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News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: Mod Format Preview  (Read 51623 times)

Kilvanya

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Re: Mod Format Preview
« Reply #30 on: January 31, 2012, 09:34:05 AM »

I'm gonna make "The Crystal Ship"

gimme a wink if you know the series it's from
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icepick37

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Re: Mod Format Preview
« Reply #31 on: January 31, 2012, 09:55:45 AM »

Starcon?
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Prof_Omnom

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Re: Mod Format Preview
« Reply #32 on: February 01, 2012, 06:08:16 PM »

I will enjoy playing as a Super-Destroyer, thank you!
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Catattack998

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Re: Mod Format Preview
« Reply #33 on: February 22, 2012, 03:39:43 PM »

Is this going to be updated for 0.5a, or are we waiting for the next release? (Yes, I do know that the next release is soon, but I was just checking)
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Alex

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Re: Mod Format Preview
« Reply #34 on: February 22, 2012, 05:20:42 PM »

#2. Since the preferred way to add stuff via mods is currently broken due to a bug :)
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medikohl

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Re: Mod Format Preview
« Reply #35 on: February 23, 2012, 07:07:44 PM »

SPACE HAM!

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The Soldier

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Re: Mod Format Preview
« Reply #36 on: May 01, 2012, 02:46:16 PM »

Will an updated mod version be here for .52a?
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sdmike1

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Re: Mod Format Preview
« Reply #37 on: May 15, 2012, 07:56:08 AM »

Question, would it be possible (or even legal?) to post files that are meant to be added/replace files in the starfarer core directory.  Essentially what I am asking here is it possible/allowable to make/post mods that add completely new features to the game that were not there before?

Alex

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Re: Mod Format Preview
« Reply #38 on: May 15, 2012, 08:13:21 AM »

Question, would it be possible (or even legal?) to post files that are meant to be added/replace files in the starfarer core directory.  Essentially what I am asking here is it possible/allowable to make/post mods that add completely new features to the game that were not there before?

I'd rather you didn't. That would require decompiling the source (and, while that's possible, there are some measures in places to make that more complicated, and it isn't something I can/will endorse for legal reasons). Also, any such mod would break horribly on every new version release. Horribly.
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sdmike1

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Re: Mod Format Preview
« Reply #39 on: May 15, 2012, 09:04:21 AM »

Thanks Just wondering   ;D

Sendrien

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Re: Mod Format Preview
« Reply #40 on: August 21, 2012, 01:22:42 PM »

Quick question - is it possible/are we allowed to make a mod that both: a) adds new ships to the Starfarer campaign and b) modifies existing ships?

If the answer is yes, can this be achieved by only reproducing files that changed from the plain vanilla version of the game in the mod folder (my understanding of the original post), or do all the plain vanilla files have to be placed there?
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Trylobot

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Re: Mod Format Preview
« Reply #41 on: August 21, 2012, 03:27:28 PM »

Only the files that change need to be included in the mod.

If you want to override a vanilla ship's hull, put your new *.ship file in your mod with the same exact file name and ship hullId. If you want to alter its stats, copy its CSV data into a new CSV file structured the same but with only those rows you want to override, with your new values in it.

Additional ships you include in the mod which don't overwrite anything will also be added to the game content.
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Sendrien

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Re: Mod Format Preview
« Reply #42 on: August 21, 2012, 07:56:46 PM »

Many thanks for this info! It has helped me greatly!
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lechibang

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Re: Mod Format Preview
« Reply #43 on: September 21, 2017, 09:05:53 PM »

What's the structure for the current version? This article hasn't been updated for quite some time
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