Weapons and combat ships are scarce and highly regulated. As such, only Military Markets (and those pesky Black Markets) will sell higher tier weapons, LPCs, modspecs, and combat ships. Open Markets still sell civilian grade ships and low tier combat ships and items.
- Lawless factions (e.g. pirates and pathers) and independents do not submit to this rule of law. You can still find high tier weapons and combat ships at their bases (both core and raider).
- Contraband can happen, and when stability is low, some weapons and ships from Military Market can become "legal".
There are no pristine ships any more, everything is d-modded. Including your starting fleet.
Access to most Black Markets is impossible while legally docked at the station. Speaking of access, you will need to use a fence who will ask for a cut (displayed as tariff for now).
Factions are armed to the teeth. Any non-hidden market has at least an orbiting station, ground defences, and patrol HQ. Hidden bases (pirates and pathers raider bases) only get ground defences.
Your actions have consequences. When defeating a fleet, your reputation with seemingly unrelated factions changes as well. Enemies of your enemy start to like you a bit, while their friends, less.
- Similarly, targetting any colony item will be deemed as an act of war.
Blueprint packages are no longer lootable. You will have to collect blueprints one by one.
And speaking of salvage, everything needs a story point.
Finally, a skill is needed to use s-mods at all (no skill = 0 s-mods, with skill = 1 s-mod).
only Military Markets sell weapons, LPCs, and combat ships. Open Markets and Black Markets still sell civilian grade ships, albeit of inferior qualityOkay, I get the scarcity thing but I think that Black Market should still have some low tier/low tech weapons but not ships. They are small enough to fit into cargo holds and they are common enough to be logical.
Okay, I get the scarcity thing but I think that Black Market should still have some low tier/low tech weapons but not ships. They are small enough to fit into cargo holds and they are common enough to be logical.
As such, only Military Markets sell weapons, LPCs, and combat ships.
Factions are armed to the teeth. Any non-hidden market has at least an orbiting station, ground defences, and patrol HQ.
It will be configurable from next version. Perhaps a saner default will then become to keep frigates in black market only.Considering Tempest exists - I would rather have a whitelist of ships that can stay in the black or open market. Though I'd probably sprinkle some d-mods on those ships anyway.
Right now, only hidden markets (like raider bases) are not touched. But one of them is in core worlds - Kanta's Den.
As such, only Military Markets sell weapons, LPCs, and combat ships.
Does this limitation include combat freighters without the civilian hullmod such as Wayfarers or Cerberuses?Factions are armed to the teeth. Any non-hidden market has at least an orbiting station, ground defences, and patrol HQ.
Does this include Indie markets?
It will be configurable from next version. Perhaps a saner default will then become to keep frigates in black market only.Considering Tempest exists - I would rather have a whitelist of ships that can stay in the black or open market. Though I'd probably sprinkle some d-mods on those ships anyway.
Right now, only hidden markets (like raider bases) are not touched. But one of them is in core worlds - Kanta's Den.
Eh, I can believe Black Markets would have military grade ships for sale (planets are pretty big after all and a ship, even a battleship, is comparatively small). What buying one should do though is jack your suspicion through the roof if you've got your transponder on. Maybe have a "smuggled ship" flag for any black market military ship that'll be detected by a patrol scan that lasts a week of game time.only Military Markets sell weapons, LPCs, and combat ships. Open Markets and Black Markets still sell civilian grade ships, albeit of inferior qualityOkay, I get the scarcity thing but I think that Black Market should still have some low tier/low tech weapons but not ships. They are small enough to fit into cargo holds and they are common enough to be logical.
Okay, I get the scarcity thing but I think that Black Market should still have some low tier/low tech weapons but not ships. They are small enough to fit into cargo holds and they are common enough to be logical.
It will be configurable from next version. Perhaps a saner default will then become to keep frigates in black market only.
Right now, only hidden markets (like raider bases) are not touched. But one of them is in core worlds - Kanta's Den.
Yes! If my vote counts for anything, then black markets carrying combat frigates (trashed though they may be) should definitely be default. :DI've left the ship selection to vanilla for now (Black Market already does not sell capitals, might tweak this further to remove cruisers as well).
Did you manage to have a blanket condition for this, or are modded factions going to have to be added independently? ???Yes, CSV files now accept "all" and "!faction" (not faction). Highest priority is "faction" (yes, include), followed by "!faction" (don't include if "all" is present), followed by "all" (if present, include all that are not negated).
For orbital stations added by the mod to markets that didn't have one, how does the mod decide the tech type of the station? Is it decided by certain parameters (i.e market's original owning faction), or is it fixed (i.e every station added by the mod is low tech) ?
EDIT: I'm an idiot, looked into the files and found my answer.
For those that may wonder too, it's faction based and set in stationFactionMap.csv.
Based on what is written there, am I right to assume that the mod only adds new orbital stations to vanilla factions' markets?
For orbital stations added by the mod to markets that didn't have one, how does the mod decide the tech type of the station? Is it decided by certain parameters (i.e market's original owning faction), or is it fixed (i.e every station added by the mod is low tech) ?
EDIT: I'm an idiot, looked into the files and found my answer.
For those that may wonder too, it's faction based and set in stationFactionMap.csv.
Based on what is written there, am I right to assume that the mod only adds new orbital stations to vanilla factions' markets?
Correct, while submarket and industry changes are all opt-in by default, stations require a mapping to be defined. I did consider a similar opt-in (with "all" and "!faction" keys) but it made no sense as you can't tell which faction uses which station (so would need to default to say low tech always). Alternatively, consider providing me with a list of all mod factions and their respective station ids (custom stations included) and I'll include it in the next version.
Bugfix incoming in next few hours - industry newbies are given to the player again, my bad.
Is this compatible with Rusty Cabbage's Second Wave Options mod (https://fractalsoftworks.com/forum/index.php?topic=17086.0)?
Do you envision having modmakers add a Starpocalypse config folder to their faction mods, like with Nex and Commissioned Crews? If so, I'd be happy to throw one in my mod, but I'm not quite sure how to do it.
This is correct - with default Starpocalypse settings there are no (none, null, nil, zero) ships with no (none, null, nil, zero) d-mods. Welcome to hell.
Yes, remove "all", add explicitly which markets you want to alter (open and black markets). With this setup, storage negation ("!storage") is no longer needed either (it was preventing "all" from applying to "storage").
It is very simple right now - any non-dmodded ship will get one random d-mod (after generation, e.g. when you dock at the market).
Playing my first run with this mod, and I have a couple of thoughts:
...
Pirates are less dangerous in general from what I've seen, which means a few armed freighters really would be able to hold their own... if I could only find some armed freighters...Interesting, I haven't touched that at all - the mod should have no implications on spawned fleets, pirates included.
Contraband - from next version, market stability will affect which weapons, LPCs, and ships (based on cost, customizable via new csv files) "seep" through Military Markets into Black Market. The lower the stability, the more items are available in the Black Market. The items and ships are "synced", meaning purchasing on one market removes it from both markets.
