{
"carrier_group_fighter_uplink_fighter_bay_threshold": 8,
"crew_training_flux_regulation_op_threshold": 240,
"tactical_drills_op_threshold": 240,
"containment_procedures_field_repairs_op_threshold": 240,
"phase_coil_tuning_op_threshold": 40,
"automated_ships_op_threshold": 120,
"bulk_transport_cargo_threshold": 2000,
"bulk_transport_fuel_threshold": 2000,
"bulk_transport_personnel_threshold": 5000,
"derelict_operations_percentage_per_d_mod": 6
}
(https://img.shields.io/github/downloads/stormbringer951/adjustable-skills/total) (https://github.com/stormbringer951/adjustable-skills/releases/download/1.0.0/AdjustableSkillThresholds.zip)
Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0) compatible
Features:
- Lets the player edit all the fighter bay and DP-related skill thresholds
Code{
"carrier_group_fighter_uplink_fighter_bay_threshold": 6,
"crew_training_flux_regulation_op_threshold": 180,
"weapon_drills_op_threshold": 90,
"containment_procedures_field_repairs_op_threshold": 60,
"auxiliary_support_op_threshold":5,
"phase_corps_op_threshold": 30,
"automated_ships_op_threshold": 30
}
These are all set to vanilla values, edit them however you like in AdjustableSkillThresholds\data\config\settings.json (or in your own settings.json file or settings.json mod).
Im confused. This edits the skill tree or ordnance points of different hulls, fighters and weapons?
Im confused. This edits the skill tree or ordnance points of different hulls, fighters and weapons?
Same I'm confused as well as to what this mod does. I haven't yet played the update though so I'm guessing its's related to that. Just sorting out my mod list for the update.
I should note that, when using this, any numbers that were high enough made claims to have problems with my RAM and vRAM being too low, despite this being the only mod I ran. No idea why but, there you goHaving the same notifications, except I'm running all of the faction mods available at this time except for the Kingdom of Terra and the Star Federation mod, with Adjusted Sector to boot. Have 8gb RAM and allocated 4gb, but still have the warning that it's too low.
Im confused. This edits the skill tree or ordnance points of different hulls, fighters and weapons?Same I'm confused as well as to what this mod does. I haven't yet played the update though so I'm guessing its's related to that. Just sorting out my mod list for the update.
It edits the skill tree. There are a number of skills where you only get the maximum benefit of the skill when you're under X DP limit/fighter bay limit. This mod externalizes those variables into settings so you can change those thresholds.
I actually miswrote the names in the settings file (it should say dp, not op, but I'll change that in a future update).
Firstly, thanks a lot for the mod, it really makes these skills a lot more palatable.
I know the mod description mentions only "fighter bay and DP-related thresholds", so is it possible that you could give a hint on where in the files one would edit the thresholds for Bulk Transport manually? I'm experienced with modding, but not with Starsector specifically.
"masterVersionFile":"https://raw.githubusercontent.com/stormbringer951/adjustable-skills/master/resources/mod_info.json"
"masterVersionFile":"https://raw.githubusercontent.com/stormbringer951/adjustable-skills/master/resources/adjustable_skill_thresholds.version"
I should note that, when using this, any numbers that were high enough made claims to have problems with my RAM and vRAM being too low, despite this being the only mod I ran. No idea why but, there you goIt's entirely possible that it's a vanilla issue, but those debug checks only happen with mods enabled.
this mod no work me thinks
this mod no work me thinks
did you change the values in adjustableskilltresholds/data/config/settings.json file? they are all the default numbers until you change them so just installing the mod alone will change nothing.
but that may be because i have the quality captains mod now that i think of itQuality Captains does, indeed, have an entirely different settings file.
it does stuff with skills that may be conflicting with this mod
Is it possible to add support for adjusting the peak bonus as well as the threshold point? I generally don't care much for the threshold systems at all, but completely removing them from certain skills with no other changes would have... interesting implications. (Auxiliary Support)
okay so lemme get this straight,
in the base game some skills loose effectiveness as the total DP value of your fleet goes up
so I'm GUESSING that by setting thoses impossibly high the skills never lose effectiveness ?
or am I supposed to do the opposite ?
I just want to echo the previous requests to allow tweaks to all threshold values in the skills branch.
I have a pull request to add Bulk Transport threshold, but here (https://github.com/cma0014/adjustable-skills/releases/tag/1.0.1) it is in the meantime.
This is almost exactly what I was looking for. Any chance there is a means of tweaking the "Special Modifications" skill to change the number of "Built-In" Hullmods permitted?
hey, could this have a version for the supply consumption treshold for makeshift equipment please?
