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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Messages - NoFoodAfterMidnight

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Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 17, 2019, 06:28:28 AM »
just plugged in nofoods version and was instantly happy hes implemented a ton of the stuff i would have likes to see have to play with this one for awhile

also enjoy that you made the sajuuk-khar expensive but even more (argueably)powerful then before(minus the turret arc work and the large missiles but got rid of the fluxing out issues and hard mounted pd)

I'm glad you're liking it. I remade the Sajuuk-Khar bigger and badder than before, definitely a powerhouse but it's supposed to be very, very rare and expensive. I wanted to keep the fun factor of such a huge ship without making it *too* good.

Give me any feedback you can :)

And that changed the pricing of it?

Mods / Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« on: October 14, 2019, 12:36:44 PM »
Something I've noticed is that single blueprints are massively more valuable than packs. For instance, the Buffalo (A) blueprint has a value of ~26k, while the Hegemony Auxiliary Pack has a value of 20k.

I'm guessing this is to inflate the value of rare drops, but it obviously causes a problem here.

Would like suggestions on how to go about addressing it.

Both the blueprints you're adding and the rare blueprints are technically the same item, and their value is based on the price of the ship/weapon/wing the blueprint is for set in the plugin for that item. You could make another plugin from "com.fs.starfarer.api.campaign.impl.items.ShipBlueprintItemPlugin", change the way the price is determined, and create a new item in special_items.csv pointing to your new plugin. Then add that item to the drop tables instead. That plugin should be able to be put into your mod like any other plugin.

Changing the value of the BP packs is also an option, it won't affect the value of the singles.

Mods / Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« on: October 14, 2019, 01:53:03 AM »
So an actual comment about the mod itself for a change: This mod seems to just dilute drop tables pretty significantly, resulting in you getting the large blueprint packages and rare blueprints far less often, and doesn't increase the drop rate of blueprints themselves for the most part. I think you can modify the chances of getting the packages by adding the package entry which overrides it's original entry, changing it's weight.

Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 13, 2019, 10:46:08 PM »
Anyone's free to update my mods, so I don't mind.
I'll put links to both versions in the main post, so people can try out bombasticmori's and yours and they can see for themselves which one they prefer.

Awesome. Here's the link to my version of the mod:

There's a readme with a description in it in the download

Yes it's possible, I'm playing with the idea myself. It's a bit of work though and you need knowledge of Java.

Modding / [0.9.1a] Better Neutrino Detector Mod
« on: October 10, 2019, 09:49:36 PM »
A really simple mod that removes the false-positives from the neutrino detector ability, while increasing its volatiles usage significantly and giving it a start-up cost.

It's strong, but isn't very cash-friendly in the early game so there's still plenty of time when you won't be using it, but it saves a lot of time for mass-searching in the late game.


Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 10, 2019, 09:40:29 PM »
Hey guys, I've spent a few days completely rebalancing and fixing all the bugs in this mod, giving them a cohesive combat style, fixing all the ships' weapon mounts so they're not firing over eachother, and generally reworking a lot of stuff to work in the current version of the game. I think it may be a bit different than the intended vision of the mod originally but I think it works with the Hiigaran lore and ships. I'm wondering if I can post an upload link here, if you guys are interested and okay with it.

The way the DMod reduction is implemented with a random.nextint() I think it can cause errors if it's negative.

But the FleetEncounterContext is exactly what I was looking for, thanks! I'd been assuming that ShipRecoverySpecial handled post-combat recovery, but it's only post combat derelicts and ships contained in debris fields.

Is the recovery of lost player ships after combat handled in CoreScript and ShipRecoverySpecial? Trying to get player ships to be recovered with more Dmods.

How do I get my new combat plugin to work? I've got a class implementing EveryFrameCombatPlugin in a .jar in a new mod, with the jar being referenced in the modinfo file. I'm not sure how to get the game to read this plugin. Up until now for stuff like this I've been overwriting things in the game's API.jar in the core folder, which isn't exactly something I should be doing going forward. Which also leads me to another question, is it possible to get a mod to overwrite a .class file in the core .jar?

Modding / Re: Making faction patrols stronger
« on: August 28, 2019, 10:36:55 AM »
I've actually done this for my difficulty increase mod, it requires altering the patrol structure in the mod API.

You'll need to make a mod that has an altered script, and an industries.csv that points to it instead of the base file.

getPatrolCombatFP() is the method in that you want to edit, just make the numbers bigger

That explanation about Removebuff() actually explained what was wrong with my implementation, thanks!

You're a legend for answering questions every day, man.

I'm at my wit's end trying to figure out how to remove a buff from a FleetMemberAPI after it's been salvaged by a player. The buff applies a bonus to a bunch of stats in MutableStatsAPI through the buff's Apply(), and I've added a custom unapply() method to remove the buffs when called or the buff expires. I've tried adding BuffManagerAPI.removeBuff()/setting the duration to 0 to ShipRecoverySpecial, using the right buff ID, but it's not working. Is there an every-frame method in the campaign screen I can refer to the player's fleet then shove some remove buff methods into?

Is there something totally simple I'm missing that can easily remove the effects of buffs, or am I just failing to implement it being removed on salvage?

Or for what I'm doing, just changing a ship's MutableStatsAPI, would it be easier to modify them directly without using buffs? Are MutableStatsAPI's reset on a ship's destruction/recovery?

So then I should make sure - what is the buff timer counting? game updates/frames, game months, or something else? I have my buffs set to an exorbitant number so they hopefully never expire.

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