Contraband - from next version, market stability will affect which weapons, LPCs, and ships (based on cost, customizable via new csv files) "seep" through Military Markets into Black Market. The lower the stability, the more items are available in the Black Market. The items and ships are "synced", meaning purchasing on one market removes it from both markets.
- This will be fixed in the next version, where ships are no longer removed but transferred to Military Market (like weapons currently do).
- See Contraband below
- See Contraband below
- Very low on priority list. I think once Hist enabled custom ship selection start this will not be an issue (as you will be able to restrict yourself by picking ships you want).
- I have this on the list of things to investigate, but do note that it is extremely difficult to balance right (e.g. introduce this mechanic without frustrating the player a lot), and of rather low priority.
Is there an option to configure how much contraband leaks (or stop it altogether), if someone wants to do an extra-masochistic run?
Decision which factions and submarkets of that faction are regulated is made via militaryRegulation*.csv files. Same submarkets and factions can additionally have contraband applied - see militaryContraband.csv for details.
Playing my first run with this mod, and I have a couple of thoughts:Given that Pirates are a thing, I would think that Small sized weapons would at least be available (if less than common) on the civilian market. As that's going to be the size most armed merchants need, maybe with the occasional extremely rare medium.
1. Some mod ships aren't for sale anywhere. This could be intended, but for example with Shadowyards, there isn't a single Solidarity Armed Freighter for sale anywhere in my game. I think this might be because these aren't classed as Civilian ships, but they also probably aren't in the military markets either.
2. It would be my preference to see armed freighters in general markets. Is there an option to enable this? I'm thinking ships like the Gemini and Mule, which are absolutely not military ships but can only be bought from pirates or the occasional Persean military market. In my preference, it makes a whole lot of sense for "armed freighters" to be the closest ship available to a military vessel outside of military markets. Since weapons can't be acquired easily, lore wise an armed freighter might not actually have any weapons mounted.
3. Is there an option to allow PD guns in open markets? Along with #2, I feel pretty comfortable that putting anti-missile defenses on freighters would be allowed even under extremely strict arms control.
4. For Nexerelin starts with a trading fleet, it might make sense to restrict the ship options available. I can start out with the above mentioned Solidarity Armed Freighter with a full weapon loadout, making my fleet one of the most heavily armed small shipping operations in the sector, right from the start.
5. If weapons are highly regulated, should faction patrols take offense to your ships having guns mounted? Or is is it one of those situations where use is tolerated but not sale? I can't really think of a good way to handle this that is both gameplay friendly and honors the intent of this mod, but maybe you can!
Overall it's refreshing at least on my first run to not be jumping straight into a military fleet. Pirates are less dangerous in general from what I've seen, which means a few armed freighters really would be able to hold their own... if I could only find some armed freighters...
As things stand, needing to go to pirate markets to outfit any of my salvaged ships is a bit annoying... plus I'm never going to manage to outfit a ship with it's faction weapons
.... Independents have a few military markets too, where you can find weapons if you're trusted enough by them (not difficult). You can also find weapons of any world in their black market if stability is low enough (contraband).I know, but I'd rather not manipulate a worlds stability for a few guns. ;D
Would it be possible to add a whitelist for specific markets? Say a planet that otherwise would be regulated because the faction that owns it is a regulator, but because its on the whitelist it becomes exempt and all their submarkets work normally?
I'm specifically thinking of Kassadar (Tahlan) and Prism Freeport, since they are technically independent and therefore their open markets would normally be regulated.
Also, is there any reason you're not on the mod index ? Stumbled upon your mod in the mod board, it's a shame I didn't knew it before.Good point.
- Reward activity (bigger fleet bounty in general, with extra for enemy factions, but less per month cash)
- Punish inactivity (must do X (3?) amount of missions per cycle, otherwise relations are tanked (-10?, scaling) until you're fired + big reputation penalty when going below 0)
- More content (exclusive/special missions for the player, more missions in general)
Also, is there any reason you're not on the mod index ? Stumbled upon your mod in the mod board, it's a shame I didn't knew it before.
This is probably refined enough to put into the 'Miscellaneous' section, right?
It's great that the mod is now pushing to find characters in bars that can sell you a warship for a low price, maybe it would be worth developing this idea, and add something like "Contact" that would offer different ships at some periodicity? (Just like with the head rewards - three levels of difficulty, three monetary rewards. Three different ships in different price ranges (maybe more expensive than usual, maybe beaten up)
First of all - thank you for the mod, a great complication of the game. Smuggling - sounds very interesting, and should encourage the player to lower the stability of worlds, or look for worlds with low stability to get some weapons / ships from the black market.Glad you find it interesting. It is a niche mod after all.
This led to some interesting gameplay changes - I started selling and throwing away weapons much less often - you never know what and when it will come in handy, and what and when you can find/buy it.
Much more often I began to think about recovering found ships in space. "This warship might not have been the best buy before, but now that there are no alternatives, it will do. "
There are potentially more interactions with pirates -- their bases are those rare sources of weapons and warships. Great!
Raids on stations and worlds for weapons have also become much more meaningful.
On the other hand there are a few tricky points
1. The Prism Port from Nex is still a legit place with the ability to buy not just weapons but rare and high quality weapons. I like Prism Port, it sells great ship modifications, but on the other hand it becomes one of the main places to buy quality ships for the fleet. One of the main if not the only one.
2. Selling weapons. It's forbidden and you can't buy weapons in the regular market, but you can sell them. This feels a little weird. Perhaps should add an interface similar to the interface with the transfer of AI cores to the administration of the station or planet? Perhaps a small monetary reward and a bit of reputation...
3. Small guns, at least to be able to protect a minimal ship. This is more about the ability to arm yourself minimally, to fight back the pirates. Following the logic - such strict regulation only encourages cooperation with the smugglers, perhaps add an intermediate arms market where the minimum reputation (0-10) player can buy a small gun? Nothing special, just a small machine gun per tanker... But then again, if we're talking about the strictest regulation, the mod does it right.
4. Not sure if this is implemented now - maybe should limit the sale of space marines? Limit it to pirate stations, and military markets. Maybe some stations (like Tri-Tah) can sell mercenaries.
It's great that the mod is now pushing to find characters in bars that can sell you a warship for a low price, maybe it would be worth developing this idea, and add something like "Contact" that would offer different ships at some periodicity? (Just like with the head rewards - three levels of difficulty, three monetary rewards. Three different ships in different price ranges (maybe more expensive than usual, maybe beaten up)I'd keep your eyes peeled on Bounties Expanded mod (currently Discord only), and potentially on some new mods that come up once bounty framework is added to MagicLib (and it becomes easier to implement those things). As for contacts, I've added it to my list.
This is tied to submarket implementation. I'd need to replace all submarkets with my custom ones, so that would make the mod incompatibile with Nex (which also does that). I'll have a second look at that though.It may not work, and it may have a tonne of unintended side-effects, but what if they were added to the illegal goods list for the various factions?
