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

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Messages - Cane

Pages: [1] 2
1
Mods / Re: [0.97a] Customizable Star Systems (v2.1.3)
« on: December 29, 2024, 05:10:45 AM »
Is there a place to find systems made by others? Im lazy and i want to copy paste other systems. I love the mod but Im reallly lazy.

There's no download hub, no, but here are my systems, packaged as a stand-alone mod:
- Cane's Custom Star Systems (Google Drive)

If you want to load my systems in-game you'll need Customizable Star Systems, Industrial.Evolution, Unknown Skies, and Random Assortment of Things, because I used planetary conditions from all of them.

But for you, the most useful content is probably my files, because I actually created and used a template which I think is better and far more readable than the ones which were bundled with the main mod. It made it easy for me to copy and modify stuff. The custom systems file should be very easy to understand with all of my comments.

For editing these files I highly recommend using Notepad++, preferably in dark mode, with "JSON" selected as the file language. Unless you have better, idk, but that's what I used.

Spawn my systems into an existing game with Console Commands:
Code
SpawnCustomStarSystems draconis_star_system chelestra_star_system abarrach_star_system

Hey how do you make a double binary/quadruple star system? Asking because I want to make the BSG 12 colonies system

Look at my download above; the first system, Draconis, is a trinary system, and my comments explain how it's set up. Draconis has two close-orbit stars and one wide-orbit star. You can add a 3rd star to the center to make a quadrinary system. I think you can also create another empty_location on the fringes and then place two stars around that by setting the "focus" of those stars to the empty_location entity, but I haven't done it myself.

EDIT: Note, to both of you, that changing the file by adding or removing any entity will change the focus of all following entities in that system, and cause a crash if other objects try to orbit a focus which no longer exist. The whole entity/focus thing is the most finicky part of making a system.

2
Mods / Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« on: December 27, 2024, 01:47:19 PM »
Is there any way to mass-enable or mass-disable mods?

3
Mods / Re: [0.97a] Refit Filters v2.0.0
« on: December 22, 2024, 09:52:42 AM »
I was doing pre-release testing of this and it's every bit as awesome as the gifs show. Get this mod, people. This, more than any other mod right now, should be in vanilla Starsector 100%.

Wonderful, wonderful stuff.

4
Mods / Re: [0.97a] Seafood Shipworks 0.0.8a
« on: December 21, 2024, 03:08:58 PM »
This thread deserves a lot more attention, so I'm giving it some. For me, Seafood Shipworks sits just beneath mods like Tahlan Shipworks and Ship/Weapon Pack on the tier list; the ship designs in here are just that good.

If the ship names and the translated text was better, this mod would be on par with Nia Tahl's work, and I don't say that lightly. There are things in here which remind me of Tahl's Cuchulainn and Castigator ships in all the best ways.

Wonderful sprite work, lili. It's my favourite new-ish kitbash mod.

5
Mods / Re: [0.97] Tahlan Shipworks
« on: December 17, 2024, 04:52:45 PM »
I got curious, so I consoled one in for some testing. With just vanilla weapons and hull mods, I have come to the conclusion that this thing is busted broken overpowered nonsense excellent for its OP cost, though I wouldn't want to fly it without Helmsmanship.

Image: Starter variant
https://i.imgur.com/GfqiYMF.png
[close]

With Ballistic Mastery, Gunnery Implants, and Integrated Targeting Unit, its heavy slots have a range of 1850, and with Unstable Injector it's still 1573, more than enough to out-range anything important. A Paragon can't use its shield pressure weapons at that range and will never be able to close the distance. A Conquest barely tickles your insane shields with its Gauss cannons. 84 speed ensures that you can just pick things apart at range.

Phira's Impact Driver is busted. Just line up a broadside and it'll break any shields. The Azadian from Tri-Tach Expansion is usually a tough nut to track due to its fortress shield, but this thing just punches through it at a range the Azadian can't hope to contest.

You do need something to pressure enemy shields while you switch to Shock Cannons or Type-3s. Those weapons will chew through armor and hull real fast, but the AI is good at setting their shields upon Shock Cannons and their PD upon incoming Type-3's. I just added some Needlers, so once I had maxed their flux with Impact Driver I could close the distance, switch to Shock Cannons, and wait until they dropped their shields before lauching a full broadside volley. It's very satisfying.

Temporal Armor also lets it tank like a beast. Let it build up to +90% flux and then drop your shields; not much can actually hurt you. To get the most out of cap ships you typically need to figure out where and when to vent while in the middle of combat; this thing lets you take a flux breath whenever you want.

It's not going to out-DPS a Radiant in the short term, but the Metafalica has zero downtime due to its constant damage output, long range, and irrelevant flux costs. It's also faster than a Radiant (87 vs 71 with Helmsmanship), and the Radiant will spend most of its time being low on skimmer charges.

Image: S-Mod variant
https://i.imgur.com/Fz6w7E5.png
[close]

For larger fleet battles I would add Accelerated Shields as soon as you can S-Mod something. Light cruisers hitting from the other side is really the only weakness of a broadside ship like this, and you really don't want to to leave yourself exposed to Atropos or Reapers. Accelerated Shields lets you quickly block frigates and other wankers trying to flank you.

Resistant Flux Conduits might not be necessary due to the high-flux damage reduction, but venting is lightning quick on this ship if you take it. Hardened Subsystems may also be desired; I didn't spend a lot of time testing long fleet engagements.

