Fractal Softworks Forum

Starsector => Mods => Topic started by: Lukas04 on August 10, 2022, 10:47:50 AM

Title: [0.95.1a] Arkships V1.4
Post by: Lukas04 on August 10, 2022, 10:47:50 AM
Currently not available due to some issues & the unability to properly maintain them.
Title: Re: [0.95.1a] Arkships V0.3
Post by: Fen on August 10, 2022, 05:48:36 PM
Very neat
Title: Re: [0.95.1a] Arkships V0.3
Post by: Ramiel on August 10, 2022, 11:12:54 PM
Wait...does this mean I can finally steal all 40k of cheap minerals!? Happy day!
Title: Re: [0.95.1a] Arkships V0.4
Post by: Lukas04 on August 11, 2022, 07:09:35 AM
Update V0.4 Changelog
-> The Derelict Arkship now spawns if you load a save for the first time with the mod (Allowing the mod to be added mid-save without using cheats)
-> The Derelict Arkship now has some [REDACTED] Defenses that you have to fight to aquire it

Title: Re: [0.95.1a] Arkships V0.4
Post by: Hotpics on August 11, 2022, 11:06:19 AM
The idea or rather the mechanic your mod has is quite appealing.
How about converting it to be a "Support Platform" when you invade/bombard/conquer planets that are heavily defended?

1. Tow the Arkship into the system.
2. Leave it somewhere at the fringe of the system.
3. Destroy enemy Orbital Station.
4. Call in Arkship and the onboard personal with its supplies will aid you in raids/bombardments/invasions. (Maybe some integration with Nerxerlin?)

I also suggest a Low-/Mid-/Hightech version of the Arkship so every faction could have one.

Personally I'm not fond of the idea to have a massive untouchable storage on demand.
But the mechanic and fundamental concept could even find use in the base game even if in a more abstract manner, as far as i think.
Title: Re: [0.95.1a] Arkships V0.4
Post by: Lukas04 on August 11, 2022, 11:49:45 AM
The idea or rather the mechanic your mod has is quite appealing.
How about converting it to be a "Support Platform" when you invade/bombard/conquer planets that are heavily defended?

1. Tow the Arkship into the system.
2. Leave it somewhere at the fringe of the system.
3. Destroy enemy Orbital Station.
4. Call in Arkship and the onboard personal with its supplies will aid you in raids/bombardments/invasions. (Maybe some integration with Nerxerlin?)

I also suggest a Low-/Mid-/Hightech version of the Arkship so every faction could have one.

Personally I'm not fond of the idea to have a massive untouchable storage on demand.
But the mechanic and fundamental concept could even find use in the base game even if in a more abstract manner, as far as i think.

I dont think im ever going to make it participate or support in combat related things, its strong enough in the thing it is already doing, and what its doing right now is more so in the image of what i also
want it to do. As with most mods that add a rather player-supporting system, this mod isnt going to be for everyone, but i know that it satisfies the needs for some players well enough with how it currently functions. (I immidiatly got multiple people telling me how they now dont need to use their cheats for inventory moving anymore lol)

In the "lore" i made, as limited and basic as it is, the Arkship is a Pre-Domain Age object, so giving it a Low/Mid/Hightech variant doesnt make to much sense. Mostly using the Hightech model since i found it the most appropiate for what it is, might be giving it a recolor at one point though atleast.
Title: Re: [0.95.1a] Arkships V0.4
Post by: Hotpics on August 11, 2022, 01:55:46 PM
i know that it satisfies the needs for some players well enough with how it currently functions. (I immidiatly got multiple people telling me how they now dont need to use their cheats for inventory moving anymore lol)

Industrial Revolution features Courier Ports to move large inventories from planet A to B, somewhat.
But your mod got me some ideas. .. guess not gonna sleep for a while now.
Title: Re: [0.95.1a] Arkships V0.4
Post by: jeffg10 on August 12, 2022, 03:03:53 AM
I think it would be cool if you added compartments that related to industrial evolution integration if possible (like repair/salvage yards and exc), maybe as unlockable things that you find rather than have off the bat?
Title: Re: [0.95.1a] Arkships V0.4
Post by: Ovid on August 12, 2022, 03:46:41 AM
I have no idea how difficult it would be, especially since the Arkship is flagged as being a different faction from Player, but what about adding sections that grant the same buffs as Stable Point Objects? Stability, sensor range, burn levels. It'd provide a buff to friendly/player fleets in the same system, and make it worthwhile to consider leaving at home if you aren't using it for some reason.

