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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Poll

What would you like to see in Blackrock?

More ships
- 754 (23.7%)
More weapons
- 480 (15.1%)
More campaign features
- 477 (15%)
Space monsters
- 705 (22.1%)
More lore
- 207 (6.5%)
More music
- 131 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 277 (8.7%)

Total Members Voted: 1424


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790612 times)

GeometryPrime

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1200 on: June 14, 2014, 08:22:28 PM »

Posted this earlier, but is there any way to make the new system show up in a save that was started before the mod? feels weird to have the mod but never use any ships from it.
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CrashToDesktop

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1201 on: June 14, 2014, 08:29:47 PM »

No, you can't.  The system is created when the save file is created (as well as fleet spawning, I believe, but don't quote me).  So you can't do that.  Once you have created a save, can't be changed.

You can always enable dev mode, start a new save with the mods you want, and give yourself everything you need to get back to the status of your old save file.
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Cycerin

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1202 on: June 15, 2014, 07:12:45 AM »

More content = forsake your old saves. That's just how it works, sorry. :(

Been making a normal map for the Karkinos, material map to come. I'm also tweaking the sprites as I do this to save myself work down the road. Still, I think it looks amazing.

Spoiler


[close]
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GeometryPrime

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1203 on: June 15, 2014, 12:05:57 PM »

No, you can't.  The system is created when the save file is created (as well as fleet spawning, I believe, but don't quote me).  So you can't do that.  Once you have created a save, can't be changed.

You can always enable dev mode, start a new save with the mods you want, and give yourself everything you need to get back to the status of your old save file.
Crap. Can you tell me how to enable dev mode?
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CrashToDesktop

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1204 on: June 15, 2014, 01:12:33 PM »

Go to "Starsector/starsector-core/config" and open the the "settings.json"  On Line 10, change "false" to "true" and voila, dev mode is enabled.  It doesn't affect save files.
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Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

GeometryPrime

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1205 on: June 15, 2014, 04:29:41 PM »

Go to "Starsector/starsector-core/config" and open the the "settings.json"  On Line 10, change "false" to "true" and voila, dev mode is enabled.  It doesn't affect save files.
What do you use to open a .json file, and what do I do to edit the save?
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Nanao-kun

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1206 on: June 15, 2014, 06:46:49 PM »

What do you use to open a .json file
Notepad++ is pretty decent.
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Cycerin

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1207 on: June 16, 2014, 04:07:35 AM »

Mods have to be designed from the ground up to continue from past saves, otherwise it's literally impossible. Blackrock needs to be part of a game from the start to work properly. The best thing to do is start anew in dev mode, give yourself money and exp, and then you won't have to go from the very start... still, it won't be the same, so I just advise you to let go of your current save and start fresh. There's no comfortable way to carry your stuff over 100%.
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Cycerin

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1208 on: June 23, 2014, 06:32:04 AM »



Mystery bow elevation shot. Guess which ship.
Spoiler
credit: Mshadowy
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ValkyriaL

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1209 on: June 23, 2014, 06:38:21 AM »

Karkinos, without a doubt.
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Taverius

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1210 on: June 23, 2014, 06:49:50 AM »

Revenant?

Either that or the Typheus.
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No faction is truly established without a themed Buffalo (TAG) variant.

Tartiflette

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1211 on: June 23, 2014, 07:23:23 AM »

I'd say it's an upside down Typheus. It looks like a flight deck, and the two cylinder on the botom could be the ones on top of the Typheus sprite. (that or a Taiidan Saarkin Cho-class carrier)
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Erick Doe

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1212 on: June 23, 2014, 07:31:05 AM »

It can only be the Karkinos. No other ship has those antennae sticking out the sides. Unless that's where Mshadowy took some artistic freedom.  :)
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Cycerin

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1213 on: June 23, 2014, 07:32:30 AM »

Spoiler
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Taverius

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Re: [0.6.2a] Blackrock Drive Yards v0.6.5 - With ShaderLib Dynamic Lighting
« Reply #1214 on: June 23, 2014, 07:44:13 AM »

Well hot damn, I like the central capacitor looking things in the middle of the right one :)
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