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Author Topic: Modding Tools & Resources  (Read 63184 times)
ValkyriaL
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« Reply #30 on: June 23, 2014, 06:44:35 AM »

Its a sticky thread so it's never really "old" Smiley
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Delta7
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« Reply #31 on: July 29, 2015, 01:22:09 PM »

not sure where to post this... ill just leave it here and hope someone who knows what they're doing finds it.

built in weapons are not supported by trylobot's ship editor, as such i thought i'd put together a quick tutorial on it so maybe any newcomers arent as hopelessly confused as i was at first.

basically, plop a bit of text in there saying "builtInWeapons": followed by the weapon system id in between a set of "", followed by the type of weapon. when you're finished it should look something like this: "builtInWeapons": {  "WS 001": "tpc", "WS 002": "tpc" },
that bit of text will set the weapon systems with the id 1 and 2 to be designated as built in thermal pulse cannons.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------
if you're lazy (or terrified of screwing something up)
-copy and paste the example bit into the ship file
-change the "WS 001" to be whatever weapon slot number you want it to be, and do this with all the slots you want to designate as built in weapons
-change the part that says "tpc" to whatever weapon type you want to be built into that slot
-the list of vanilla weapons can be found in: "\Starsector\Fractal Softworks\Starsector\starsector-core\data\weapons"
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warning: may be prone to random outbursts of stupidity
Lcu
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« Reply #32 on: July 30, 2015, 02:20:57 AM »

I don't remember it messing up built in weapons. It worked just fine when i made a built in weapon (a long time ago. I might not remember that it actually went wrong or not).
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Tartiflette
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« Reply #33 on: July 30, 2015, 02:30:33 AM »

I don't remember it messing up built in weapons. It worked just fine when i made a built in weapon (a long time ago. I might not remember that it actually went wrong or not).
Nothing, it works perfectly fine.
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Garmine
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« Reply #34 on: December 08, 2015, 09:51:02 AM »

(Shouldn't TwigLib be added to the first post? Smiley)
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TrashMan
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« Reply #35 on: December 22, 2015, 12:47:22 PM »

Why does the link to Variant extractor lead to Eclipse tutorial?
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King Alfonzo
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« Reply #36 on: July 05, 2016, 06:18:09 PM »

Not sure if necroing, but this is useful if you're modding starsector - it's a library of all the APIs used in the game. If I had known this existed I wouldn't have asked about any of the commands to change ship stats in hullmods.
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Tartiflette
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« Reply #37 on: July 05, 2016, 11:11:49 PM »

It is one of the pinned topics in the Documentation section.
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Ragni
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« Reply #38 on: May 29, 2017, 09:28:45 AM »

in the OP, this URL is decayed:
"Modding wiki - lots of good information in one place" ( http://starfarer.thegamewiki.com/wiki/Modding )

Is this the correct url now?:
http://starsector.wikia.com/wiki/Modding
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passwalker
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« Reply #39 on: August 13, 2017, 09:45:33 PM »

maybe this http://fractalsoftworks.com/forum/index.php?topic=11817.0 should be added here? it's important and hard to find.
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Any and ALL sprites i ever posted on this forum are FREE to use. even if i'm using them myself. Don't ever, EVER ask for permission, or i will come to your home and EAT YOUR DOG!!!
- all my stuff in on place http://fractalsoftworks.com/forum/index.php?topic=12896.msg218548#msg218548
- Terraformer faction mod http://fractalsoftworks.com/forum/index.php?topic=12907.msg218093#msg218093 - very WIP, coder assistance needed.
my keyboard has malfunctioning buttons E and W. misspelling happens often.
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