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Author Topic: creating a hullmod mod out of the ox ability  (Read 319 times)

n3xuiz

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creating a hullmod mod out of the ox ability
« on: January 01, 2020, 07:25:01 PM »

i am new to starsector modding. the only "modding" i have done so far is to make the caliph craftable via deleting some code in the kadur mod.



i have most of the updated faction mods installed and have a fleet full of dreadnoughts and battleships and other capitals in general. now these sometimes have a burn level as low as 6 and i don't want to keep having to use my precious fleet slots for ox tugs (currently have 4) and also not spend 40 points for the enhanced drivefield hullmod.

i want to create a "cheat" mod that is a copy of the tugs special ability but instead it costs 1 point and has idk 10 burnlevel so after installing it i would always have 20 burn level regardless of my fleet ships. and those ships i then could outfit for combat effectiveness instead of overmap speed.



are there tutorials for this or anyone have an idea how i'd go about it?

then finally i'd like this hullmod to be able to install in any ship and have it working in a existing savegame.

can this be done?
« Last Edit: January 01, 2020, 07:31:52 PM by n3xuiz »
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Fireballin17

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Re: creating a hullmod mod out of the ox ability
« Reply #1 on: January 01, 2020, 09:39:58 PM »

Hi there,

Possibly editing the hull mod Java script to make max burn 20 and csv to make the hullmod known and free (0 op and you know it at the beginning)

Not too hard, I'd do it for you if you want but probably won't be able to get it to you by say tomorrow?

Regards,

Fireballin17
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n3xuiz

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Re: creating a hullmod mod out of the ox ability
« Reply #2 on: January 01, 2020, 09:46:14 PM »

wow really? that would be very nice thank you.
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Fireballin17

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Re: creating a hullmod mod out of the ox ability
« Reply #3 on: January 01, 2020, 11:33:18 PM »

Welcome. However, this will do the same to a normal Tug and have the same effect. I'm quite busy so I'll try to get something cooked up but it requires I go diving into JSONS and Jars as its not in the data package rather the actual api. Are you MAC , Linux or Windows?
« Last Edit: January 01, 2020, 11:36:52 PM by Fireballin17 »
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n3xuiz

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Re: creating a hullmod mod out of the ox ability
« Reply #4 on: January 01, 2020, 11:50:43 PM »

i run Windows 10.

as for the tug if i had a mod as i described i'd not use tugs at all so it wouldn't matter if it got broken by the mod.
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Fireballin17

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Re: creating a hullmod mod out of the ox ability
« Reply #5 on: January 02, 2020, 01:15:25 AM »

Alrighty.

Though if you don't want me tampering with your .jar file and the entire API (Which If I mess it up the game failed period) i can just modify the augmented drive field hull-mod to give you +20 or +40 (If you want to just use go dark and still have max speed)

Additionally. I can modify the sneak mode to give you full speed in sneak.
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n3xuiz

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Re: creating a hullmod mod out of the ox ability
« Reply #6 on: January 02, 2020, 01:26:46 AM »

if you can do it so the augmented drive mode gives a fleetwide bonus that would do just fine. just as long as i don't have to install it in every ship.

or make the augmented drive field not cost anything would do also.
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Kenshkrix

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Re: creating a hullmod mod out of the ox ability
« Reply #7 on: January 02, 2020, 02:36:47 AM »

Went ahead and made a +40 drive field stabilizer mod, can be found here: https://github.com/Kenshkrix/Starsector-Mods/releases/tag/1.0
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n3xuiz

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Re: creating a hullmod mod out of the ox ability
« Reply #8 on: January 02, 2020, 02:46:21 AM »

cool thx i'll try it out right now.

edit: it works great! thank you!

  :D
« Last Edit: January 02, 2020, 02:53:32 AM by n3xuiz »
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