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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - Ruddygreat

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Bug Reports & Support (modded) / Re: Crash at a certain date
« on: August 06, 2022, 06:26:35 PM »
complete shot in the dark given that you haven't provided your modlist, but are you using beyond the sector?

it's had a load of low-level problems (mainly around never despawning it's systems) since it got released, but the addition of slipstreams in .95.1 turned it into a ticking timebomb that'll inevitably brick your save.
and there's unfortunately no fix for it, just remove the mod & start a new run.

Suggestions / Re: New Mod : Heavy Forward Plating
« on: August 05, 2022, 12:26:45 PM »
hmmm, this could be interesting, though it comes with (many) technical problems (that I've already run into because I tried to make effectively this exact thing :P)

as the armour system currently works, the only two ways to distribute armour like this are to increase the overall armour of the ship then reduce armour in unnafected areas (may cause ai shenanigans due to "undamaged" areas being at low armour from the start of a battle) or to make the affected area take less damage, which will definitely cause AI shenanigans.
it would also be incredibly impractical to figure out what the "front" of a given ship is (provided that the hmod is modular), there's not really a feasible one size fits all solution for vanilla- let alone the modiverse- so it would involve a lot of manually defining where the front of a ship is for a single hullmod, which is plain unreasonable.

yeah, you're using a version of ED that's for the 0.91, you can get a properly updated version here

Modding Resources / Re: [0.95.1a] LazyLib v2.7b (released 2021-12-10)
« on: July 28, 2022, 10:43:25 AM »
Update please

it doesn't need an update, nothing about the mod broke between release candidates & the game will still allow you to use it so all's good.

was just poking around the api and saw stuff in CollisionGridAPI - what would you consider a "large area" for the purposes of using getCheckIterator() instead of just iterating over every ship or w/e?

also, is there a way to override the ECM rating status? I've had an idea for messing w/ it to make a system cooler so it's not entirely necessary if it's hard / annoying, but I'd like to know if it's possible.

and another quick edit - what's the warpingSpriteRendererUtil class used for / how should it be used? from the name it sounds like it could be cool for vfx, but I unfortunately can't make heads or tails of actually doing anything with it.

Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: July 26, 2022, 01:49:39 PM »
Hello, does this mod still have hidden codes?

nope, they're long gone

would it be possible to force a ship's fighters to always land at one bay and launch from another?

i.e, if I had a ship with a bay going "through" the hull and always wanted the fighters to land on one end then launch from the other, that kinda thing.

Suggestions / Re: Various small UI suggestions
« on: July 25, 2022, 12:46:11 PM »
adding two of my own things this -

can we get back the ability to target a ship while in a video feed from another ship? it's small but v useful, it disappeared between .95 and .95.1 for some reason.

and can newly-learned hullmod (and newly-learned bps in doctrine / custom production) category filters default to selected in the refit screen, another small thing but it confuses new players quite often, making them think that their bp / hullmod has just been eaten by the game.

ninja edit : not technically not a ui suggestion, but can toggle systems like burn drive have a minimum duration set in the csv, so that the system doesn't instantly get toggled if the player's mashing the button

General Discussion / Re: Is shield shunt a meme hullmod?
« on: July 24, 2022, 05:33:23 AM »
No matter if it's a vanilla ship or a modded one I can never find a ship where gimping your shields for a slight increase in armor (AND still costs OP) is ever remotely worth it.
maybe i haven't experimented with it enough but every time i try fighting [REDACTED] they just get melted.

more or less yeah ngl
It's very fun to play around with, but it's not strictly viable / optimal all the time
though I will note that it heavily relies on impact mitigation & polarised armour, getting 25% extra armour that takes 25% less damage is amazing for survivability

>with optional procedural spawns that you can enable in the settings file.

Regarding the optional procedural spawns for the Blade Breakers. What exactly am I editing to allow procedural spawns? Cuz it's not immediately jumping out to me.

