Explanation The reason for making this was a personal need for consistency, and since I use it in my own upcoming mod(s) I thought why not upload this one already as it so far won't receive any updates soon unless I suddenly think of something new to add or someone else has any suggestions of what I could add in the realm of data retrieval of string id's or other variables that otherwise need to be manually put it. Functions This library adds 5 utility classes for mods & modders to use: NebulaeTypes: Contains the 3 nebula types, very straight forward. PlanetTypes: Seasoned modders may know that the game's own API also contains this class in the form of "Planets.java". Same goes for "StarTypes". The reason for revamping this class is due to for some reason nebulae and other things being present where you wouldn't expect them. This basically fixes the illogical placement. SpecialSystemEntityTypes: This class contains "special stations" such as stellar mirrors & -shades, derelicts, and more. StarTypes: As mentioned before, same story as for the planets. However here for some reason gas giants were put in with the star types. (You may notice yes getting used to these illogical placements can also fix the issue, for me this just felt better.) StationTypes: This class contains all the regular station types, from defensive stations to the other types such as mining stations, research stations, pirate stations etc. Credits: Fractal Softworks - For the original code and id's of the different entities to choose from. | Requirements Absolutely nothing, it's a lonesome utility mod :P (https://i.ibb.co/Dg9bnJb/Nebu-Lib-Download-colorfixed.png) (https://github.com/NebulaModLab/NebuLib/releases/latest) (https://img.shields.io/badge/Git%20Repository-%20?style=for-the-badge&logo=github&labelColor=131313&color=3d0a6d) (https://github.com/NebulaModLab/NebuLib) (https://img.shields.io/badge/Changelogs-%20?style=for-the-badge&logo=github&labelColor=131313&color=3d0a6d) (https://github.com/NebulaModLab/NebuLib/releases) How To Use (Modders) Wherever your code requires an identifying string regarding Campaign Entities, you can use this library to quickly insert the wanted string for the wanted station/entity. Code Example: PlanetAPI planet= system.addPlanet( "planetId", whatToSurround, "planetName", PlanetTypes.GAS_GIANT, // < This mod angle, radius, orbitRadius, orbitDays ); [close] |
I'm looking into dipping my feet into modding myself, by coincidence I arrived at your lib. Would you say it's useable for the current and possibly next iteration of Starsector?A felow Dutch person?! Didn't think I'd come across any to be honest, that's awesome! :P It definitely is useable for the current and most likely also the next iteration of Starsector, and elsewise I will be updating it down the line to make it working again if need be, which I doubt will be necessary as that would mean Alex changed the complete inner workings of Starsector's system generation which I doubt will happen ;D
If it helps for your motivation, we do share a nationality. :p
Hope to see the fruition of this then, Good luck and stay strong !Thank you so much! ;D