Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Quote from: Crimson Sky Gaurdian on October 14, 2019, 11:14:18 AMIt's in the jar now, so there's another step to it.Open CommissionedCrews.jar with 7zip and navigate to data\scripts\hullmods\ and replace the file with the old one.Do i just change file extention from java to class? Because i can pull only .java file from 1.21, there is no .class file because there is no jar folder there at all.
It's in the jar now, so there's another step to it.Open CommissionedCrews.jar with 7zip and navigate to data\scripts\hullmods\ and replace the file with the old one.
I'm not sure even with a 50% crew reduction it would be worth it once a colony is set up.Crew expenses are minor even with crew into the thousands.
This mod looks pretty cool. Can it be added midgame?
I guess I need a bit more of a detailed walkthrough, because I get a null error each time I visit a planet with this:Edit: All fixed, sad you can't have multiple entries for a Faction, and it makes overriding default hullmods a bit of a pain.
Pirate Handiworks,CHM_pirate,,,,,,,,TRUE,,0,0,0,0,data.scripts.hullmods.CHM_pirate,Pirates and smugglers on-board makes constant adjustments to make the ship less visible in space. The ship's sensor profile is reduced by %s.,Reduce sensor profile.,graphics/hullmods/chm_pirate.png
There seems to be a bug with the tri-tach assistant commissioned crew bonus and its interaction with the flux coil adjunct hullmod. It is applying its bonus to flux dissipation instead of capacity.
if (!"almighty_dollar".equals(Misc.getCommissionFactionId())) { ship.getVariant().removeMod("chm_200iq");}