"illegalCommodities":[
"drugs",
"organs",
"hand_weapons",
"ai_cores",
],
MarketAPI market;// currently opened market (on dock, via listener)
SubmarketAPI submarket = market.getSubmarket(Submarkets.SUBMARKET_OPEN);
market.addSubmarket(new DelegatedSubmarket(submarket));// add delegated market
market.removeSubmarket(Submarkets.SUBMARKET_OPEN);// remove normal open market
@RequiredArgsConstructor // lombok automatically makes constructor for all final properties
public class DelegatedSubmarket impements SubmarketAPI {
@Delegate // lombok automatically makes a method for each method in SubmarketAPI that will call submarket.method(); ezpz
private final SubmarketAPI submarket;// original submarket implementation
public SubmarketPlugin getPlugin() {
return new DelegatedSubmarketPlugin(submarket.getPlugin());// this being just another delegate
}
}
Sadly, it will most likely not work despite being correct and compiling as Alex codes for concrete (obfuscated) implementations, and not for the exposed API interfaces (so my delegates will be missing methods / be incompatible).
If you are inhospitable with a faction, they won't give you docking clearance at their markets. The same principle should apply with market supply/demand so faction hostilities have clear and direct economic consequences.
For example, if a market demands 7 fuel, but is inhospitable or hostile with all 7+ fuel suppliers, they should get a shortage equal to their deficit.
Vice versa, if a supplier is inhospitable or hostile to every market that demands a good at their supply level, they should be stuck with a surplus.
I agree with a previous comment that some light weapons should still be sold on civilian and maybe a bit more on the blackmarket but honestly, your work is already a refreshing experience for starsectorOn the other hand, @Alex was talking about an Arms Dealer contact showing up with weapons and not just ships. That makes the balance of this mod a little bit more up in the air.
StationAdder: ORA should never get a station as it does not exist in https://github.com/jaghaimo/starpocalypse/blob/master/assets/data/starpocalypse/stationFactionMap.csv
IndustryChanger: Nope, it only skips player markets. I'll be making it more configurable at one point, right now the focus is on Stelnet.
There are certain markets added by mods for vanilla factions
What do you mean by "changing reputation mechanics"? It already is fairly easy to fix your rep with pirates (between contacts, and trading).What I meant is my playthroughs that focused on befriending pirates were lacking and the game somehow felt unfinished. What are the benefits and consequences of having good relations with the pirates? IIRC pretty much nothing and I'd like to see that rectified. Does this makes sense?
No idea, try yourself. If it crashes, just disable. If it will crash, it will do it quickly. I'll see if I can release my next update tomorrow, have some nasties prepared :)Seems working.
Is it save game compatable?Reading is an essential skill for anyone wishing to use the Internet. It can therefore be assumed that you know how to read. Which begs the question why you are not doing so.
Is it save game compatable?Reading is an essential skill for anyone wishing to use the Internet. It can therefore be assumed that you know how to read. Which begs the question why you are not doing so.
I don't think Yunru meant this in a bad way, we have an ongoing joke on Discord (type !reading) as people keep on asking things that has been (often minutes before) talked about. Just like your question (25 minutes after I elaborated how it is, and always will be, save game compatible.
Anyway, stay tuned for 2.0.0 release later today!
Your prostration and acknowledgement of our true rank has been noted. Come the cleansing, you shall be spared.Is it save game compatable?Reading is an essential skill for anyone wishing to use the Internet. It can therefore be assumed that you know how to read. Which begs the question why you are not doing so.
You took time to post all that when you could just say Yes or no ;D I posted it bc apparently Im blind and didnt see if it said it or not. Sorry if its too much of an inconvenience for you to just say yes or no our grand overlord.
- Decrease quality of core world ships by taking away special goodies (e.g. nanoforges, synchrotrons).
- Add marines and special items (like hull modspecs) to military regulations and contraband.
- Remove independents (faction) from military regulations.
- Remove Black Market (submarket) from military regulations.
- Disable ability to trade on Black Market if the transponder is on (only for factions with military regulations enabled).
- Damage starting fleet members on new game.
- Reduce amount of logging that happens.
Is it possible to make whitelists & blacklists for the Market, Military Market and Black Market?
I'd like to buy Mining lasers & Mining Blaster in most Markets, Machine Guns in most Military Markets and Harpoons in most Black Markets.
Some mods add weapons that I disagree with and would like to blacklist from markets in general.
Doesn't completely removing the ability to access the black market with your transponder on make the 'suspicion' mechanic useless?
I hacked together a quick edit that allows a whitelist and blacklist of items and ships. I made it so that point defense weapons and combat freighters like Cerberus are not considered contraband. I could submit it for review if Jaghaimo is amenable.
BTW in the 2.0 version the contraband in the black market no longer seem to be limited by market stability. Is that what this means "Remove Black Market (submarket) from military regulations."?
Hmm, I'm not nearly as big a fan of the nanoforge thing. Like, it's a significant part of the setting that a few polities have access to the substantially better manufacturing standards than the rest of the sector, and their ships reflect this.
I did want to echo previous feedback that I do think it would make sense for certain point-defense guns to be allowed under the regulations, though.
So, I think if the regulatory routine got a bit of a rewrite to filter by the CIVILIAN tag in ship_data, rather than looking for the hullmod, that would help with the verisimilitude a bit and help support mods that get a bit creative with the interpretation of what a "civilian" ship is.
....Oh I know, I'd already noticed it in the settings and having options is always good, but since it was active "by default" I considered it a function of the mod "as intended" so to speak. 8)QuoteDoesn't completely removing the ability to access the black market with your transponder on make the 'suspicion' mechanic useless?
Shy Black Market will be changed, you will be able to access it with transponder on, but items and ships that fall under military regulations will be illegal. This is a buff from previous behaviour where they were straight up removed or moved to military market. It is possible to revert this (even now) by disabling shy market in settings and adding back black market to csv.
...
Yes please, open a PR against my repo.
Wow, it's been a while since I had so much feedback after one release. Something to note though - Starpocalypse is a meme mod, or at least started as one. All.of it features are low hanging fruits, or are implemented in a cheaty way.
Having said that, seeing that the mod is slowly getting a loyal fan base, I will be improving certain aspects of it.
QuoteDoesn't completely removing the ability to access the black market with your transponder on make the 'suspicion' mechanic useless?Shy Black Market will be changed, you will be able to access it with transponder on, but items and ships that fall under military regulations will be illegal. This is a buff from previous behaviour where they were straight up removed or moved to military market. It is possible to revert this (even now) by disabling shy market in settings and adding back black market to csv.
QuoteHmm, I'm not nearly as big a fan of the nanoforge thing. Like, it's a significant part of the setting that a few polities have access to the substantially better manufacturing standards than the rest of the sector, and their ships reflect this.Happy to reimplement this. One thing I was thinking about was replacing pristine with corrupted, or just giving corrupted to other factions, or just removing all but giving a nano forge like bonus anyway (maybe smaller).