What about a Refinery section? Not as an industry, but something that turns deposited/stored ores and transplutonic ores into metals and transplutonic metals.

it's a stretch, but what about a similar idea to the refinery, but it converts food into lobsters or something? Basically, a way to turn low value high volume finds like food and turn it into a smaller amount of higher value goods. but again, not as an Industry, just a way to handle high salvage amounts.
Title: Re: [0.95.1a] Arkships V0.4
Post by: Lukas04 on August 12, 2022, 03:50:58 AM
I have no idea how difficult it would be, especially since the Arkship is flagged as being a different faction from Player, but what about adding sections that grant the same buffs as Stable Point Objects? Stability, sensor range, burn levels. It'd provide a buff to friendly/player fleets in the same system, and make it worthwhile to consider leaving at home if you aren't using it for some reason.

What about a Refinery section? Not as an industry, but something that turns deposited/stored ores and transplutonic ores into metals and transplutonic metals.

it's a stretch, but what about a similar idea to the refinery, but it converts food into lobsters or something? Basically, a way to turn low value high volume finds like food and turn it into a smaller amount of higher value goods. but again, not as an Industry, just a way to handle high salvage amounts.


I thought about making it give certain system wide effects, but im not sure if i want to implement them yet.
I think the current production of Supplies and Fuel is mostly enough, though maybe il think about a compartment that can convert some items in to their processed variants in the future.
Title: Re: [0.95.1a] Arkships V0.5
Post by: Lukas04 on August 12, 2022, 05:48:24 AM

Update V0.5 Changelog
-> Arkships can now Warp towards Active Gates and take the player along with them. The option appears when you dock at the Arkship, aslong as you activated the gates.
--> Warping like this costs 40% more credits than the usual Arkship call, with the benefit being mobility for the player.

-> Compartment settings now only show the relevant dialogue option (i.e only shows the activate option if the compartment is currently deactivated)
-> Arkships now play a short sound when warping in.

(https://imgur.com/mPwbBVo.gif)
Title: Re: [0.95.1a] Arkships V0.5
Post by: TheHZDev on August 13, 2022, 12:46:32 AM
Sir, I want to translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org), can you allow?
Title: Re: [0.95.1a] Arkships V0.5
Post by: Lukas04 on August 13, 2022, 03:44:19 AM
Sir, I want to translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org), can you allow?

I dont have an issue with it. Just make sure to credit me on the mods page and provide a link to this Forum Page of the mod.
Though im still frequently updating it currently, so you may wanna wait a few days until im more done with the mods content.
Title: Re: [0.95.1a] Arkships V0.6
Post by: Lukas04 on August 13, 2022, 06:41:32 AM
Update V0.6 Changelog
Due to some changes, the game will likely crash if you upgrade from an old save and open the Fuel Siphon/Supplies Inventory.
To fix this, you can simply deactivate and reactivate the two Compartments.

-> The Arkship now leaves some Thruster Trails behind when moving.
-> Siphon/Assembly Maintenance cost is reduced, but taking the materials out now requires you to pay for them like with Colony Stockpiles.
-> Newly generated Arkships now have the Spaceport Industry on them, so that it counts as a "dock" for specific Hullmods. (Wont effect saves with already generated Arkships)
-> Fixed an issue where Monthly Costs didnt apply if you didnt interact with the Arkship in a month.
-> Fixed a small issue where a value used the letter "l" instead of the number "1" (Thank Starsector for somehow not crashing from this)

(https://imgur.com/tibGvRB.gif)
Title: Re: [0.95.1a] Arkships V0.6
Post by: Vanargand on August 13, 2022, 10:59:58 PM
I found an odd interaction with the derelict arkship. I added it via the cheat code through console commands since I added the mod mid-save. After defeating the guards, it popped up this screen: (http://puu.sh/Jg72h/8b99ad5e8c.jpg)

Doing the salvage would pop up a message that says it found nothing of interest, then delete the arkship. There's no skill on my bar to call the arkship or anything, it's just gone.

