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

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Topics - mora

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1
Modding / [0.95.MiningBlaster] Mining Blaster Tweak mod
« on: April 11, 2022, 03:06:58 AM »
This mod changes the Mining Blaster stats to this:


As for why, it's because I'd rather have a crappier Cryoblaster than a crappier Heavy Blaster. Also makes more sense lore-wise since the Venture, which is presumably a mining ship can now use it without overfluxing itself. (And asteroids in combat don't seem to have an armor value making frag damage the most efficient.)



[attachment deleted by admin]

2
Spoiler
[close]
Might be intended and not really a balance issue either since remnant fighters pale in comparison to the "new" fighters and also not impossible lore-wise too but kinda felt weird so posting it anyway.

3
Bug Reports & Support / [0.95a-RC11] Broken story quest option
« on: March 29, 2021, 08:07:02 PM »
Spoiler
[close]
I think the image explains enough.

4
Modding / For people who use Windows and Libreoffice to mod starsector
« on: October 26, 2020, 08:25:26 PM »
Each time you open up a CSV with Libreoffice, it asks you what kind of format it should use to open the file. If you only use LibreOffice Calc to edit CSVs for starsector then it becomes annoying after a while. Apparently there is no way to suppress that dialog within the software itself. So instead we make Windows pass on parameters to Libreoffice when double clicking a CSV file from the file explorer which gets rid of the dialog and makes Libreoffice use a formatting suitable for starsector CSVs.
This was tested only on Windows 10, and may not work in older versions of windows.
Also this may not work if you have anything other than English as your system default language.
How to do it
Paste these commands into a command window with admin privileges. (Powershell will not work)
Code
assoc .csv=LibreOffice.Csv
ftype LibreOffice.Csv="%PROGRAMFILES%\LibreOffice\program\scalc.exe" "--infilter='Text - txt - csv (StarCalc)':44,34,0,1,,,false" "%1"
This assumes you have installed Libreoffice in the typical install location. You must change the path to scalc.exe if you installed Libreoffice calc elsewhere.
If the dialog shows up even after this, you must set the default app for .csv files to "LibreOffice Calc"(green icon) instead of "LibreOffice"(gray icon) either through right clicking or from the Settings app.
If you want to save this to a batch file for future use, you must add an additional % character to the "%1" and make it "%%1"
[close]
How to revert to default behavior
Paste these commands into a command window with admin privileges.(Powershell will not work)
Code
assoc .csv=
ftype LibreOffice.Csv=
This will remove the file associations for .csv and LibreOffice should handle CSV files in its default behavior.
[close]
How to get rid of splash screen
This affects all LibreOffice components.
Open this file
Code
C:\Program Files\LibreOffice\program\soffice.ini
with a text editor and change the line
Code
Logo=1
to
Code
Logo=0
[close]

5
Modding / [0.9.1a] Vanilla Skin Tweaks
« on: October 23, 2020, 07:12:13 PM »
Tweaks a few vanilla skins to make them a bit more interesting. Mostly pirate ones where they were just a different color despite being written "heavily modified". Also fixes the bug where Gremlin (P) and (LP) wont spawn and heavy industry cannot produce them.

Hound (P)
Ship system changed to Maneuvering Jets.

Cerberus (P)
Ship system changed to Accelerated Ammo Feeder.

Gremlin (P)
Small missile slots changed to energy.

Kite (P)
Small ballistic slot changed to energy.

Enforcer (P)
Ship system changed to Accelerated Ammo Feeder.

Enforcer (XIV)
Ship system changed to Damper Field.

How to make this mod
Make a new folder in your mods folder and paste contents below into some text editor and save the file contents inside the new folder with the name "mod_info.json"
Code
{
"id":"vanillaskintweaks",
"name":"Vanilla Skin Tweaks",
"version":"1.0",
"description":"Tweaks some ship skins to make them a bit more interesting. Also fixes the bug where gremlin skins do not spawn.",
"gameVersion":"0.9.1a",
}
Make a folder named "data" in the same folder as "mod_info.json" then make another folder named "hulls" inside "data" and finally make a folder named "skins" inside the "hulls" folder.
Paste contents below into a text editor and save with appropriate name above the code box.
gremlin_d_pirates.skin
Code
{
"weaponSlotChanges": {
"WS 002": {
"type": "ENERGY"
},
"WS 003": {
"type": "ENERGY"
}
},
}
hound_d_pirates.skin
Code
{
"systemId":"maneuveringjets",
}
kite_pirates.skin
Code
{
"weaponSlotChanges": {
"WS 003": {
"type": "ENERGY"
}
},
}
cerberus_d_pirates.skin
Code
{
"systemId":"ammofeed",
}
enforcer_d_pirates.skin
Code
{
"systemId":"ammofeed",
}
enforcer_xiv.skin
Code
{
"systemId":"damper",
}
Make a folder named "world" inside the "data" folder and then make a folder named "factions" inside of it. Paste content below into a text editor and save with the name "default_ship_roles.json"
Code
{
"phaseSmall":{
"gremlin_luddic_path_Strike":10,
"gremlin_d_pirates_Strike":10,
},
}
[close]



[attachment deleted by admin]

6
Bug Reports & Support / Forum IP bug or not
« on: August 17, 2020, 04:18:35 PM »
The new IP thing on this new forum currently shows a Cloudflare IP instead of my public IP. I kinda felt like this isn't how its supposed to be so just gonna post this here. Its not about the game, but hey, I think it's related enough.

7

Apparently starsector didn't like it. However the ships look fine for some reason. Start-up times significantly increased probably because the program I used applies slow but high compression ratio methods.
Just posting because this was an interesting result. and I didn't want my time to go to complete waste...

8
Modding / [0.95a] NPC Ship Control
« on: April 25, 2020, 07:58:40 AM »
This mod adds hullmods which alters NPC ship behavior for niche uses that vanilla orders don't cover.
Includes:
Always Regroup - Fighters will always regroup when ship is under NPC control.
Always Use Shields - Always use shields when ship is under NPC control. Only applies when enemies are within sensor range.
Always Use System - Always use system when ship is under NPC control. Only applies when enemies are within sensor range.
Do Not Use Shields - Prevents shield usage when ship is under NPC control.
Do Not Use System - Prevents system usage when ship is under NPC control.

Download

Example uses:
Throw "Always Use Shields" and "Always Use System" on a Monitor to prevent it from trying to attack enemies with its pitiful Flak Cannons and instead make it focus on tanking damage.
Whatever mod you have installed has a ship with a system that doesn't work too well in NPC hands but otherwise a capable ship.
Make any fighter wing act like a support fighter on NPC ships.

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