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Author Topic: Modding Tools & Resources  (Read 125255 times)

ValkyriaL

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Re: Modding Tools & Resources
« Reply #30 on: June 23, 2014, 06:44:35 AM »

Its a sticky thread so it's never really "old" :)
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Delta7

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Re: Modding Tools & Resources
« 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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Lcu

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Re: Modding Tools & Resources
« 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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Re: Modding Tools & Resources
« 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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Re: Modding Tools & Resources
« Reply #34 on: December 08, 2015, 09:51:02 AM »

(Shouldn't TwigLib be added to the first post? :))
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TrashMan

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Re: Modding Tools & Resources
« 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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Re: Modding Tools & Resources
« 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.

Tartiflette

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Re: Modding Tools & Resources
« 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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Re: Modding Tools & Resources
« 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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bananana

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Re: Modding Tools & Resources
« 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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Vayra

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Re: Modding Tools & Resources
« Reply #40 on: January 11, 2019, 12:10:02 PM »

Any chance I can get this added to the list, and maybe moved to this subforum? http://fractalsoftworks.com/forum/index.php?topic=14905.0  ;D
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Üstad

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Re: Modding Tools & Resources
« Reply #41 on: April 22, 2020, 09:44:01 AM »

There might be guide or tool for it but I didnt see any resource on how to edit hullmods. Any help?

Also will AI automatically use newly created hullmods?
« Last Edit: April 24, 2020, 09:41:03 AM by Üstad »
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SafariJohn

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Re: Modding Tools & Resources
« Reply #42 on: April 26, 2020, 06:55:39 AM »

A hullmod is a java file extending BaseHullMod, an icon, and a line in hull_mods.csv. Then you can teach it to a faction by putting the hullmod's ids in the faction's known hullmods list. New fleets can generate with the hullmod immediately.
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Üstad

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Re: Modding Tools & Resources
« Reply #43 on: April 27, 2020, 11:18:18 AM »

A hullmod is a java file extending BaseHullMod, an icon, and a line in hull_mods.csv. Then you can teach it to a faction by putting the hullmod's ids in the faction's known hullmods list. New fleets can generate with the hullmod immediately.
I changed some already existing hullmods that was in "Starsector\starsector-core\data\hullmods" folder and they seemed work just fine. Homewer when I changed the ones in starfarer.api.zip folder, the game does not recognizes the changes I made. I changed how efficiency overhoul, auxillary tanks work but I couldn't make them work.
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AxleMC131

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Re: Modding Tools & Resources
« Reply #44 on: April 27, 2020, 10:19:24 PM »

I changed some already existing hullmods that was in "Starsector\starsector-core\data\hullmods" folder and they seemed work just fine. Homewer when I changed the ones in starfarer.api.zip folder, the game does not recognizes the changes I made. I changed how efficiency overhoul, auxillary tanks work but I couldn't make them work.

The API is a mirror of the game's source code, which exists purely for player/modder reference. The game doesn't read the API as it already has all those files compiled inside its source code, which is why editing them doesn't change anything.
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