If I choose to ignore the salvage, it'll just start up another encounter with the guards once I interact with the arkship again.
Title: Re: [0.95.1a] Arkships V0.6
Post by: Lukas04 on August 14, 2022, 03:18:38 AM
I found an odd interaction with the derelict arkship. I added it via the cheat code through console commands since I added the mod mid-save. After defeating the guards, it popped up this screen: (http://puu.sh/Jg72h/8b99ad5e8c.jpg)

Doing the salvage would pop up a message that says it found nothing of interest, then delete the arkship. There's no skill on my bar to call the arkship or anything, it's just gone.

If I choose to ignore the salvage, it'll just start up another encounter with the guards once I interact with the arkship again.

Thats odd, ill check what may be causing it.
Until then, you can use this command to get the ability directly: runcode Global.getSector().getCharacterData().addAbility("as_call_arcship")
Title: Re: [0.95.1a] Arkships V0.6
Post by: Vanargand on August 14, 2022, 05:42:13 PM
Is the Arkship supposed to spawn in high warning Remnant sectors? Or any sector, because I can't for the life of me find one naturally despite hunting down several warning beacons.
Title: Re: [0.95.1a] Arkships V0.6
Post by: Lukas04 on August 14, 2022, 11:52:28 PM
Is the Arkship supposed to spawn in high warning Remnant sectors? Or any sector, because I can't for the life of me find one naturally despite hunting down several warning beacons.

Can spawn in any beacon system, not just high ones.
Im thinking of adding something to make the finding of the Arkship easier though.
Title: Re: [0.95.1a] Arkships V1.0
Post by: Lukas04 on August 15, 2022, 05:57:05 AM
Update V1.0 Changelog
V1.0 is Not Save Compatible if a prior version of the mod were installed

-> Added an ability received at the start of the game that indicates the distance to the Derelict Arkship. This removes the need to check every Remnant system.
--> It doesnt specify a distance, but instead it receives a signal strength, varying between "very weak", "weak", "average" and "strong".

-> Modified the sprite to make it look a bit more like an actual Ship.
-> Improved the look of the thruster trail. It now decreases in strength as the thruster "throttles" and slows the ship.
-> Improved the flight-in effect, making it slower and come to a stop more naturally.

-> Restructured the mods code and added Code-Comments to make it more easy to read.
-> Improved the "Arkship Call" abilities tooltip and made it more dynamic.
-> The Arkship now orbits at a larger distance at gas giants, instead of clipping in to them.
-> Slightly decreased the amount of supplies and fuel generated by compartments.
-> Fixed an issue where the mod did not update the monthly maintenance costs when it should have.
-> Fixed an issue that caused the credit requirement check for warps to not function correctly.
-> Fixed an issue that caused a salvage screen to show up after defeating the defending fleet.
-> Fixed an issue that caused the Derelict Arkship to not dissapear after the Arkship was claimed.
-> Fixed issue where the "Arkship call" ability tooltip didnt correctly show the Maintenance cost in Hyperspace.

(https://imgur.com/W9Jghey.gif)

(https://imgur.com/3gtl6Ma.gif)
Title: Re: [0.95.1a] Arkships V1.0
Post by: deoxyribonucleicacid on August 15, 2022, 04:52:34 PM
do you have plans on changing the sprite the arkship is using? cause i felt thats the only spice it needs to be perfect
Title: Re: [0.95.1a] Arkships V1.0
Post by: Lukas04 on August 15, 2022, 04:56:59 PM
do you have plans on changing the sprite the arkship is using? cause i felt thats the only spice it needs to be perfect

Im thinking of asking around on the Discord if someone feels up to spriting something at one point, but i myself dont really have any artistic talent, so if i were to make one myself
it would probably look worse than the current edit.
Title: Re: [0.95.1a] Arkships V1.0
Post by: Vanargand on August 15, 2022, 09:26:17 PM
If you ever consider making a more "op" version of this mod, it'd be really cool to make a version where you basically have a home system you can tug around. Like having a portable planet for a nomadic playstyle.
Title: Re: [0.95.1a] Arkships V1.0
Post by: Lukas04 on August 17, 2022, 09:20:27 AM
Update V1.1 Changelog

-> The Arkship Defender fleet is now preset and not random.
-> Fixed the Salvage Screen opening at the Derelict Arkship .
-> Fixed a performance issue with the Arkship Call ability.
-> Fixed a crash on linux.

