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Starsector 0.98a is out! (03/27/25)

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Messages - PureTilt

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1
Mods / Re: [0.98a] QoL Pack 1.4
« on: April 29, 2025, 09:54:57 PM »
QoLP 1.4

New
- Ready fire indicators draw indicators of ammo and weapon cooldowns near weapons with long cooldowns or ammo
- AutoScavenge no longer attempts to scavenge if hostile fleet nearby
- Remote Survey no longer disables sustain burn

download: https://github.com/PureTilt/QoLPack/releases/download/1.4/QoLPack.zip

Refire indicator

[close]

2
Mods / Re: [0.98a] QoL Pack 1.3.0
« on: April 19, 2025, 09:19:18 PM »
Can someone go into more detail about this "order drawing" feature?
At a quick glance it's not actually explained anywhere. So right now all I know is it apparently draws a symbol on the map, per the screenshot. What's the point of this as a feature?

it shows you fleet order (defend avoid once you place on ground) while you piloting ship

Spoiler
[close]

3
Mods / Re: [0.95a] Ship Direction Marker 1.3.1
« on: April 17, 2025, 01:38:13 PM »
Ship Direction Marker got assimilated into QoLPack
https://fractalsoftworks.com/forum/index.php?topic=23652.0

4
Mods / Re: [0.98a] QoL Pack 1.3.0
« on: April 17, 2025, 01:37:05 PM »
QoL Pack 1.3.0 update
Download

If you used before pls go to "saves\common\LunaSettings" and delete "pt_qolpack.json.data" to prevent crashes
New:
- Added order drawer: Draws fleet orders placed on battlefield in normal view
- Assimilated ship direction marker
Fixes:
- Autoshield after system how should work with phase skimmer
- Bunch of miscellaneous fixes

6
Mods / Re: [0.98a] More HullMods 1.13.0
« on: April 14, 2025, 03:13:27 AM »
More Hullmods 1.13.0
Download

Change log

General
Smod descriptions now follow vanilla format
Removed option to disable Smod effects
Changed design type to "MHM"

Hullmods
Emergency Venting System
- Increased Smod bonus venting speed from 25% to 40%

Exploration Refit
- Add Smod bonus: adds 50% reduction of corona effects

Fuel Additive
- Increased fuel use reduction from 20% to 25%
- Reduced maintenance increase from 20% to 15%
- Add Smod bonus: removes maintenance increase

Hyper Engine Upgrade
- Fixed Modifier to zero flux speed to applying to calculation for actual bonus

Integrated Armor
- Fixed description stating incorrect amount of armor reduction
- Armor reduction reduced from 20% to 10%

Missile Prefabricator
- Updated description to use table

Reloader
- Updated icon

Stiff Mounts
- Fixed mounts being not capitalized

Unstable Shields
- Changed Smod bonus: Increases max damage reduction by 10% and reduces max damage increase by 10%

New Hardlight Focus
- Reduces range of beams increases their damage based on range reduced

7
Announcements / Re: Starsector 0.98a (Released) Patch Notes
« on: April 06, 2025, 04:02:33 AM »
small bug mod identification thingy in codex doesn't work on skins or i guess it just says that skin came from same mod as base hull

8
can we get setters for more stats in WeaponSpecAPI specifically i need flux cost setter

I have missile which generate flux when it reloads instead of on fire, to achieve that i deduct flux cost in on fire script but that make some ships reluctant to fire missiles and makes you unable to fire them if you don't have enough free flux to fire
Making them cost 0 in csv makes stat card worse and general setup significantly more complicated

9
Add to WeaponAPI set and get methods for weapon reload capacity, to make possible to adjust how charges weapon reloads without interval jank. Lets say weapon regen 1 ammo per second, and make hullmod or subsystem which changes it to 3, without increasing the regen time itself.

You already can do that trough spec change

        weapon.ensureClonedSpec();
        weapon.getSpec().setReloadSize(weapon.getSpec().getReloadSize() * 3);

10
Bug Reports & Support / Re: Bizzare ship bounds
« on: May 15, 2024, 09:59:06 PM »
i checked what up with t1 low tech station and found out that its width and height are lower than sprites dimensions 400x400 in ship file 440x400 on sprite, ship editing software assumes ship size same as sprite size so that why its offset like this, so station sprite are squashed in game but since nobody ever noticed its probly fine

11
Mods / Re: [0.97a] More HullMods 1.12.0
« on: February 14, 2024, 10:08:46 AM »
updated to 0.97 with some minor balance changes

12
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 13, 2023, 09:22:58 PM »
My idea for an alternative Pegasus shipsystem (under the 4 large design) would be launching decoy flares (the ones fighters have that distract PD) at the selected target.

Hmm. It'd probably be too short-range but as-is but jeez, that could be fun.

Simple make it launch missiles which launch decoy flares.

13
Suggestions / Re: API request thread (please read OP before posting!)
« on: April 13, 2023, 02:42:27 AM »
Was trying to find a way to pause weapon ammo reload, setting AmmoPerSeccond to 0 resets current reload, and there no way to set reload progress back

In WeaponAPI.getAmmoTracker() expose setReloadPorgress

14
Suggestions / Re: Simplify Missile Autoreloader
« on: January 02, 2023, 10:23:20 AM »
Most small missiles have refire of 1-3 seconds giving them large flat ammo bonus will make them too powerful for bursts

15
Mods / Re: [0.95.1a] QoL Pack 1.1.0
« on: September 07, 2022, 11:47:57 AM »
I'd like to suggest some ideas for Omni Shield Assist, first one is two models, vanilla behavior, and AI behavior, one is just stick shield to crosshair, and second make shield work independently like it does on AI vessels.

And second one is improvement idea of snap if target mode, remove snap when target is destroyed, since this target posses no danger there is no need to lead it, and occasionally it causes some missiles hit the ship because shield was snapped to destroyed target and it flew somewhere further away of other enemies and thus rotating shield away.

you can enabled vanilla behavior by just setting snap mod to none (press button of current mode) for AI shield i need to write AI for it cant use vanilla AI for it, will make snap lose target if it dies in next update

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