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Author Topic: [0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0  (Read 2265 times)

Alluvian

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[0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0
« on: March 16, 2020, 02:22:59 PM »

Derelict and Remnant Blueprint Mod
0.1.0

Description: A small Starsector mod that enables two blueprint packages, one for Derelicts and the other for Remnants. These respectivbe blueprints include all of the ships, weapons and fighter wings (vanilla or added by mods) as blueprints. These blueprints operate based on the pre-existing 'derelict' and 'remnant' tags that exist. Tested against (almost) all mods on the forum successfully. Blueprints, as implemented, have a drop rate of 0.01 for Remnants and 0.02 for Derelicts.


Screenshots:
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Version Info:
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  • 0.1.0 - No longer needs Python scripts. Hulls, Wings & Weapons in each BP.
  • 0.0.5 - Initial release
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[attachment deleted by admin]
« Last Edit: March 17, 2020, 07:36:36 PM by Alluvian »
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MesoTroniK

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Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.0.5
« Reply #1 on: March 16, 2020, 07:23:12 PM »

Evening Alluvian I think you are uh... Overestimating the user base, most normal players are not going to be setup to run Python scripts and even if all were that is janky to say the least. And those that are setup to run scripts like that, could just as easily go into the files and make all the required changes in barely anymore time required. Also, modifying other mods unless their license allows for this? Is generally frowned upon. This is of course doesn't apply to personal mods made by end users that they keep to themselves. But distributing mod mods is not that at all, even if it requires a script to do it which again is really funky!

Alluvian

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Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.0.5
« Reply #2 on: March 17, 2020, 07:29:08 PM »

Mod update: New version 0.1.0. Removed the need for Python scripts (and thus editing other mods / end-user complexity). Instead, the two blueprints are generated using the pre-existing "derelict" and "remnant" tags found in the "ship_data.csv" files. On the plus side, this also tags in the wings & weapons that have these tags.
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Alluvian

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Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.0.5
« Reply #3 on: March 17, 2020, 07:39:07 PM »

Evening Alluvian I think you are uh... Overestimating the user base, most normal players are not going to be setup to run Python scripts and even if all were that is janky to say the least. And those that are setup to run scripts like that, could just as easily go into the files and make all the required changes in barely anymore time required. Also, modifying other mods unless their license allows for this? Is generally frowned upon. This is of course doesn't apply to personal mods made by end users that they keep to themselves. But distributing mod mods is not that at all, even if it requires a script to do it which again is really funky!

Issue resolved. Mod now does not require Python scripts, nor does it make changes to other mods or core files. Instead it functions due to the existing 'derelict' and 'remnant' tags in the various CSV files (ship_data, etc.).
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Atrophus

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Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0
« Reply #4 on: June 05, 2020, 05:12:56 AM »

Your attachment has been deleted, could you provide a download link?
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sanya02

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Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0
« Reply #5 on: June 09, 2020, 04:38:41 AM »

where is the download link ????????????????
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captinjoehenry

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Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0
« Reply #6 on: June 14, 2020, 12:32:56 PM »

A download would be awesome
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