Fractal Softworks Forum

Starsector => Mods => Topic started by: Lukas04 on July 05, 2022, 04:01:56 PM

Title: [0.95.1a] Starfarers Workshop 1.5.1
Post by: Lukas04 on July 05, 2022, 04:01:56 PM
Currently not available due to some issues & the unability to properly maintain them.
Title: Re: [0.95.1a] Starfarers' Hullmods
Post by: Algoul on July 06, 2022, 01:44:55 PM
impressive. Few mod can critically change how ship work.
Title: Re: [0.95.1a] Starfarers' Hullmods 1.3.0
Post by: LinWasTaken on July 10, 2022, 05:27:21 AM
how do i add this to some sort of favorite posts list?
Title: Re: [0.95.1a] Starfarers' Hullmods 1.3.1
Post by: Lukas04 on July 10, 2022, 11:12:43 AM
Went and updated the main post. It now shows all hullmods in the mod together with a few new gifs.
Title: Re: [0.95.1a] Starfarers' Hullmods 1.3.2
Post by: jlrperkins on July 11, 2022, 10:43:01 AM
On the topic of extra shipsystems, why not leverage the existing utility mod by TomatoPaste?

https://fractalsoftworks.com/forum/index.php?topic=22274.0

this looks exactly what you wanted to achieve with the secondary system hullmods, but with a massively improved UI
Title: Re: [0.95.1a] Starfarers' Hullmods 1.3.2
Post by: Lukas04 on July 11, 2022, 12:49:22 PM
On the topic of extra shipsystems, why not leverage the existing utility mod by TomatoPaste?

https://fractalsoftworks.com/forum/index.php?topic=22274.0

this looks exactly what you wanted to achieve with the secondary system hullmods, but with a massively improved UI

I did try using his framework for it but decided against it for a few reasons. Mostly because i wasnt sure if the mod would be getting future updates as the author seems to have gotten a lot less active, and in case a future update would have broken it, i did not want to to wait for them to port their mod over. The UI definitly does suffer in exchange, but im thinking of improving on that front over time.

Edit: I went and checked out the MagicUI function of MagicLib and managed to improve the UI issues the mod has. Should be part of the next update to the mod.
Title: Re: [0.95.1a] Starfarers' Hullmods 1.4.0
Post by: Lukas04 on July 12, 2022, 06:55:34 AM
V 1.4.0 Changelog

-Added the "Secondary System - Mind Control" Hullmod

-MagicLib is now required to use the mod.
-Replaced the old Terminus & Secondary System UI with an easier to read UI hovering close to the ship.
-Improved the visual effect of Terminus, Flux Void and Singularity
-The keybind for secondary shipsystems can now be configured in: "data/config/modSettings.json"

The gif below showcases the new hullmod and the changes to the Secondary System UI
Link to full size gif (https://imgur.com/a/IM3NPRn)
(https://imgur.com/k7hVsT5.gif)
Title: Re: [0.95.1a] Starfarers Workshop 1.5.0
Post by: Lukas04 on July 14, 2022, 01:23:52 PM
Released another update for the mod. Will slow down with the content added after this one as with the current ones i explored most ideas that i wanted to.
Though maybe i'l have some sudden ideas that i want to try out after some days.

(https://imgur.com/5tGfRAW.gif)

Patchnotes:
V1.5.0 (14.7.2022) (Not save compatible)

Changes & Additions

- Changed the mod's name from "Starfarers Hullmods" to "Starfarers Workshop".
---> Make sure to delete the old version after installing the mod, and remember to re-enable the new one in the launcher.

- Added the "Secondary Shipsystem - Vampirism" Hullmod.

- Added a secret starsystem in to the sector that provides an alternate way to get some of the Hullmods.
- System Overloads Keybind can now be changed in "data/config/modSettings.json"
- The Mind Controls ability now draws a line between the ship and its target.
- Shortened the display name of all secondary system hullmods.
- Renamed IDs of all Hullmods to be easier to write down and to be more cross-mod compatible.
- Removed Legacy Version of Temporal Shield.

Balance
- "System Overload" now also reduces the ships Peak Performance Time on use in addition to reducing Hitpoints.
- Changed the cooldown of "Antimatter Drive" from 10 to 15 seconds.
- Changed the cooldown of "Flux void" from 12 to 20.
- Changed the "Syst. Substitude - Defense" flux capacity buff from 20% to 10%.
- Reduced "Terminus" timeflow from a factor of 15x to 10x.

