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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Rhalen

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1
Mods / Re: [0.95.1a] Iron Shell 1.141
« on: March 13, 2022, 01:09:09 PM »
Woah, those ships are beautiful! They have exactly the look that I would expect from a vanilla expansion of the XIVth battlegroup. I'll try them in a clean run and report back.

2
Hello Timid, thanks for your reply.
For anyone stumbling on the same topic, ability compatibility works like this:

Those are the first columns of abilities.csv:


There are two main types of abilities, "toggle" (like transponder and sustained burn) and "duration" (active abilities like sensor burst or interdiction).
Whenever you activate an ability, be it toggle or duration, other abilities that are "On" get checked for compatibility.

The "tags" column in the csv determines compatibility. Let's say you have Sustained burn toggled On and you activate Interdiction:

Interdiction has the tag burn-, stealth-, and sensors+, so it will disable any ability that has the opposite tags.
Sustained Burn has the tag burn+, so it will be disabled.

Another example would be using Go Dark with Transponder On and Sustained Burn On: Go Dark disables both (stealth+ vs stealth-).

3
Hello,
I want for Sustained Burn to remain active when Remote Survey and other abilities are used.
When an activatable ability is used, it deactivates some toggleable abilities (like sustained burn) but not others (like Go Dark, or Trasponder on).

I found the following method inside com.fs.starfarer.api.impl.campaign.abilities.BaseAbilityPlugin, line 73:

Code
protected void disableIncompatible() {
CampaignFleetAPI fleet = getFleet();
if (fleet == null) return;

for (AbilityPlugin curr : fleet.getAbilities().values()) {
if (curr == this) continue;
if (!isCompatible(curr)) {
curr.forceDisable();
}
}
}

Which calls isCompatible(), line 85:

Code
protected boolean isCompatible(AbilityPlugin other) {
for (String tag : spec.getTags()) {
if (spec.isPositiveTag(tag) && other.getSpec().hasTag(tag)) return false;
if (other.getSpec().hasOppositeTag(tag)) return false;
}
return true;
}

Apparently the script recognizes which abilities to deactivate based on some ability tags, but I cannot figure out where to find those.
I don't know how to use the AbilitySpecAPI to get the tags.

Thanks a lot for your help!

4
Mods / Re: [0.95.1a] Attuned Drive Field Hullmod [new mod]
« on: February 18, 2022, 09:02:56 AM »
Adding an hullmod ends up being pretty simple really, it sure helps if you dabbled with any type of programming in the past.
For what you want to do you will need to install Intellij Idea Community in order to look inside the .class files of the starfarer.api.jar archive.
This archive is located inside Starsector/starsector-core.

Inside starfarer.api.jar, search for MilitarizedSubsystems.class under com.fs.starfarer.api.impl.hullmods; this is the java file that controls the behaviour of that hullmod.

Other files that you may want to look at are uncompiled and are under Starsector\starsector-core\data\hullmods: CivGrade.java (which is for the Civilian Grade hullmod) and hull_mods.csv (which is a table that sets other campaign-level data, like the price of the hullmod, its OP cost and rarity, its description etc.)

Maybe start from there and see what you can glean from them!
Open a thread on the forum under Modding for your mod so more people can help. Have fun!

5
Suggestions / Re: +1 Burn version of Augmented Drive Field
« on: February 16, 2022, 05:16:09 AM »
Here is a mod that adds just that, a +1 burn hullmod:

https://fractalsoftworks.com/forum/index.php?topic=24040.0

6
Mods / Re: [0.95.1a] Attuned Drive Field Hullmod [new mod]
« on: February 15, 2022, 09:10:12 AM »
Yeah, Oxes may be an alternative but their speed buff does not get multiplied by sustained burn, giving a 9-speed fleet a maximum of 19. I don't even know if that is intended behavior ahah.

In the end I think it is worth it just for the quality of life of not needing an Ox for just one slower ship. The mod still occupies a logistic slot AND it is outrageously expensive for what it does, so it does not feel all that unbalanced.


7
Mods / [0.97a] Attuned Drive Field Hullmod
« on: February 08, 2022, 09:12:04 AM »
This simple mod adds an hull modification (Attuned Drive Field) that gives +1 Burn speed at half the cost of Augmented Drive Field.
The mod is updated for the following version of Starsector: 0.97a-RC11.

  • This mod can be enabled on an existing save, but will cause a crash on the save if disabled.
  • The hullmod is available and unlocked from the start.
  • The hullmod cannot be installed together with Augmented Drive Field, and will occupy a Logistic slot on the ship it is installed on.
  • Mercenary fleets, bounty hunters, etc. have a chance to include this hullmod in their builds.

Thanks a lot for your feedback!


Install instructions:
  • Download the mod from the link above.
  • Right click -> put the main folder into Starsector "mods" folder (default path: C:\Program Files\Starsector\mods).


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