Yeah, it's funny: I can totally see how this began life as a meme mod, but the thing is, you've addressed something that I think has bugged a lot of players for a while. (https://i.imgur.com/kcBTfAR.gif) The Sector might be a bit of a wild frontier, but especially in the modern game, it's clear that the major faction-polities should have more than enough organization and power to prevent the sale of dangerous materiel to independent, unaffiliated spacers. The way it's set up now is in service of making sure folks, especially newer players, get into Spaceship Fights%u2122 as easily as possible, but I much prefer adding a bit of verisimilitude to the game by having access to military technology be significantly more tightly controlled, unless you go out of your way to travel to obviously extra-legal locales.
On that note... I've actually warmed up extremely quickly to 2.0's current system of handling black markets, to the point that I went and rewrote/expanded the market tooltips in my own game to reflect how it works. (https://i.imgur.com/kcBTfAR.gif) I actually very much like the idea that, especially at the worlds of the larger multi-polity governments, even trying to contact general underground markets to move things in bulk while you're being tracked and monitored is basically impossible. Yes, it kind of overrides Starsector's base game logic for black markets, but to be honest, that logic has always struck me as a little dubious anyway, especially at larger planets that have broader controls and actual military bases. Getting in touch with the "black market" of Chicomoztoc, or Kazeron, or Sindria, or any Diable base, or any Imperium world, or what have you, should be really hard and require a lot of stealth. And since a lot of those planets/bases are difficult to approach in that manner, the rewards should be commiserate with the challenge (e.g., it's time to buy SOME EFFIN' GUNZ). For the cherry on top, this even ties into the lore for both some of the vanilla markets (like all the Sindrian ones) and in certain mods, which use the market description text to posit that if you're going in undetected, what you're accessing as the black market is completely separate from the standard commercial markets of that given polity/volume. So I guess you can put me in the column for keeping it the way it is, but I there are definitely multiple approaches to this idea that are equally valid. (And, most importantly, these all make bar encounters a lot more valuable, because they're a much easier way of getting your hands on hardware, and it makes face-to-face interaction feel a lot more valuable because it's just that bit much harder for The Man to clamp down on.)...
... As far as the nanoforges go... I do get that the real thing we're trying to address here is "the solution for player industrial output is to steal the Chico or Kazeron pristines, or any other pristines a mod may add". The design intent is clearly for pristine forges to be either something a player finds rarely during sector exploration (with one not remotely guaranteed to appear in a game outside of maybe the historian) or commit heavy resources to trying to acquire an existing one. It's just that Alex has underestimated what "heavy" resources should be; it's too easy to steal one, and with story points as of .95 (a system I otherwise like a lot) you can even avoid detection for it. It's just far too easy to acquire one and start pooping out constant perfect capital ships.
So while it's probably significantly more work, my suggestion would be to make a change to raid behavior. Specifically, it should be much, MUCH harder to steal a Colony Item via raiding; I'm talking like "a raiding power equivalent to at least upper-tens of thousands of marines is required for it", since the opponent is going to throw literally everything they have at trying to stop you, and also there should be no story point option for avoiding consequences, because of the sheer scale of the operation required.
And those consequences should be the equivalent of a saturation bombing. Or worse.
Like, think about it: you are dismantling, stealing, and putting at risk an absolutely critical piece of infrastructure that is helping to keep the Sector going, literally for your personal benefit. It's the sort of *** that the sector spent much of the earlier cycles of post-Collapse history trying to stop when fighting maniacs like Loke. In doing this, you are bringing The Bad Old Days back to the Sector, and literally everyone should hate your guts for it and try to destroy you for doing it.
So I think that would make for a more engaging solution to the Nanoforge Problem%u2122: the player should still be able to do it, but it should require truly epic resources and a fleet engineered specifically for that objective, and the consequences for doing so should be fairly dire. It makes finding your own nanoforge a much more attractive proposition.
Either way, I'm glad you're so engaged with the mod, Jaghaimo! Hopefully this feedback is helpful. ;D
Shy Black Market will be changed, you will be able to access it with transponder on, but items and ships that fall under military regulations will be illegal. This is a buff from previous behaviour where they were straight up removed or moved to military market. It is possible to revert this (even now) by disabling shy market in settings and adding back black market to csv.Yo, dude. Both SCC and Alex are talking about Shy Black Market:
FWIW, I've got some notes in this general direction, especially vis a vis smuggling and the risks (or lack of risks) inherent in it.I would have made pirates target successful traders, but I'm not Alex.Same. I'm still hoping to add that to ruthless sector some day, or make a new mod for it. I'm also a big fan of how Jaghaimo made black markets only accessible when transponders are turned off in Starpocalypse.
This mod is actually a credit saver. It guarantees good performance ships for cheap on every market with only a single d-mod.
This mod is actually a credit saver. It guarantees good performance ships for cheap on every market with only a single d-mod.
There is a possibility that this is just an unintentional side effect of mod...
The issue at its core is the game treating d-modded ships all the same as far prices go. It doesn't matter how much of them plague a hull, 1 d-mod translates to the same discount as 6. (Rarely a few hundred credit difference rears its head for god knows why but that doesn't count.)It is a decent point, though. For example, an Imperium Matriarch should be around 680-700k to buy new from the military market, but because of how d-mod pricing works, you can get it for only a bit more than 600k. It's a pretty significant discount.This mod is actually a credit saver. It guarantees good performance ships for cheap on every market with only a single d-mod.There is a possibility that this is just an unintentional side effect of mod...
I wonder if Starpoc should adjust d-mod pricing for ships, too? Or perhaps adjust how it scales.
The issue at its core is the game treating d-modded ships all the same as far prices go. It doesn't matter how much of them plague a hull, 1 d-mod translates to the same discount as 6. (Rarely a few hundred credit difference rears its head for god knows why but that doesn't count.)
The issue at its core is the game treating d-modded ships all the same as far prices go. It doesn't matter how much of them plague a hull, 1 d-mod translates to the same discount as 6. (Rarely a few hundred credit difference rears its head for god knows why but that doesn't count.)
[0.95a] Starpocalypse by Jaghaimo
[0.95a] Stellar Networks by Jaghaimo
Hmm... I haven't been here in a while so I might be talking out of hand, but is the mod index still being updated? I didn't see this on here.@Thaago
I feel like while removing nanoforges from planets more or less works out, i think it would be better if the synchotron cores stayed. It leads to planets with high command being incredibly ***, with massive fuel shortages (holy ***, sindria is not okay) - not to mention fuel prices being very high.
Sometimes, i stare at how many credits it takes to refuel, and i cry.
Shouldn't Sindra be one of the few planets that does have a Synchotron Core, since lore wise their entire "thing" is fuel production?
