Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Hints for weird kind of mods  (Read 1587 times)

368415

  • Ensign
  • *
  • Posts: 5
    • View Profile
Hints for weird kind of mods
« on: December 17, 2018, 02:26:01 PM »

Hello.
I just saw some tutorial for modding Starsector.
Happy fact: I DO CODE :D

Sad fact: So far I know nothing from the modding aspect :D

When I say weird mods, I mean:
- Planetary fights
- Docking simulation
- Etc/etc/etc, CRAZY stuff :D

What I'm looking for:
well, since I saw those two tutorials (Learning to mod, Tutorial: Setting up NetBeans for Starfarer Mods) I can say that all I want now
is just directions as to what classes from the Starsector Classes Reference I should study to make my crazy thoughts happen :D

For anyone to take the time,
thank you :)

(P.S.: I'm just noting this down: Mod Structure & File Merging, for completeness on "All I need to mod" :D heh-heh-heh)
« Last Edit: December 23, 2018, 10:24:21 AM by 368415 »
Logged

368415

  • Ensign
  • *
  • Posts: 5
    • View Profile
Doc.s gone missing! - 404
« Reply #1 on: December 19, 2018, 10:16:09 AM »

Is there really no robust documentation??? O.O

I just went in to read the Starsector API.
I was reading at: com.fs.starfarer.api.impl.campaign.rulecmd and I realized -> All the info that is available for rulecmds, is only IN this page (:o).
Equals, getting in a class of those rulecmds doesn't have any more bits of explanation ... xD, But ... most don't have any bit of info
at com.fs.starfarer.api.impl.campaign.rulecmd to begin with! xD hahahaha ... Saaad.

So, where do I read about, let's say the rulecmds?
Or any other of the existing classes in the game?

Is it necessary for me to ask someone? No other way to learn?
Or even worse: To base all my learning onto studying other mods and therefore reach only as far as they did? :|
Doesn't sound so good :/ must be another way.
Someone, help? :D
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3075
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
Re: Hints for weird kind of mods
« Reply #2 on: December 19, 2018, 01:04:11 PM »

No there isn't any more documentation. Welcome to modding the way it has always been for virtually every game.
Logged
 

368415

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: Hints for weird kind of mods
« Reply #3 on: December 19, 2018, 02:05:12 PM »

@Tartiflette, thank you :|
If you do happen to be able to give me some help / hints, I'd appreciate it
Logged

Wyvern

  • Admiral
  • *****
  • Posts: 2620
    • View Profile
Re: Hints for weird kind of mods
« Reply #4 on: December 19, 2018, 05:28:56 PM »

My general advice: start with something simple.  Maybe add a new quest, along the lines of the existing data cache or red planet missions, or adding one ship, or something.  Once you've got that nailed down, expand to more ambitious projects.
Logged
Wyvern is 100% correct about the math.

368415

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: Hints for weird kind of mods
« Reply #5 on: December 21, 2018, 08:39:52 AM »

Ty Wyvern :) . Will do
Logged

368415

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: Hints for weird kind of mods
« Reply #6 on: December 23, 2018, 06:34:55 PM »

UPDATE: I'm in the process of creating a "Build anything, ANY-WHERE" mod :D

It's going like SKY-ROKETEER! :D LAUNCHED LIKE A MISSILE!

I have NO idea what you'll be able to build (xD *laughs) except space stations which -I guess- will be easy, but we'll get there. Maybe! :P

Also, Alex (game Dev), THANK YOU :D
Leaving the not enough documentation aside - which gets fixed really well
thanks to the SO many mod examples and the GREAT comunnity - modding in your game
is a GREAT experience :D . It's simple, seems robust, like working in an ultra-tidy environment.

I would never believe it's so easy! :D
Logged