Title: Re: [0.95.1a] Arkships V1.1
Post by: Maelstrom on August 17, 2022, 08:29:30 PM
new update crashes the game on sector generation

tried posting the error log but the forum seems to not understand certain characters in it and cant post the message because of it
Title: Re: [0.95.1a] Arkships V1.1
Post by: Lukas04 on August 17, 2022, 10:12:50 PM
new update crashes the game on sector generation

tried posting the error log but the forum seems to not understand certain characters in it and cant post the message because of it

Thats a bit odd, there isnt much happening during sector generation that could cause a crash, asuming you are talking about new sector gen.
There are websites like pastebin which let you post text in it and share a link, would appreciate if you could send the log that way.
Title: Re: [0.95.1a] Arkships V1.1
Post by: Maelstrom on August 17, 2022, 10:56:53 PM
I'll try to generate another error code tomorrow for you but I have over 200 mods installed so maybe its a conflict between your mod and another one. I did disable ark and was able to generate a new game but at this point generating a new game can take like 40 minutes despite having some of the best hardware on the market to be able to handle all these mods lmao
Title: Re: [0.95.1a] Arkships V1.1
Post by: OmegaS on August 18, 2022, 01:08:39 AM
I'll try to generate another error code tomorrow for you but I have over 200 mods installed so maybe its a conflict between your mod and another one. I did disable ark and was able to generate a new game but at this point generating a new game can take like 40 minutes despite having some of the best hardware on the market to be able to handle all these mods lmao
Sounds like you're just one twig away from breaking the camel's back.  And I have to wonder just what the hell you're playing with all those mods, because it can't have much similarity to the Starsector the rest of us are using.
Title: Re: [0.95.1a] Arkships V1.1
Post by: Maelstrom on August 18, 2022, 04:20:18 PM
I'll try to generate another error code tomorrow for you but I have over 200 mods installed so maybe its a conflict between your mod and another one. I did disable ark and was able to generate a new game but at this point generating a new game can take like 40 minutes despite having some of the best hardware on the market to be able to handle all these mods lmao
Sounds like you're just one twig away from breaking the camel's back.  And I have to wonder just what the hell you're playing with all those mods, because it can't have much similarity to the Starsector the rest of us are using.

Nah mods tend to be isolated code wise so having all these mods basically means the game is just insanely content rich but its still easy to isolate causes to crashes :3

could probably play a year full time on the same save at this point and still have content to uncover lol
Title: Re: [0.95.1a] Arkships V1.1
Post by: calantlar on August 20, 2022, 11:23:35 AM
Very cool mod, opens up a new kind of no colony playstyle. Will certainly keep my eye out for future updates.
Title: Re: [0.95.1a] Arkships V1.1
Post by: sigmasquadron on August 20, 2022, 02:29:27 PM
new update crashes the game on sector generation
tried posting the error log but the forum seems to not understand certain characters in it and cant post the message because of it

I can also reproduce this crash. https://pastebin.com/2Gg0vc43

It seems to be related to Adjusted Sector (https://fractalsoftworks.com/forum/index.php?topic=17331.0), as the game doesn't crash if it's disabled.
My Adjusted Sector config, if it's useful: https://pastebin.com/JJQcgrmp
Title: Re: [0.95.1a] Arkships V1.1
Post by: Maelstrom on August 20, 2022, 07:22:06 PM
new update crashes the game on sector generation
tried posting the error log but the forum seems to not understand certain characters in it and cant post the message because of it

I can also reproduce this crash. https://pastebin.com/2Gg0vc43

It seems to be related to Adjusted Sector (https://fractalsoftworks.com/forum/index.php?topic=17331.0), as the game doesn't crash if it's disabled.
My Adjusted Sector config, if it's useful: https://pastebin.com/JJQcgrmp