In order to make those harder to steal... is it possible to arrange it so you have to disable their space station before being able to take it? It is a major part of their infrastructure after all, kinda noticeable if you take it. Then have a large, dedicated, defence fleet attached to that station that can't be lured away.... and as a result the only way you're taking that item is through total war.
... I will probably change the behaviour in the next release - remove the items (so player cannot steal them), but keep the bonuses (so it doesn't mess the economy). Perhaps slightly less bonus for nanoforges (4 instead of 5 for pristine, 2 instead of 3 for corrupted)....
... Hmm, this gave me the idea of true garrison fleets - in order to raid you need to disable stations, but when you do a new garrison fleet is mobilised to defend it (FP based on tier of station).
Is anyone finding that the download from github is missing the mod_info.json file? The download doesn't contain it and my launcher doesn't detect the mod.
I will probably change the behaviour in the next release - remove the items (so player cannot steal them), but keep the bonuses (so it doesn't mess the economy). Perhaps slightly less bonus for nanoforges (4 instead of 5 for pristine, 2 instead of 3 for corrupted).
## D-MODS FOR ALL
# Damage pristine ships that the player can buy.
"addDmodsToShipsInSubmarkets": true,
# Damage pristine ships in player's starting fleet.
"addDmodsToPlayerStartingFleet": true,
# Configure min and max of d-mods each should have. Ships with less than min d-mods will roll a new number of
# d-mods, and missing number of d-mods will be added. Ships with more that min (and more than max) are ignored.
# Used by both options above.
"minimumDmods": 2,
"maximumDmods": 4,
## MILITARY REGULATIONS AND CONTRABAND
# Buying or selling marines, weapons, LPCs, or combat ships is illegal unless you are commisioned with the owner
# of the market. All affected items and ships are moved to Military Market (if present) or removed.
"militaryRegulations": true,
# Depending on the stability, some regulated items "magically" appear in the Black Market. The lower the stabiity
# the bigger pool of items and ships gets leaked. Requires military regulations to work.
"militaryContraband": true,
## BETTER MARKET DEFENCES
# Adds a tier 1 station to all non-hidden markets that do not have a station.
"addStations": true,
# Add extra structures to eligible markets (Ground Defenses and Patrol HQ).
"addExtraStructures": true,
## OTHER
# After winning an egagement, the enemies of the beaten fleet will have a slighly better reputation of you.
# Their allies will dislike you slighly more though.
"combatAdjustedReputation": true,
# Raiding for special items instantly shatters player reputation with the owner of the item.
"hostilityForSpecialItemRaid": true,
I think I took account of everything in this discussion:SpoilerCode## D-MODS FOR ALL
# Damage pristine ships that the player can buy.
"addDmodsToShipsInSubmarkets": true,
# Damage pristine ships in player's starting fleet.
"addDmodsToPlayerStartingFleet": true,
# Configure min and max of d-mods each should have. Ships with less than min d-mods will roll a new number of
# d-mods, and missing number of d-mods will be added. Ships with more that min (and more than max) are ignored.
# Used by both options above.
"minimumDmods": 2,
"maximumDmods": 4,
## MILITARY REGULATIONS AND CONTRABAND
# Buying or selling marines, weapons, LPCs, or combat ships is illegal unless you are commisioned with the owner
# of the market. All affected items and ships are moved to Military Market (if present) or removed.
"militaryRegulations": true,
# Depending on the stability, some regulated items "magically" appear in the Black Market. The lower the stabiity
# the bigger pool of items and ships gets leaked. Requires military regulations to work.
"militaryContraband": true,
## BETTER MARKET DEFENCES
# Adds a tier 1 station to all non-hidden markets that do not have a station.
"addStations": true,
# Add extra structures to eligible markets (Ground Defenses and Patrol HQ).
"addExtraStructures": true,
## OTHER
# After winning an egagement, the enemies of the beaten fleet will have a slighly better reputation of you.
# Their allies will dislike you slighly more though.
"combatAdjustedReputation": true,
# Raiding for special items instantly shatters player reputation with the owner of the item.
"hostilityForSpecialItemRaid": true,
Noteworthy:
- item remover removed (haha), and raiding the special item will RUIN your relationships with that faction - transponder off or story points will not save you.
- military regulations is gaining legal and illegal lists for weapons and ships
- military contraband will work on pool values instead of individual item values (say stability 10 - will "leak" 10k credits worth of goods and 20k of ships)
[close]
......
- item remover removed (haha), and raiding the special item will RUIN your relationships with that faction - transponder off or story points will not save you.
While I agree, will this affect missions that involve you grabbing things as part of missions that aren't major components of infrastructure?
Like prisoner extractions and such... does it also count AI cores?
This might just be a personal preference thing, but could you turn down the logging? Like, way down?
Currently it seems to log every action whenever it iterates through all the markets, resulting is several thousand duplicate lines of text.
(A single hour of playing fills up almost the whole log file currently.)
2.1.1
- Fix NPE in Military Regulations when checking blacklist against pristine ships.
- Fix Stelnet compatiblity.
- Add support for auto-updater in Mod Manager.
2.1.0
- Updated for 0.95.1a-RC6.
- Add `military regulation` and `military contraband` blacklists. Blacklisting `regulation` means the item or ship will not be illegal any more, while `contraband` blacklist means it will not be "moved" from Military to Black Market. Idea and implementation contributed by @matthewmessmer.
- Replace `item remover` with `raid protector` - raiding for defined special items instantly sets player at war with the raided faction.
- Shy Black Market took some self-confidence lessons and is no longer shy (removed this feature).
- Add random (min, max) number of d-mods to pristine ships
- Rework settings (also moved to `settings/`) and configuration (also moved to `starpocalypse.json`).
Damned if I do, damned if I don't ;DIIRC, Alex himself mentioned that he liked some of the concept of 'shy black market'. Maybe vanilla will render that part of your mod redundant in the future. Not that I'll be holding my breath or anything.
## MILITARY REGULATIONS
# Buying or selling military wares Open Market is illegal unless you are commissioned with the owner of the market.
# Uses same logic as Military market except for:
# - Lower stability will cause some illegal items to become legal, and
# - Blacklist can be applied to make item or ship always legal.
"militaryRegulation": true,
# Suspicion level will grow even with transponder off. It is still useful to sell illegal wares.
"transparentBlackMarket": true,
# Setting this to 0 essentially disabled the feature. Setting this to 1 makes it behave as if the transponder was on
# for suspicion calculations. Setting it above 1 will cause a penalty for trading with transponder off.
"transparentBlackMarketMult": 0.5,
# Accessing black market is only possible with transponder turned off.
"shyBlackMarket": false,
IIRC, Alex himself mentioned that he liked some of the concept of 'shy black market'. Maybe vanilla will render that part of your mod redundant in the future. Not that I'll be holding my breath or anything.Citation needed.
Citation needed.