DMEsettings.ini in the main directory of your dme install, the settings are in there & well explained

General Discussion / Re: Newbie Guide Thread/ FAQ
« on: July 22, 2022, 08:05:59 AM »
What exactly does campaign difficulty affect? Prices? Salvage? Combat? Upkeep?

you have slightly higher sensor range (i wanna say +300), all of your ships take 25% less damage and you get 25% more rare loot from exploration (iirc)

Blog Posts / Re: The Pilgrim's Path
« on: July 22, 2022, 06:17:43 AM »
The Luddic church is an institution of immense piety compared to the rest of the sector, standard architecture in the sector is extravagant so it would make sense for the church to want more simplicity, especially a church *against* technology and extravagance. Their ships look simple, their outfits too, their structures should also be simple. The presence of God is only in places where the presence of Man is weak, extravagant churches go against that, frescos, statues, it all goes against that

(lol at telling the guy who writes the lore what the lore is)

Though more seriously - as you pointed out, the luddic rejection of technology is in relation to the rest of the sector, by our standards they'd still be using wildly advanced technology (for instance, one of the skulls in the version of the first image that david posted to twitter has what looks like an implant in it's skull, the knights use power armour, etc) & it makes sense that the relatively mundane tech would get used in their architecture (and allow for fancier structures).

And well, since you're comparing the luddic church to the catholic church, compare st. peter's basilica to say st. albans' cathedral or a local church; the more "central" places of worship are (by necessity) larger and (because the clergymen who run the place want to look fancy) more impressive. This tracks pretty well onto what we can see of the illustrations (imo), the shrine on hesperus is kinda small and out of the way, it's more of a military base than anthing- while the shrine on (probably, given that it's a nice looking world) gilead is a much larger affair that presumably gets many more pilgrims & has to accommodate for them.

There's also, y'know, this bit from the blogpost that effectively excuses the differences, every shrine is different, each one will adhere to the principles they see fit and in ways that they see fit.
Quote from: David
Back to Luddism: no religion is a monolith of belief. Keeping doctrinal purity, particularly over interstellar distance and across borders, is like building a tower out of dry sand. It’s a constant effort to pull outliers back into line, and meanwhile all sorts of people keep finding all sorts of ways of relating to and interpreting the tenets of the Luddic faith.

Shrines give us a way to show this: each shrine is on a different world with its own problems, factions, and people, and themes.

and re: the actual content of the blogpost - this is all great stuff, it's lovely to see that the two most "nothing" factions (SD & LC) are getting some much-deserved attention! though, ngl this has me almost worried that the PL is gonna get kinda left in the dust, but eh, they've still got some interesting stuff going for them.
time to go back to my regularly scheduled "longingly looking at the retribution's sprite", I can't wait to play around with it!

General Discussion / Re: So what's the plan with the Fury?
« on: July 17, 2022, 02:14:13 PM »
the fury is in a theoretically good place rn imo (it's ~60% of an aurora for ~60% of the cost) so I don't really feel like much could be done to it?

like, lowering the DP would make it comparatively better vs the aurora, buffing the stats would have a vaguely similar effect, maybe swapping the system for plasma jets would make it feel less "meh", though idrk how much of a difference that'd make.

and the erad does deserve a hit with the nerf bat, between it and the champ the eagle is basically useless

note : I've not tested this in game so idk if it actually works, but I'd do something like this.

    public void onFire(DamagingProjectileAPI projectile, WeaponAPI weapon, CombatEngineAPI engine) {

        Vector2f spawnLoc = projectile.getSpawnLocation();
        float facing = projectile.getFacing();
        float randomSpeed = (float) (Math.random() * 0.4f + 0.8f);

        WeightedRandomPicker<String> weapPicker = new WeightedRandomPicker<>();

        weapPicker.add("battlefleets_ork_barrage_kannon_he", 3f);
        weapPicker.add("battlefleets_ork_barrage_kannon_ke", 2f);

        DamagingProjectileAPI newProj = (DamagingProjectileAPI) engine.spawnProjectile(


I have a 4 barreled ballistic cannon that each shot is replaced with one of 3 random shell types using an EveryFrameWeaponEffectPlugin.

can't you use an onFireEffectPlugin for this? I'm not sure how the actual code would work but it'd probably be pretty similar - it gives you the projectile that was just fired, you could delete that and spawn your own one at the position of the now-gone projectile (with the rest probably being about the same).

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