Ah, makes sense, also have that mod installed

yup, thats the crash I got as well
Title: Re: [0.95.1a] Arkships V1.1
Post by: Lukas04 on August 21, 2022, 08:22:55 AM
new update crashes the game on sector generation
tried posting the error log but the forum seems to not understand certain characters in it and cant post the message because of it

I can also reproduce this crash. https://pastebin.com/2Gg0vc43

It seems to be related to Adjusted Sector (https://fractalsoftworks.com/forum/index.php?topic=17331.0), as the game doesn't crash if it's disabled.
My Adjusted Sector config, if it's useful: https://pastebin.com/JJQcgrmp

Thanks for this, i found the issue and its the fact that your guys Adjusted Sector Configs spawn 0-1 Remnant systems, and if it Spawns 0, it would have crashed.
Fixed the crash, id recommend you guys to change your configs though still.

Update V1.2 Changelog

-> Fixed crash with Adjusted Sector Configs which had 0 [REDACTED] System Spawns.
--> Spawns the Derelict Arkship in a random system instead if thats the case.
Title: Re: [0.95.1a] Arkships V1.2
Post by: Maelstrom on August 21, 2022, 06:49:28 PM
yeah just noticed that line today looking at how hypershunts spawn and saw how odd it was that setting was set to 0 by default... funny that it was the cause all along lmao
Title: Re: [0.95.1a] Arkships V1.2
Post by: Enez61 on August 22, 2022, 09:26:25 AM
When I use the call function, it lags a lot. anyone else notice this?
Title: Re: [0.95.1a] Arkships V1.2
Post by: GreybladeR on August 23, 2022, 01:19:36 AM
I noticed 3 issues.
1. 'Call Arkship' causes like 15-30 FPS drop. Not sure if specific to the first usage.
2. The Assembly Compartment and Siphon Compartment shares the Activation text with the Storage Compartment. (Halt maintenance on Storage Compartment? Disabling it will remove your items!)
3. If your Arkship has [Take shuttle down to the bar], selecting that will remove your items from the Arkship's storage.

EDIT: It would appear that the massive lag only happens when you call the Arkship into a system with too many stars.
I also can't reproduce the storage wipe.
It appears that the storage wipe happened when I click on [Colony Info]
Title: Re: [0.95.1a] Arkships V1.3
Post by: Lukas04 on August 23, 2022, 01:31:34 PM

I noticed 3 issues.
1. 'Call Arkship' causes like 15-30 FPS drop. Not sure if specific to the first usage.
2. The Assembly Compartment and Siphon Compartment shares the Activation text with the Storage Compartment. (Halt maintenance on Storage Compartment? Disabling it will remove your items!)
3. If your Arkship has [Take shuttle down to the bar], selecting that will remove your items from the Arkship's storage.

EDIT: It would appear that the massive lag only happens when you call the Arkship into a system with too many stars.
I also can't reproduce the storage wipe.
It appears that the storage wipe happened when I click on [Colony Info]

I rarely heard about the bug that deletes inventory, but couldnt ever track it down myself.
Managed to do it now (just once though) and it was after interacting with some bar events, the Colony Info button doesnt appear to cause any issues right now.
Removed the bar interaction for the Arkship for now and have to see if that was (atleast hopefully) the only cause of this.

New version should have better performance during Arkship-Call, i cant really tell how much it improved though, since my own CPU did not have much of an issue with it before.

Update V1.3 Changelog

-> Removed the Bar Menu selection from the Arkship, as accepting certain Bar Missions seemed to possibly delete the Arkships inventory.
-> Performance improvements for the Arkship-Call ability.
-> Fixed slightly incorrect descriptions in the compartment menu
Title: Re: [0.95.1a] Arkships V1.3
Post by: Enez61 on August 24, 2022, 01:50:46 PM
I love your mod. I wish the arkship would be more interactable.

Can you make the arkship actually a colony with defenses and buldings? It would be fun i think. Just a size 3? Maybe have a comms console, nav buoy and sensor building as a buildable. For more cost of course.

Also since the arkship uses credits to jump around, fuel has become useless to me. Maybe that should be an option?