I think I'd dig that implementation if civilian-grade hulls/civilian-tagged ships were still openly available regardless of commission or rep level. Like, that's the point, civvie hulls are, even in the modern sector, comparatively cheap and easy to slap together outside of capital-size ones, and they're intended for civilian purchase. I suspect a lot of us use the mod as much for verisimilitude as we do difficulty, and it just jives with the lore better if civ-grade ships are the ones available at Honest John's Ship Dealer with no restriction. Granted, this is also what the blacklist (or really whitelist in this case ) can be used for, but at the very least the sub-capital civilian ships should probably be on that list by default.
Was mentioned a couple weeks ago! It also came up here in the thread, but it's been a wild couple weeks IRL:
What's the point of turning open market into military market in all but the name?
# Military regulation behaviour - true to remove illegal items and ships, false to just make them illegal.
"militaryRegulationsRemoveIllegal": true,
I mean, ultimately it's your mod, so I say implement it how you like. Don't let us backseat the mod too hard; we're just trying to give feedback on what'd be cool to see and what felt neat in previous versions, but in the end it ought to be your vision that says what goes.
## UTILITY MOD - READ THIS!
# Traditionally, Starpocalypse has been a utility mod, meaning you can disable the mod at will without breaking
# your save. Unfortunately, the new implementation requires additional API methods to be added in order to correctly
# persist progress while still being a utility mod. As such, I have decided to temporarily BREAK the utility
# aspect of the mod. To enable utility aspect of the mod, set below to true. The consequence of playing with
# `isUtility` enabled is:
# 1. Suspicion level will reset each time you save. Trade on black market and get suspicion level to say `extreme`,
# leave the market, save the game, dock and notice suspicion level dropping to `none`.
# 2. Delayed reputation change due to legal trade will not happen if you save too early after the trade.
# This option will be removed (and mod becomes a true utility mod again) once new API calls are released.
# For details see: https://fractalsoftworks.com/forum/index.php?topic=23826
"isUtility": false,
- New uninstaller mod (disable main mod, enable uninstaller, load game and then save to remove Starpocalypse).
- Add all special colony items to raid protector.
- Fix `null` in Shy Black Market description (now shows correct suspicion level).
- Fix F1 tooltip for commodities not showing regulated markets.
submarket
!IndEvo_RepairStorage
!IndEvo_tempStorage
!IndEvo_ReqCenterMarket
!IndEvo_DeconstStorage
!IndEvo_EngStorage
!IndEvo_SharedStore
- An unfortunate name change in `mod_info.json` to assure correct load order (leading space).
- Add fence cut (Black Market tariff, because you need someone to contact the underworld).
- Add all special colony items to raid protector.
- Add Industrial Evolution integration (raid protector and ship damager).
- Add various modded faction to `reputationBlacklist.csv`.
- Fix `null` in Shy Black Market description (now shows correct suspicion level).
- Fix Stellar Networks compatibility (no longer requires custom markets).
- Fix F1 tooltip for commodities not showing regulated markets.
- Add Transparent Markets - even with transponder off, suspicion will still build up, but at half speed.
- Enable Shy Black Market by default.
- Move `settings` to `data/starpocalypse` for easier cross-mod compatibility.
# Weapon and modspec tier, and combat ship FP at which they become illegal.
"regulationMinIllegalTier": 0, # easy mode: 1
"regulationMinIllegalFP": 0, # easy mode: 5
- An unfortunate name change in `mod_info.json` to assure correct load order (leading space).Welcome to the weird side.
With the newest changes to the black market, suspicion seems to get reset every time I exit the planet and reenter.
Also, the black market description says there's no tariffs and that transactions with the transponder off will not attract attention, but with the default mod settings this is no longer true.
Looking through the code, am I right in understanding that the prices and stability levels in militaryRegulationStability.csv no longer determine what is available/removed from the open and black markets?
All my weapons are now illegal and cannot be sold, but drugs are tradable on the regulated open market ;D
This was on a Persean League not free port market where they should be illegal.
- Fix Black Market suspicion resetting at each dock.
- Fix incorrect Black Market description (was not matching its new behaviour).
- Fix illegal commodities (usually drugs and organs) always being legal on Open Market.
- Add missing HMI factions to reputation change blacklist (`mess` and `mess_remnants`).
- Add support for negation in legal list (`item` will be always legal and `!item` will be always illegal).
- New configuration: max tier and fleet points at which items and combat ships are considered legal.
- New feature: remove endgame ships (capitals) and cargo (tier3) from Military Markets.
...Hmm... is there a way to make big ships (Endgame Tier 3's, Battlecruisers, etc), only rarer instead of removed entirely?
- New feature: remove endgame ships (capitals) and cargo (tier3) from Military Markets.
...
It's doable, but due to technical limitations, there will now be two versions of the mod from then on - a vanilla one, and a Nexerelin compatible one.Cool, yeah I'm on Discord, EchoDeltaXIV, but I don't really know what you mean by testing?
Are you on Discord by any chance? Would like you to test this new version before I release it.
- Fix Nexerlin alliance state (commission check in Military Market).
- Fix game crash in ship damager when minDmods is equal maxDmods.
If you could honour this one with my humble request, how do you switch between your two market scripts without requiring two separate CSVs?
I wish to imitate it so I can have a Faction use a custom market of their own and still maintain compatibility.
public class YunruMarket extends BaseSubmarketPlugin {
private BaseSubmarketPlugin starpocalypsePlugin;
public void init(SubmarketAPI submarket) {
super.init(submarket);
if (Global.getSettings().getModManager().isModEnabled("starpocalypse")) {
/* RegulatedOpenMarket will be loaded only on first use, since Starpocalypse is loaded we can do this */
starpocalypsePlugin = new RegulatedOpenMarket();
starpocalypsePlugin.init(submarket);
}
}
/* now in your code, for each functionality you want to support */
@Override
public void updateCargoPrePlayerInteraction() {
if (starpocalypsePlugin != null) {
starpocalypsePlugin.updateCargoPrePlayerInteraction();
} else { /* in some cases you want this to be else, in some you want it to always run after (or before) Starpocalypse's implementation
/* either your code or base implementation, or a mix? */
super.updateCargoPrePlayerInteraction();
}
}
}
I was curious regarding how Black Markets handle ships and dmods?
Is it the same ratio of % for d-mods that the open market/faction yards offer?
If it is, is it possible to create a separate calculation for BM's for condition of ships for sale?
So it's been a bit since I posted, and I have one final query: can shy_black_market be set up as a separate descriptor in submarkets.csv in the current version (to give a shy'd out BM its own description) like it could in 2.0, or is that functionality gone?
So would I be correct in saying this should work to let a replacement market that allows Blueprints to be learned from Pirate Military markets to also have all Starpocalypse features?If you could honour this one with my humble request, how do you switch between your two market scripts without requiring two separate CSVs?
I wish to imitate it so I can have a Faction use a custom market of their own and still maintain compatibility.