Fixes
- Fixed an issue that caused Secondary Systems cooldowns to not correctly adjust to timeflow, causing abilities to last longer than they should.
Title: Re: [0.95.1a] Starfarers Workshop 1.5.0
Post by: karolb774 on July 14, 2022, 11:02:02 PM
Error crashing game when loading save, after update to 1.5v.

Fatal:Hullmod with id [TerminusHullmod] not found for faction [ML_bounty]
Title: Re: [0.95.1a] Starfarers Workshop 1.5.0
Post by: Lukas04 on July 15, 2022, 03:35:43 AM
Error crashing game when loading save, after update to 1.5v.

Fatal:Hullmod with id [TerminusHullmod] not found for faction [ML_bounty]

Right, forgot to mention it on the Forum changelog and not just the Discord one, the update is not save-compatible.
Title: Re: [0.95.1a] Starfarers Workshop 1.5.0
Post by: Titann on July 15, 2022, 01:08:40 PM
with mindcontrol system, i still dont know why there is no space zombies mod already. It will be very similar to SPAZ.

Very nice mod good work! Keep it up!
Title: Re: [0.95.1a] Starfarers Workshop 1.5.1
Post by: Lukas04 on July 20, 2022, 06:35:30 AM
Released a small patch that improves a few things here and there.
It specificly should make Vampirism a lot less Situational and have some benefit in most fights.
Example Gif of how Vampirism works now (https://i.imgur.com/WuaU1vR.gif)

V1.5.1 (20.7.2022) (Save Compatible)

Changes & Additions
-Vampirisms Visual effects have been slightly improved
-Several changes to the secret system (changed primary star, market doesnt require an active transponder anymore, changed descriptions)

Balance
-Vampirism now applies its health over time, instead of instantly. Unused Health (i.e if the ship gets to max health) now gets stored and will heal the ship when it suffers future damage

Fixes
-Fixed AI spamming ability activation sounds.
Title: Re: [0.95.1a] Starfarers Workshop 1.5.1
Post by: gaofusiji on July 24, 2022, 11:26:15 PM
if i can get a chance to restore the charge of flux void, i will appreciate about that. ;)
Title: Re: [0.95.1a] Starfarers Workshop 1.5.1
Post by: Lukas04 on July 25, 2022, 06:49:19 AM
if i can get a chance to restore the charge of flux void, i will appreciate about that. ;)

Flux Void is pretty much an emergency tool that can get you out of a lot of bad situations, so i feel like giving it more charges might be a bit much.
Title: Re: [0.95.1a] Starfarers Workshop 1.5.1
Post by: Eureka Seven on July 29, 2022, 05:53:12 AM
Cool,it give ships reborn.

May I ask for your permission to translate Starfarers Workshop into Chinese,
and upload it on Forum Of SartSector In China?

https://www.fossic.org/
Title: Re: [0.95.1a] Starfarers Workshop 1.5.1
Post by: Lukas04 on July 29, 2022, 02:55:33 PM
Cool,it give ships reborn.

May I ask for your permission to translate Starfarers Workshop into Chinese,
and upload it on Forum Of SartSector In China?

https://www.fossic.org/

Feel free to, just make sure to Credit me for it on the Mods Page, and put a link to this Page on there.
Title: Re: [0.95.1a] Starfarers Workshop 1.5.1
Post by: Eureka Seven on July 29, 2022, 05:56:03 PM
Cool,it give ships reborn.

May I ask for your permission to translate Starfarers Workshop into Chinese,
and upload it on Forum Of SartSector In China?

https://www.fossic.org/

Feel free to, just make sure to Credit me for it on the Mods Page, and put a link to this Page on there.
Thanks,I will
Title: Re: [0.95.1a] Starfarers Workshop 1.5.1
Post by: Thinggyblop on November 01, 2022, 04:29:33 AM
Question where would i need to look to tinker the singularity to slow down time to be more in line with temporal shell?
Title: Re: [0.95.1a] Starfarers Workshop 1.5.1
Post by: plumber_Man on December 29, 2022, 04:29:14 PM
Is there a way to add special keys to the secondary ability keybind, like alt, ctrl or shift?