I would run elite Helmsmanship, elite Combat Endurance for the hull repair, Field Modulation, Gunnery Implants, and whatever else you can justify (Ballistic Mastery being particularly tasty).

I'm not that great at making ship builds and I only spent 15 minutes on this one, so I'm certain it's not even close to optimal. Good min-maxers can probably make this thing pretty nutty; maybe you could combine the high-flux damage reduction with Hel Shields, or double down with Polarized Armor.

But with the loadout in the 2nd image, the ship can attack an Onslaught at mid-range, never raise its shields, and still win. I think the Metafalica is going to be okay.

6
Modding / Re: [0.97a] Postmodern Carriers
« on: December 16, 2024, 11:10:31 AM »
I can't replicate the Fighter Armor Removal crash at all, and I have almost a hundred mods installed. We'll probably need their mod list.

7
I really enjoy this mod and I'm glad it still works. I want you to know that the herculean effort to put this together with the hundreds of images is appreciated. I'm one of those immersion-loving weirdoes who really enjoys putting together a colony system and this thing has been perfect for that.

The only bug I have personally found is that if the planet's existing description is too long, the game will crash when you try to edit it.
Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.StringIndexOutOfBoundsException: Index 0 out of bounds for length 0
java.lang.StringIndexOutOfBoundsException: Index 0 out of bounds for length 0
So far the only planets with overly long descriptions are custom planets (usually added by me), so it's not really a priority bug.

8
Mods / Re: [0.97a] Customizable Star Systems (v2.1.3)
« on: November 21, 2024, 08:55:57 AM »
Feature request:

Let us choose the type/colour of nebula which appears in the system. When using i.e. "setLocation":30 it takes on either a random appearance or the appearance of whatever constellation the system appears inside. When setting a precise coordinate using i.e. "setLocation":[16500,35000], it always defaults to the same nebula type, i.e. the white-and-teal clouds for mixed-age sectors.

It appears to be a simple tweak; the system is generated with i.e. <key>nebula</key>, and you can swap it to one of the following in the save file:
Code
nebula
nebula_blue
nebula_amber
If you have Knights of Ludd installed, the following also work:
Code
nebula_zea_black_shiny
nebula_zea_dawntide
nebula_zea_purpleblue
nebula_zea_redgrey
Preview images:

9
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: November 19, 2024, 10:46:18 AM »
Aha, no problem, then I was merely misled by the Domed Cities description in your OP. You may wish to clarify that. =) Thank you for the prompt response.

10
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: November 19, 2024, 10:40:26 AM »
Bug report:

The "Domed Cities" description in the OP says that it suppresses certain Unknown Skies conditions, but I cannot get this to work. It suppresses vanilla effects as normal—Thin Atmosphere, Extreme Weather, Inimical Biosphere, etc—but not the virus nor the psychoactive fungus, and likely not the other options either.

I had a look through the LunaLib config and I can't find a toggle for it, so I'm currently assuming something's bugged.

Does it suppress the Unknown Skies dust storm condition for you?
I just checked, and yes it does.

11
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.10)
« on: November 19, 2024, 10:15:30 AM »
Bug report:

The "Domed Cities" description in the OP says that it suppresses certain Unknown Skies conditions, but I cannot get this to work. It suppresses vanilla effects as normal—Thin Atmosphere, Extreme Weather, Inimical Biosphere, etc—but not the virus nor the psychoactive fungus, and likely not the other options either.

I had a look through the LunaLib config and I can't find a toggle for it, so I'm currently assuming something's bugged.

12
Mods / Re: [0.97a] Customizable Star Systems (v2.1.3)
« on: November 16, 2024, 06:09:06 AM »
Feature request:

Make the customizable system tags take precedence. Right now, theme_misc is applied to the system no matter what, which means that other mods (notably Random Assortment of Things) will spawn planetary conditions dynamically. Also, if you add any remnant presence to the system, theme_remnant and a number of other tags are also added automatically, which also impacts spawning.

I would like to completely control all tags of my system manually, and if I make any mistakes it'll be my own fault.

13
Mods / Re: [0.97a] Customizable Star Systems (v2.1.3)
« on: November 16, 2024, 03:00:23 AM »
A minor and currently-largely-irrelevant bug report, relating to the mod Unknown Sector:

If you generate a planet with the unique type "type":"US_waterHycean", you cannot manually add conditions to it; any conditions you select remain un-added, and the planet conditions instead get auto-generated like they would normally.

It's possible that this has something to do with the generation of custom planets (Hycean worlds are under the #Custom tab in Unknown Sector's planet_gen_data.csv file), but I'm not sure what it does that's different.

This is not currently a big problem as it only affects this one planet type, but I figured you should have some record of it in case you run into issues with other planets and modifiers in the future.

14
Mods / Re: [0.97a] Customizable Star Systems (v2.1.3)
« on: November 14, 2024, 04:11:27 PM »
Can I change the opacity of rings? I'm trying to add some pleasant looking ice rings around a gas giant, but they look really bad at 255 opacity.

The game seems to offer this feature, as rings added to gas giants in general appear to be much more faint and therefore better looking.

15
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: November 13, 2024, 01:36:00 AM »
I can confirm what's written by others above:

On AMD/ATI cards, enable vsync and set FPS to your screen's refresh rate.
  • Starsector\starsector-core\data\config\settings.json
  • "vsync":true,
  • "fps":144,

If you turn vsync off, explosions in battle (mostly from ships exploding, but also from some particle effects related to weapons) will cause your FPS to tank. I re-enabled vsync and am now getting a consistent ~144hz in the simulator again.

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