Have a look how I got optional Nexerelin compatibility done in RegulatedMilitaryMarket: https://github.com/jaghaimo/starpocalypse/blob/master/src/starpocalypse/submarket/RegulatedMilitaryMarket.java#L74
This means you need to include starpocalypse.jar during compilation, but it is not needed during runtime. Basically, you want to use composition and do something like this:Codepublic class YunruMarket extends BaseSubmarketPlugin {
private BaseSubmarketPlugin starpocalypsePlugin;
public void init(SubmarketAPI submarket) {
super.init(submarket);
if (Global.getSettings().getModManager().isModEnabled("starpocalypse")) {
/* RegulatedOpenMarket will be loaded only on first use, since Starpocalypse is loaded we can do this */
starpocalypsePlugin = new RegulatedOpenMarket();
starpocalypsePlugin.init(submarket);
}
}
/* now in your code, for each functionality you want to support */
@Override
public void updateCargoPrePlayerInteraction() {
if (starpocalypsePlugin != null) {
starpocalypsePlugin.updateCargoPrePlayerInteraction();
} else { /* in some cases you want this to be else, in some you want it to always run after (or before) Starpocalypse's implementation
/* either your code or base implementation, or a mix? */
super.updateCargoPrePlayerInteraction();
}
}
}
package data.scripts.markets;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.campaign.CargoStackAPI;
import com.fs.starfarer.api.campaign.FactionAPI;
import com.fs.starfarer.api.campaign.PlayerMarketTransaction;
import com.fs.starfarer.api.campaign.SpecialItemPlugin;
import com.fs.starfarer.api.campaign.econ.SubmarketAPI;
import com.fs.starfarer.api.campaign.impl.items.BlueprintProviderItem;
import com.fs.starfarer.api.impl.campaign.DelayedBlueprintLearnScript;
import com.fs.starfarer.api.impl.campaign.ids.Factions;
import com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin;
import com.fs.starfarer.api.impl.campaign.submarkets.MilitarySubmarketPlugin;
import starpocalypse.submarket.RegulatedMilitaryMarket;
public class YunruLearningMilitaryMarket extends MilitarySubmarketPlugin {
private BaseSubmarketPlugin starpocalypsePlugin;
public void init(SubmarketAPI submarket) {
super.init(submarket);
if (Global.getSettings().getModManager().isModEnabled("starpocalypse")) {
/* RegulatedOpenMarket will be loaded only on first use, since Starpocalypse is loaded we can do this */
starpocalypsePlugin = new RegulatedMilitaryMarket();
starpocalypsePlugin.init(submarket);
}
}
@Override
public void updateCargoPrePlayerInteraction() {
if (starpocalypsePlugin != null) {
starpocalypsePlugin.updateCargoPrePlayerInteraction();
}
super.updateCargoPrePlayerInteraction();
}
@Override
public void reportPlayerMarketTransaction(PlayerMarketTransaction transaction) {
super.reportPlayerMarketTransaction(transaction);
FactionAPI faction = submarket.getFaction();
if (faction.getId() == Factions.PIRATES) delayedLearnBlueprintsFromTransaction(faction, getCargo(), transaction, 60f + 60 * (float) Math.random());
}
public static void delayedLearnBlueprintsFromTransaction(FactionAPI faction, CargoAPI cargo, PlayerMarketTransaction transaction) {
delayedLearnBlueprintsFromTransaction(faction, cargo, transaction, 60f + 60 * (float) Math.random());
}
public static void delayedLearnBlueprintsFromTransaction(FactionAPI faction, CargoAPI cargo, PlayerMarketTransaction transaction, float daysDelay) {
DelayedBlueprintLearnScript script = new DelayedBlueprintLearnScript(faction.getId(), daysDelay);
for (CargoStackAPI stack : transaction.getSold().getStacksCopy()) {
SpecialItemPlugin plugin = stack.getPlugin();
if (plugin instanceof BlueprintProviderItem) {
BlueprintProviderItem bpi = (BlueprintProviderItem) plugin;
boolean learnedSomething = false;
if (bpi.getProvidedFighters() != null) {
for (String id : bpi.getProvidedFighters()) {
if (faction.knowsFighter(id)) continue;
script.getFighters().add(id);
learnedSomething = true;
}
}
if (bpi.getProvidedWeapons() != null) {
for (String id : bpi.getProvidedWeapons()) {
if (faction.knowsWeapon(id)) continue;
script.getWeapons().add(id);
learnedSomething = true;
}
}
if (bpi.getProvidedShips() != null) {
for (String id : bpi.getProvidedShips()) {
if (faction.knowsShip(id)) continue;
script.getShips().add(id);
learnedSomething = true;
}
}
if (bpi.getProvidedIndustries() != null) {
for (String id : bpi.getProvidedIndustries()) {
if (faction.knowsIndustry(id)) continue;
script.getIndustries().add(id);
learnedSomething = true;
}
}
if (learnedSomething) {
cargo.removeItems(stack.getType(), stack.getData(), 1);
}
}
}
if (!script.getFighters().isEmpty() || !script.getWeapons().isEmpty() ||
!script.getShips().isEmpty() || !script.getIndustries().isEmpty()) {
Global.getSector().addScript(script);
cargo.sort();
}
}
}
This mod replaces vanilla implementations of Open, Black, and Military markets. Same as Nexerelin. It implements Nexerelin functionality for Military Market (commission check for alliances), but DOES NOT implement optional Nexerelin functionality of doubling number of weapons and LPCs (because the point of this mod is to make it scarce in the first place). As far as I know, Nexerelin is the only mod that replaces vanilla markets. You may consider this mod compatible.
From coding point of view it is compatible with all mods. From a gameplay point of view, it might cause some odd situations. For example, imagine a mod that adds a combat ship that can only be purchased at Open Market, never is part of any fleet, and does not show up as derelicts anywhere... With Military Regulations, that ship will now never be purchasable from Open Market, thus not acquirable. You may consider this mod incompatible.
So you really need to understand what the mods you play with do, and whether this mod will break them, and if yes, is it within expectations and if it is acceptable.
Hope that helps :)
It is possible. What type of description would you like? As a matter of fact, the behaviour should not have changed since 2.0 (custom description, with extra paragraph if shy black market is on).
# Do not drop blueprint packages. Player will have to collect blueprints one by one.
"blueprintPackageNoDrop": true,
# Number of s-mods available to player (without skill).
"maximumPermaMods": 0, # easy mode: 1, vanilla: 2
# Remove all ships from salvageable debris fields and always require a story point to recover a ship (both derelict
# ships found across the sector, and post battle recoveries).
"stingyRecoveries": true,
- Remove blueprint packages from drop table - need to collect blueprints one by one.
- Make all recoveries require a story point (your own lost ships included). Also remove ships from debris field salvage.
- Change default number of s-mods available to the player to 0. Require a skill to be able to add one s-mod.
- Remove blueprint packages from drop table - need to collect blueprints one by one.
- Make all recoveries require a story point (your own lost ships included). Also remove ships from debris field salvage.
- Change default number of s-mods available to the player to 0. Require a skill to be able to add one s-mod.
