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News: New blog post: Population Growth (11/19/17); Starsector 0.8.1a is out!
 
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Author Topic: [0.8.1a] Lightshow 1.32 (04/06/2017)  (Read 14135 times)
Tartiflette
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« on: December 30, 2016, 04:00:09 AM »






   Contains three mods: One working with Starsector+, one for Ship and Weapon Pack, and one with neither. Only activate one of them at once.

   Ever died to a High Intensity Laser beam that looked just like a much tamer Graviton Beam? Ever got all your weapons disabled because the Ion Beam also look like it? Didn't liked that? Well this is a pretty straightforward utility mini-mod that changes the look of all vanilla beams to better differentiate them. They are now color coded for their damage type rather than for aesthetic choices. They might seem odd at first, but it will make your life in the sector slightly easier.




   If some of the new colors aren't to your tastes, you can go in the mod's data/weapons folder and simply delete the weapons you want to keep unchanged.
*Click to enlarge*

*Click to enlarge*
« Last Edit: June 04, 2017, 08:39:25 AM by Tartiflette » Logged

 
Sy
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« Reply #1 on: December 30, 2016, 04:36:31 AM »

ooh  boy! Cheesy

seeing white-ish Tac Lasers and green Gravitons is really weird at first, but i like it.

i think LR PD and especially Mining Laser should have thinner beams than normal PD and Tacs, though. and HIL could use a darker, deeper red. it's more orange now, and not very different (in color) from the PD Lasers.
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Gothars
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« Reply #2 on: December 30, 2016, 06:50:48 AM »

Oh, really like it. Especially the yellow PDs, the red always seemed too much for them.

Agree with Sy's points, though.
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HELMUT
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« Reply #3 on: December 30, 2016, 07:44:18 AM »



By the way, i also agree with Sy's suggestion. That mining laser looks surprisingly meaty for such a harmless weapon.
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Tartiflette
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« Reply #4 on: December 30, 2016, 10:08:33 AM »

Grumble grumble grumble FINE! I made the changes.
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Thaago
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« Reply #5 on: December 30, 2016, 12:09:49 PM »

That HIL is something that I instantly know I don't want hitting me. Nicely done!
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Dri
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« Reply #6 on: December 30, 2016, 08:19:08 PM »

Huh, pretty cool! I do agree Alex should probably just bite the bullet and make similar official changes.
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Sy
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« Reply #7 on: December 30, 2016, 10:49:56 PM »

That mining laser looks surprisingly meaty for such a harmless weapon.
i think it looked fitting for something that's supposedly designed to be good at blasting space rocks into tiny pieces... just not for its actual function in the game. :/

in my modded game, i actually changed vanilla Mining Laser, Mining Blaster, and THI's Heavy Mining Laser to HE (along with some stat changes) to make them more interesting. probably makes Shepherd and Mining Pods too powerful for what they're supposed to be, but you rarely see those in actual battles anyway.


Grumble grumble grumble FINE! I made the changes.
thanks! ^^
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Tartiflette
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« Reply #8 on: January 09, 2017, 06:11:23 AM »

   Version 1.2, now fully compatible with SS+ and Graphiclib. The archive contains two mods depending if you use SS+ or not, but only activate the relevant one to the bottom of the launcher's list.

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Tartiflette
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« Reply #9 on: January 30, 2017, 05:55:37 AM »


So hum, yeah. Well it turns out that the previous version totally didn't worked with SS+... But now I know that mods are loaded in reverse alphabetical order.
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Tartiflette
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« Reply #10 on: April 24, 2017, 02:59:39 AM »

Updated to 0.8a
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Gothars
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« Reply #11 on: April 24, 2017, 03:24:47 AM »

Nice, added it to the index.
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joaonunes
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« Reply #12 on: April 24, 2017, 04:16:25 AM »

Nice, added it to the index.

Where? I can't see it xD
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Gothars
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« Reply #13 on: April 25, 2017, 07:48:09 AM »

Nice, added it to the index.

Where? I can't see it xD

Under "Utility mods".
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joaonunes
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« Reply #14 on: April 25, 2017, 08:00:42 AM »

Nice, added it to the index.

Where? I can't see it xD

Under "Utility mods".

I already saw it Tongue When I asked where it was the list was not yet updated and the mod was missing
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