Edit: the lag from the call function is almost unnoticable now. Thank you.
Title: Re: [0.95.1a] Arkships V1.3
Post by: Lukas04 on August 24, 2022, 04:42:42 PM
I love your mod. I wish the arkship would be more interactable.

Can you make the arkship actually a colony with defenses and buldings? It would be fun i think. Just a size 3? Maybe have a comms console, nav buoy and sensor building as a buildable. For more cost of course.

Also since the arkship uses credits to jump around, fuel has become useless to me. Maybe that should be an option?

Edit: the lag from the call function is almost unnoticable now. Thank you.

As the FAQ states, not planning to expand the functionality much more. I think it does its current role well enough and i dont want it to be the go-to solution for everything.
If you want something that actually works as a colony but can move, Industrial Evolution has something like it, though from what i recall you can move it less often.

Probably keeping it at credits, since its the more convenient option, might add a config option in the future to swap it out with fuel instead, not sure though. 
Title: Re: [0.95.1a] Arkships V1.3
Post by: PasDeBras on August 26, 2022, 01:56:34 AM
Hey man, had the opportunity to play with it a bit, very cool mod and it does what it says on the tin, but it can def be abused haha
Have you considered making a more expensive version? Depending on which stage of the game the player is, costs are either managable or, late game, downright cheap. Try to edit a 2x times costs but couldn't, beyond my abilities...

Very nice job otherwise, well done mate.
Title: Re: [0.95.1a] Arkships V1.3
Post by: Lukas04 on August 26, 2022, 06:06:21 AM
Hey man, had the opportunity to play with it a bit, very cool mod and it does what it says on the tin, but it can def be abused haha
Have you considered making a more expensive version? Depending on which stage of the game the player is, costs are either managable or, late game, downright cheap. Try to edit a 2x times costs but couldn't, beyond my abilities...

Very nice job otherwise, well done mate.

Its not supposed to be too expensive, the cost that exists really only exists as a "dont use this until you have things to back up the costs", or atleast have some large costs assosicated if you do.
An option i could add is to have a config file for prices, may be the best middle point for this.
Title: Re: [0.95.1a] Arkships V1.3
Post by: Foss456 on August 27, 2022, 09:41:26 AM
If you have cargo stored and click on colony info, it dissapears. Only the first time though? Can't reproduce it.
Title: Re: [0.95.1a] Arkships V1.3
Post by: DefiasOne on August 28, 2022, 04:07:22 PM
Had a lot of stuff stored into the arkship. Didn't touch the settings for it but I lost everything for some reason, items and ships... (unique ships go puff)
It's not producing supplies and fuel anymore either.

Steps to reproduce
0. Store some items
1. open colony management
2. click on some icons
3. Go back to storage
4. Everything is gone.
Title: Re: [0.95.1a] Arkships V1.3
Post by: PasDeBras on August 28, 2022, 04:39:42 PM
Had a lot of stuff stored into the arkship. Didn't touch the settings for it but I lost everything for some reason, items and ships... (unique ships go puff)
It's not producing supplies and fuel anymore either.
Everything's fine on my end, even when clicking everywhere... What's your mod setup? Do you have colony management mods? I was interested in better colonies but if it messes with my uniques ships ... :(
Title: Re: [0.95.1a] Arkships V1.3
Post by: Lukas04 on August 29, 2022, 02:20:42 PM
il try looking for what causes the issue, but i cant reliably reproduce it, so im not sure how quickly there would be a fix for it.
Title: Re: [0.95.1a] Arkships V1.4
Post by: Lukas04 on August 29, 2022, 04:39:21 PM
Update V1.4 Changelog
-> Fixed a bug that due to an oversight wiped the arkships inventory when the player hovered over the storage industry.
--> The update also removes the compartments industries, the compartments are now added without them, updating the mod should automaticly remove them.

