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 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)
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.
Sir, I want to translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org), can you allow?
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.
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.
do you have plans on changing the sprite the arkship is using? cause i felt thats the only spice it needs to be perfect
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'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 lmaoSounds 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.
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 lmaoSounds 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.
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
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
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
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 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.
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.
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)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 ... :(
It's not producing supplies and fuel anymore either.
runcode Global.getSector().getCharacterData().addAbility("as_arkship_finder")
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 typingCoderuncode Global.getSector().getCharacterData().addAbility("as_arkship_finder")
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.
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?
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.
https://imgur.com/9Y9QtfH