Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 4 5 [6]

Author Topic: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)  (Read 42076 times)

Deathfly

  • Modders' Vanguard
  • Commander
  • ***
  • Posts: 241
  • Murdered by T. H. Morgan
    • View Profile
Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-6)
« Reply #75 on: December 28, 2019, 09:25:13 PM »

Now we got a new features to test!

3.0.0-alpha-7

3.0.0-alpha-7

  - Implement customize json object output order. The objects in ship/variant/weapon files now list in more human-readable orders.

  - Fix a bug that cause the modification key can not be proper unregistered in some case, which causing use Ctrl+Alt+N function stuck the Ctrl and Alt down.

@Thaago
Thanks for the bug report.
I think the save dialog issue and the can't add new weapon for new variant issue are related to a single bug that cause the modification key can not be proper unregistered. I got that one fixed. And I will keep an eye on the csv edit mode, may fix that later.

@lolghurt
Thanks for the report. But unfortunately that is a coding limit instead of a bug. The commented lines has to be ignore while decoding the csv. So I'd advice you to use something else to handle csv file editing.
« Last Edit: January 01, 2020, 08:45:04 PM by Deathfly »
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Vayra

  • Admiral
  • *****
  • Posts: 581
  • jangala delenda est
    • View Profile
Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
« Reply #76 on: December 31, 2019, 02:51:15 PM »

Awesome!

Any way we could get skin mode & skin variant editing as a priority soon?  :D
Logged
Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

connortron7

  • Commander
  • ***
  • Posts: 241
  • "God has cursed me for my hubris" - brian gilbert
    • View Profile
    • Email
Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
« Reply #77 on: February 08, 2020, 02:15:28 PM »

small thing i noticed is that the medium hammer pod doesnt show up when selecting weapons

SafariJohn

  • Admiral
  • *****
  • Posts: 1718
    • View Profile
Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
« Reply #78 on: February 08, 2020, 02:52:35 PM »

small thing i noticed is that the medium hammer pod doesnt show up when selecting weapons

That is from a mod.
Logged

connortron7

  • Commander
  • ***
  • Posts: 241
  • "God has cursed me for my hubris" - brian gilbert
    • View Profile
    • Email
Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
« Reply #79 on: February 08, 2020, 03:14:09 PM »

small thing i noticed is that the medium hammer pod doesnt show up when selecting weapons

That is from a mod.
Oh sweet lord, my bad.

salsadoom

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
« Reply #80 on: February 10, 2020, 01:08:15 PM »

Any chance this could be tweaked to detect the linux version of the game? The tool runs just fine in Linux, but doesn't recognize the linux release.
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 4861
  • naively breaking things!
    • View Profile
Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-6)
« Reply #81 on: February 11, 2020, 03:28:28 AM »

3.0.0-alpha-7

  - Implement customize json object output order. The objects in ship/variant/weapon files now list in more human-readable orders.
Oh, thank you very much!  I look forward to testing this when I get the chance.
Logged
Please check out my SS projects :)
Xeno's Mod Pack

Vayra

  • Admiral
  • *****
  • Posts: 581
  • jangala delenda est
    • View Profile
Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
« Reply #82 on: February 19, 2020, 04:17:23 PM »

please give us back the ability to edit contrailSize on engines  :-[
Logged
Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

SafariJohn

  • Admiral
  • *****
  • Posts: 1718
    • View Profile
Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
« Reply #83 on: February 19, 2020, 07:40:22 PM »

There are only two values: 128 and anything else.
Logged

Stuffwriter

  • Ensign
  • *
  • Posts: 24
    • View Profile
Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
« Reply #84 on: April 11, 2020, 12:29:21 PM »

I'm getting an access violation error whenever I try to load information from the ship data .csv

Any .csv, even the one from the base game

I've tried changing the paths to the correct values in the settings, but it isn't helping.

Any idea of anything else I could try?
Logged

th3boodlebot

  • Ensign
  • *
  • Posts: 49
    • View Profile
Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
« Reply #85 on: August 24, 2020, 09:50:28 PM »

hello im trying to mod a single ship (added by underworld mod, the uw_stalker class cruiser)
Ive had the idea to create custom versions of my favorite ships that are whatever i want "better" while console commanding them in and manually removing credits to "pay" and i was wondering what i need to do to make that happen (a mod that allows you to make certain upgrades to whatever ship you want [within reason] would be AMAZING {1 mil for a boosted flux system/etc or an extra weapon mount/buillt in weapon/fighter/hullmod or changing ship system})
i edited and resaved the ship under a separate id and added it to the ship.whatever excel file but i ended up with a null pointer
any ideas? do i need to add picture files for the hull itself to point to?
can i make my own "mod" file with just my own "custom upgraded" hulls of my favorite ships in a way where they wont spawn normally or spawn so rarely that ill essentially never see them?
thanks in advance!

nevermind! i figured out my issue. i wasnt saving the hull specs to the csv in the editor. LOL
« Last Edit: August 25, 2020, 09:09:30 AM by th3boodlebot »
Logged

HatateHoshikawa

  • Ensign
  • *
  • Posts: 1
    • View Profile
    • Email
Re: [0.9.1a] STARSECTOR Ship&Weapon Editor (3.0.0-alpha-7)
« Reply #86 on: August 30, 2020, 01:02:28 AM »

many thx
Logged
Pages: 1 ... 4 5 [6]