After trying hard to track the issue down, i found it happens when you hover over the Industry Thumbnail in the Colony Tab.
unbeknown to me, the game calls apply() and unapply() while you are hovering over an industries icon, meanwhile i thought they were only getting called when you add and remove the industry.
So hovering over the industry basicly kept adding and removing it at the same time, causing the wipe.
Title: Re: [0.95.1a] Arkships V1.4
Post by: RoquetheRogue on September 05, 2022, 05:46:51 PM
It reminds of Pirate Dominions from Space Rangers a War Apart, which are bases that can teleport themselves over the galaxy.
This mod is awesome, thank you.
Title: Re: [0.95.1a] Arkships V1.4
Post by: PasDeBras on September 06, 2022, 03:07:07 AM
Hey man, just a heads up; when a new game is started with the classic "tutorial" start, hotbar abilities are handed out one by one, but the transmitter ability to locate the ark is missing, logically.
Can you add option for this, or give us a bit of console command code to add it? Thanks !

EDIT : for anyone in the same boat as me, worked by typing
Code
runcode Global.getSector().getCharacterData().addAbility("as_arkship_finder") 
Title: Re: [0.95.1a] Arkships V1.4
Post by: Lukas04 on September 06, 2022, 12:16:14 PM
Hey man, just a heads up; when a new game is started with the classic "tutorial" start, hotbar abilities are handed out one by one, but the transmitter ability to locate the ark is missing, logically.
Can you add option for this, or give us a bit of console command code to add it? Thanks !

EDIT : for anyone in the same boat as me, worked by typing
Code
runcode Global.getSector().getCharacterData().addAbility("as_arkship_finder") 

Not sure when il get to it, but il take a look on how to fix this. Didnt remember that the Tutorial does this.
Title: Re: [0.95.1a] Arkships V1.4
Post by: raptormother on September 13, 2022, 03:13:48 PM
Hi! I second the idea of a config option for the cost, being able to adjust it would be quite amazing. Thanks for this little gem!
Title: Re: [0.95.1a] Arkships V1.4
Post by: MattyK on September 17, 2022, 05:40:49 AM
You know, I've been sat here going over this mod, deliberating on whether or not to add it, and a thought occurred to me.

Why not make it one of the possible outcomes for capturing a Derelict Survey Mothership (or Cryosleeper) and use that's sprite in the overworld?

At the point you're able to take on either one of those entities (clearing a cryosleeper or defeating a Mothership) you're effectively past the early-game struggle bus anyway, but I also understand that the whole premise of this mod is supposed to remove the annoyance of having to ship large quantities of commodity found in derelicts (or personalized storage) around.

If nothing else, consider the sprite swap (cryosleeper or survey ship) it might better convey it's purpose.
Title: Re: [0.95.1a] Arkships V1.4
Post by: okj on October 22, 2022, 04:02:33 AM
Very low fps (5-10) when calling arkship. I also use adjusted sector with tons of faction mods though so it tanks fps even more. Maybe a config option to have the arkship just appears instead of flying to a location?
Title: Re: [0.95.1a] Arkships V1.4
Post by: Truly on October 23, 2022, 09:43:34 AM
Thank you for this mod, there are some issues I hope you would address:
- fps slow to a crawl in busy systems when you call the arkship
- you cannot access the arkship if you are hostile to the independent and have the transponder turned on, this becomes a problem when you're in a system belong to another faction that requires it.
Title: Re: [0.95.1a] Arkships V1.4
Post by: Lukas04 on October 25, 2022, 06:54:26 AM
Thank you for this mod, there are some issues I hope you would address:
- fps slow to a crawl in busy systems when you call the arkship
- you cannot access the arkship if you are hostile to the independent and have the transponder turned on, this becomes a problem when you're in a system belong to another faction that requires it.

Very low fps (5-10) when calling arkship. I also use adjusted sector with tons of faction mods though so it tanks fps even more. Maybe a config option to have the arkship just appears instead of flying to a location?

Im currently working on another mod that will ultimately have the Arkship merged in to it, and the method at how it travels will be different, which shouldnt cause any FPS issues at all anymore, compared to the approach with the particles before.
Sorry that there isnt a fix for those issues, but they should be resolved once i release the new mod, but thats still going to take some time.
Title: Re: [0.95.1a] Arkships V1.4
Post by: FreonRu on October 25, 2022, 07:43:23 AM
Im currently working on another mod that will ultimately have the Arkship merged in to it, and the method at how it travels will be different, which shouldnt cause any FPS issues at all anymore, compared to the approach with the particles before.
Sorry that there isnt a fix for those issues, but they should be resolved once i release the new mod, but thats still going to take some time.