All ships found during exploration require a story point to recover. Always.
No changes to story point requirements of own recovered ships. Always.
Year 306 - cruisers and capitals are not recoverable post-combat (still can be salvaged from derelicts during exploration). Enemy destroyers always require a story point, frigates depends on vanilla RNG.
Year 307 - capitals are not recoverable post-combat (still can be salvaged from derelicts during exploration). Enemy cruisers always require a story point, destroyers and frigates depend on vanilla RNG.
Year 308 and beyond - all ships are recoverable post-combat. Enemy capitals always require a story point, cruisers and below depend on vanilla RNG.
Rugged construction / reinforced bulkheads / skills make it so that the ship is (almost) always recoverable. It most likely will be in a non-story point pool, but it COULD end it (in vanilla) in a story point pool too. I just "fix" it, so it's always in a story-point pool.
You can always disable it. The proper fix to "stumbled across a bunch of destroyers / a great cruiser / a capital in a first X-months and became too powerful too quickly" scenario would be to gate recoveries behind date milestones - something I will do one day.
Rugged construction / reinforced bulkheads / skills make it so that the ship is (almost) always recoverable. It most likely will be in a non-story point pool, but it COULD end it (in vanilla) in a story point pool too. I just "fix" it, so it's always in a story-point pool.Either way I don't see much of practical difference as those ships are basically meant to be expendable/cheap and it disables that, guess I'm gonna just disable this feature till adaptative came...
You can always disable it. The proper fix to "stumbled across a bunch of destroyers / a great cruiser / a capital in a first X-months and became too powerful too quickly" scenario would be to gate recoveries behind date milestones - something I will do one day.
To put it in a context, version 2.6.0 one day will do (more or less, an idea right now) an "adaptative recoveries":QuoteAll ships found during exploration require a story point to recover. Always.
No changes to story point requirements of own recovered ships. Always.
Year 306 - cruisers and capitals are not recoverable post-combat (still can be salvaged from derelicts during exploration). Enemy destroyers always require a story point, frigates depends on vanilla RNG.
Year 307 - capitals are not recoverable post-combat (still can be salvaged from derelicts during exploration). Enemy cruisers always require a story point, destroyers and frigates depend on vanilla RNG.
Year 308 and beyond - all ships are recoverable post-combat. Enemy capitals always require a story point, cruisers and below depend on vanilla RNG.
The option to enable "stingy recoveries" will be there too (adaptative will become the new default, stingy when enabled will replace adaptative).
....
The proper solution to the "capital in fist X-months" problem is to re-design the supply, support and repair system to be more realistic.
When a Faction owns a Ship, they own the Blueprint and can print new parts / ships using a Forge (or Nanoforge) which means they have a direct supply line for parts. When a Non-Faction owns a Ship, where are they getting the parts? On a market with high shortages and volatile prices on bottleneck components.
- Repairing a capital-ship above a certain % requires sacrificing another ship of the same type (or having a market shipyard with a blueprint)
- Repairing a capital-ship above a certain % requires parking it in a Faction Shipyard
- Maintenance costs on owning a capital ship without a market+blueprint are much higher.
- Faction Mercenaries get partially covered for Faction's standard fleet capital ships
Make the supply costs of repairs in space much much higher, and damage above 75% hull resulting in D-mods.
Make the costs of high-tech ships even higher with the same system.
These are the things that can bring some realism and push people to spend more time with more common ships.
This will promote keeping capital ship ownership to a time where you have a colony with blueprints and supply lines.
Setting maximum s-mods is broken in settings.
For example restoring vanilla behavior.
# Number of s-mods available to player (without skill).
"maximumPermaMods": 2, # easy mode: 1, vanilla: 2
code checks for maxPermaMods
change maximumPermaMods to maxPermaMods to get it working
# Number of s-mods available to player (without skill).
"maxPermaMods": 2, # easy mode: 1, vanilla: 2
Progress update. A new (and probably last one this year, excluding bugfixes) version of Starpocalypse will be out this or next week. I need to take a break from Starpocalypse in order to find a vision for this mod. For those that missed the memo - this started as a joke mod (I wanted to see the Sector full of d-mods and to make weapons scarce) but due to the somewhat warm welcome I became invested in it. Almost a year later, the mod is all over the place. So I need to sit down and rethink what I want this mod to be.Honestly, I think you are doing a great job on all your mods. You found so many methods to give players to customize their experience. They're awesome!
I really really like this mod, especially the .json customization. It's pretty much required now in my mod list.
Starpocalypse with D-mods galore and limited markets lets me create a much more "ragged frontier (aka Firefly)" experience as a baseline, and is a great companion mod with Ruthless Sector which I value for the extra danger and far less free money, tweakable via yet another useful .json.
I've had this mod on for a couple playthroughs and have been enjoying the rustbucket fleet and stingy markets (good work on that! I like the mod even if I'm about to get a little annoyed), and initially liked the idea of stingy recoveries until I realised I'd gotten to the midgame and completely failed to find a single incident of unopened sleeper pods or other similar special salvage events.
... and so I checked Github to discover that the mod runs a constant script that purges all special salvage data from salvagable entities (and debris fields) in the player's current location, not just the ship-is-recoverable salvage data.
I feel this should be pretty clearly signposted if it's an intentional difficulty change because it's not mentioned anywhere and I went in with the assumption it would only touch the vanilla "ship is recoverable" salvage special. It also probably should be changed because it appears fairly aggressive and could easily break mods or even vanilla (I haven't checked but iirc there's an issue on Github about it breaking the Hamatsu interaction)
- Fix Nexerelin exploit with governed markets.
- Fix derelict pruning script not being transient.
- Update stingyRecoveries description to include cryopod officers and others.
Long overdue bugfix update: https://github.com/jaghaimo/starpocalypse/releases/download/2.3.2/starpocalypse-2.3.2.zipQuote- Fix Nexerelin exploit with governed markets.
- Fix derelict pruning script not being transient.
- Update stingyRecoveries description to include cryopod officers and others.
This is most likely the last release - I am fully focusing on Stelnet and future (Public Companies) mods.
Thanks for the fantastic mod. One of my favorites! Where should we discuss branches / unofficial updates for it?
I made a fork and made the updates that seemed to be needed to get this working with 0.96a.As soon as I can figure out the github actions permissions sorted out I'll push up a release for download.A 0.96a release is now available for download.
https://github.com/frakern/starpocalypse/releases/download/3.0.0/starpocalypse-3.0.0.zip
Anyone else who wants to work with me on this, please reach out and we can discuss future plans.
I made a fork and made the updates that seemed to be needed to get this working with 0.96a.As soon as I can figure out the github actions permissions sorted out I'll push up a release for download.A 0.96a release is now available for download.
https://github.com/frakern/starpocalypse/releases/download/3.0.0/starpocalypse-3.0.0.zip
Anyone else who wants to work with me on this, please reach out and we can discuss future plans.