Seconding this - my reaction to Auxiliary Support is that this skill would function and balance much, MUCH better if it was balanced on a per-ship basis, perhaps with the multipliers tweaked down a bit. However, being able to adjust both the DP scaling cap and the multipliers to prevent very stupid things happening with Ventures and the like would be a good runner-up and probably a vastly simpler code hack
I just want to echo the previous requests to allow tweaks to all threshold values in the skills branch.
hey, could this have a version for the supply consumption treshold for makeshift equipment please?
Field Repairs was added, threshold is 240Code{
"carrier_group_fighter_uplink_fighter_bay_threshold": 8,
"crew_training_flux_regulation_op_threshold": 240,
> "weapon_drills_op_threshold": 120, < Using an old value, current is 240
"containment_procedures_field_repairs_op_threshold": 60,
>> "auxiliary_support_op_threshold":5, << No longer a skill
> "phase_corps_op_threshold": 30, < Using an old value, current is 40
> "automated_ships_op_threshold": 30, < Using an old value, current is 120
"bulk_transport_cargo_threshold": 2000,
"bulk_transport_fuel_threshold": 2000,
"bulk_transport_personnel_threshold": 5000
}
How do I install this???Did you download it via the button on the first page? Which extraction software did you use? I get a normal extracted mod when I used WinRAR and downloaded it through the front page download button
I downloaded the .zip, but it decompresses it in a .cpgz file
Version 1.2.0
(https://img.shields.io/github/downloads/stormbringer951/adjustable-skills/total) (https://github.com/stormbringer951/adjustable-skills/releases/download/1.2.0/AdjustableSkillThresholds.zip)
Changelog:
- Updated skills compatibility and default starting numbers for 0.95.1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831)
Will probably get around to refactoring the mod and letting you edit all the numbers in a day or two.
I have a favor to ask. Can someone take each of these variables, and describe them in terms that a non-coder can understand? Please assume that we are not modders and just players.
Example:
variable_name: Right now the game soft-limits you to having 1 redacted ship by using this variable to severely limit the Combat Readiness. If you raise this variable, you can have more.
Hey,It's not a limit, in the mechanics of the skill it says it looks for the first ship in the list deployed and will swap to that.
By any chance, do you think Neural Link can be modified to support more than 2 ships ? I keep looking into NerualInterface.java, NerualLink.java and NerualLinkScript.java and I can't seem to identify where that limit is set...
I'm thinking a play-through with 4 Wunder Wanzer Virtuous skirmishers (diable avionics modular mecs) and having a working neural interface for all of them would be awesome (having them each with different load-outs) :D
Cheers
Does this still work in the .96 ?
When I try to run this I get error: this mod requires a different version of the game.
It does not let me toggle it on. the client is 0.96a-RC8.
When I try to run this I get error: this mod requires a different version of the game.
It does not let me toggle it on. the client is 0.96a-RC8.
That's a safety feature of the game. Just edit the modinfo file's required game version, it just takes notepad.
"makeshift_equipment_max_reduction_units": 100
{
"carrier_group_fighter_uplink_fighter_bay_threshold": 20,
"crew_training_flux_regulation_op_threshold": 480,
"tactical_drills_op_threshold": 480,
"containment_procedures_field_repairs_op_threshold": 480,
"phase_coil_tuning_op_threshold": 80,
"automated_ships_op_threshold": 240,
"bulk_transport_cargo_threshold": 4000,
"bulk_transport_fuel_threshold": 4000,
"bulk_transport_personnel_threshold": 10000,
"derelict_operations_percentage_per_d_mod": 6,
"makeshift_equipment_max_reduction_units": 300
}
Hi, thanks for the mod!
I like to run large fleets, so this mod makes things a bit nicer for my play through. I noticed that the mod didn't include makeshift equipment though, so I added it in. Dunno if anyone else is interested, but I uploaded the mod and updated the version number too.
You just need to add this to the data/config/settings.json too:Code"makeshift_equipment_max_reduction_units": 100
Here's mine (with modified values):Code{
"carrier_group_fighter_uplink_fighter_bay_threshold": 20,
"crew_training_flux_regulation_op_threshold": 480,
"tactical_drills_op_threshold": 480,
"containment_procedures_field_repairs_op_threshold": 480,
"phase_coil_tuning_op_threshold": 80,
"automated_ships_op_threshold": 240,
"bulk_transport_cargo_threshold": 4000,
"bulk_transport_fuel_threshold": 4000,
"bulk_transport_personnel_threshold": 10000,
"derelict_operations_percentage_per_d_mod": 6,
"makeshift_equipment_max_reduction_units": 300
}
I hope it's not a problem posting this by the way, please let me know if it is and I'd be happy to delete it.
Ah I forgot. I recompiled it for JRE7 and attached it here. As a bonus, I also added in the Containment Procedures fuel reduction threshold as an option under "containment_procedures_fuel_use_reduction_max" as well.