The news of a new mod that integrates with the archship is intriguing.
Can you give a little more details?
Title: Re: [0.95.1a] Arkships V1.4
Post by: Lukas04 on October 25, 2022, 09:11:04 AM
Im currently working on another mod that will ultimately have the Arkship merged in to it, and the method at how it travels will be different, which shouldnt cause any FPS issues at all anymore, compared to the approach with the particles before.
Sorry that there isnt a fix for those issues, but they should be resolved once i release the new mod, but thats still going to take some time.

The news of a new mod that integrates with the archship is intriguing.
Can you give a little more details?

Its a mod that adds "Rifts" in to the sector. They generate without a connection to the Hyperspace and can be accessed through Wormholes found in some star systems.
Those Rifts generate with planets and a custom boss faction (i.e Remnant Like).

The Arkship can be found within one of those and can be activated by providing some of the resources from Rifts. The way it moves now is through generating wormholes, instead of flying like before. Also now uses fuel in its storage instead of credits.

It also gets a few features for the progression within the mod itself.
Found one of the previews i posted on the discord, its from a few weeks ago though, before i did a few improvements to the looks
https://imgur.com/9Y9QtfH

With how progress is going now, i could see myself release a Beta to the Discord around next week, probably longer till i feel like releasing a version to the Forum. 
Title: Re: [0.95.1a] Arkships V1.4
Post by: TheHZDev on October 26, 2022, 08:38:59 PM
Im currently working on another mod that will ultimately have the Arkship merged in to it, and the method at how it travels will be different, which shouldnt cause any FPS issues at all anymore, compared to the approach with the particles before.
Sorry that there isnt a fix for those issues, but they should be resolved once i release the new mod, but thats still going to take some time.

The news of a new mod that integrates with the archship is intriguing.
Can you give a little more details?

Its a mod that adds "Rifts" in to the sector. They generate without a connection to the Hyperspace and can be accessed through Wormholes found in some star systems.
Those Rifts generate with planets and a custom boss faction (i.e Remnant Like).

The Arkship can be found within one of those and can be activated by providing some of the resources from Rifts. The way it moves now is through generating wormholes, instead of flying like before. Also now uses fuel in its storage instead of credits.

It also gets a few features for the progression within the mod itself.
Found one of the previews i posted on the discord, its from a few weeks ago though, before i did a few improvements to the looks
https://imgur.com/9Y9QtfH

With how progress is going now, i could see myself release a Beta to the Discord around next week, probably longer till i feel like releasing a version to the Forum.

Sounds good, I hope I can use your new mod as possible as quickly.
Please allow me to stop translating Arkship(Too Much Heavy on FPS).
Title: Re: [0.95.1a] Arkships V1.4
Post by: immortalartisan on November 02, 2022, 03:20:09 PM
not sure if the game is *** with me or am in idiot but ive found the beacon system in the constalation it indicated and all i can find of an ark is a gas giant named ark and a asteroid belt called ark numbers
Title: Re: [0.95.1a] Arkships V1.4
Post by: Reshy on December 04, 2022, 02:06:46 AM
One thing I don't like about how the arkship operates is that you're paying a flat 50k per month for supplies and fuel, but you also have to pay for the fuel and supplies it collects.  My suggestion would be to make them storage rather than resource stockpiles, else there's not much reason to have it need an upkeep cost on top that's so large.
Title: Re: [0.95.1a] Arkships V1.4
Post by: Cirind on December 19, 2022, 03:08:56 PM
Quote
https://imgur.com/9Y9QtfH

Just wanted to say I adore how this wormhole effect looks. Kinda reminds me of how Gamillas ships from Space Battleship Yamato 2202 exit jump.
Title: Re: [0.95.1a] Arkships V1.4
Post by: HopeFall on March 13, 2023, 11:00:56 PM
Baby Come Back
Title: Re: [0.95.1a] Arkships V1.4
Post by: Deimos on March 22, 2023, 08:23:41 AM
Why doesn't the Ark have the Spear of Adun skin? I think it would be on point