on the forum successfully. Blueprints, as implemented, have a drop rate of 0.01 for Remnants and 0.02 for Derelicts.


Screenshots:
Spoiler




[close]

Version Info:
Spoiler
  • 0.1.0 - No longer needs Python scripts. Hulls, Wings & Weapons in each BP.
  • 0.0.5 - Initial release
[close]

[attachment deleted by admin]

20
I was wondering if a total random universe was possible?
I know Nex adds random core worlds, but would something like the below be possible?

Have the entire map be random in terms of placing starting inhabitant worlds, with a faction grouped together in the same constellation.
So when you meet other factions, it's almost like discovering a new species out there. Would make exploration interesting/rewarding.

I'm assuming there is something in the game mechanics that prevent this?

Possible, but would take some work. Might be possible as a Scenario. You could leverage the clustering of star systems (constellations) and only add planets for a faction in the same constellation; with the minimum overlap being Pirates.

21
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.6 - Let them Fight!
« on: March 16, 2020, 05:18:47 AM »
I want to say it clear: it is an interesting idea, but I will never use this mod, as it is not fit in a game I want to play.

That's the joy of mods, you can use whichever ones you like to create a game to fit your tastes, or for specialized playthroughs / campaigns!

That was posted only because "DAKKA" is very orcish thing.
I respect orcs.
[close]

P.S. If you really want "MORE DAKKA" try to create ram-attack variant with ridiculously hight armor, minor firepower and no fighters or shield at all. Make it red, cos red=fast.

In progress actually. I have a subvariant (currently called 'Ramtouch') that I have been experimenting with using a burn drive. I actually want to put together an engine module (skin to the Cathedral Hubship one from SWP). Even thinking of a custom burn drive variant, with more speed, less control and increased chance for fun things occuring.

22
Modding / Re: [0.9.1a] Transparent planetary shield v1.1
« on: March 16, 2020, 05:11:05 AM »
Very interesting mod! I do have one suggestion at this time.

How about adding a (non industry) buildable option at the colony, that depends upon the presence of the Red Shield (original) version; when present a list of alternative color options are available. When one of those is built, it replaces the original (and then precludes the others from showing up).

You would need some code like this to remove the original shield:
Code
    protected void buildingFinished() {
        super.buildingFinished();
        this.market.removeIndustry("PLANETARYSHIELD", (MarketAPI.MarketInteractionMode)null, false);
    }

The new 'Industries' would just need to be copies (variations) of the original PLANETARYSHIELD, save with a different link to the color option.

You could then add entries to a custom settings.json:
Code
"industry":{
"shield_texture_pink":"graphics/planets/planetary_shield_pink.png",
"shield_texture_blue":"graphics/planets/planetary_shield_blue.png",
}

And then you would need the industry itself (copy pasta from the original, region of interest shown below):
Code
public class PlanetaryShield_Blue extends BaseIndustry {
[stuff]

# changes go here, otherwise would be the same as class PlanetaryShield
   public static void applyVisuals(PlanetAPI planet) {
      if (planet != null) {
         planet.getSpec().setShieldTexture(Global.getSettings().getSpriteName("industry", "shield_texture_blue")); # blue version
         planet.getSpec().setShieldThickness(0.1F);
         planet.getSpec().setShieldColor(new Color(255, 255, 255, 175));
         planet.applySpecChanges();
      }
   }


23
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.6 - Let them Fight!
« on: March 16, 2020, 04:34:32 AM »

Indeed! Definitely interested in getting a space hulk with guns added in some fashion; either Pirate-themed (or generic with a pirate variant).

Currently learning how to use the ship editor tool, among other things. Hoping to be able to add some more interesting options to this collection as time goes on.

24
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.1 - Let them Fight!
« on: March 15, 2020, 09:32:34 PM »
You should call this one "The Hornet's Nest"

Thank you for the suggestion. Naturally, as the mod is still in development, the names for stations / ships / variants are subject to change.

25
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.5 - Let them Fight!
« on: March 15, 2020, 09:23:12 PM »
Small Update: New version 0.2.6. Added support for Version Checker.

26
Modding / Re: Ideas for different shield systems
« on: March 15, 2020, 08:19:13 PM »
More shield types would be nice.

I am tempted to adapt the drone 'merlons' used on the Star Fortress stations for creating destructible shield elements.

27
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.1 - Let them Fight!
« on: March 15, 2020, 07:28:24 PM »
why

I like large space vessels and I will not prevaricate.

Low Tech Update #2: New version: 0.2.5. Added two variations to tier three (see screenshots below). Basic text descriptions now included, will be expanded later. All current 'ship' variations are now hull types, and are properly blueprinted. Each can be found as a single blueprint (for one design variant) or as part of a package.

Low Tech Tier 3:
Spoiler
Hangarqueen: All hangar bay sections all the time.
Spoiler
[close]

Moardakka: Name taken from some strange de-civilized pirate lingo.
Spoiler
[close]
[close]

28
Modding / Re: Thinking about learning how to mod ships
« on: March 15, 2020, 04:54:02 PM »
Those particular values would be located in: ship_data.csv

Check out the wiki link below for some of the general details of what the file contains.

https://starsector.fandom.com/wiki/Ship_Data_CSV

29
General Discussion / Re: Legio Infernalis destroying the entire sector
« on: March 13, 2020, 10:13:51 AM »
If you like the Legio, but do not want the sieges, change "enableLegioSiege": true to false in "tahlan_settings.ini". If you want the sieges, but want them toned down a bit, and you are comfortable editing the java code, take a look at the file "LegioSiegeManager.java". The mod author, Nia Tahl, wrote the code for this mod quite cleanly.

30
Modding / Re: [0.9.1a] Mobile Star Fortress v0.1.5 - Let them Fight!
« on: March 12, 2020, 06:28:04 PM »
Low Tech Update #1: New version is 0.2.0. Added several variations to Tier 1 and 2. Still working on Tier 3 adaptations. Initial mechanisms for blueprints added. Pondering ways to have BP packages for variants groups.

Low Tech Tier 1:
Spoiler
Standard: Good old reliable. Fly backwards to dakka.
Spoiler
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Bulletstorm: All guns, no pilots. Somewhat enough dakka.
Spoiler
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DiveBomber: All hangers, some guns.
Spoiler
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Stormlance: No more flying backwards to point the majority of guns at the enemy.
Spoiler
[close]
[close]

Low Tech Tier 2:
Spoiler
Standard: Mostly normal.
Spoiler
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Toreador: If you ain't spewing fighters and spinning, you ain't winning.
Spoiler
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Murderhobo: Approaching adequate amounts of dakka.
Spoiler
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Throneskull: Thrones for the throne skull! Needs some work.
Spoiler
[close]
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Low Tech Tier 3: (just standard for now)
Spoiler
Standard: Nothing new here... yet.
Spoiler
[close]
[close]

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