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Topics - PureTilt

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Ammo reload doesn't affect beam weapons, was tested on burst PD and heavy burst PD with phase anchor and modded Hmod which increases reload speed of all weapons.

If you hold LMB and unpause weapons going to shot even if you have active system which disables weapons (system like fortress shield and damper field). tac lance more rapid autopulse

Mods / [0.96] QoL Pack 1.2.0
« on: January 07, 2022, 03:40:19 AM »

Requires LazyLib
Can be added and removed mid run.

Quality of Life Pack adds stuff which should make your time in starsector more pleasant such as:
  • Clock in campaign
    It's even works with UI mods (images clickable)
  • System Notify
    Shows when ships use their system

  • Shield/Phase Auto Deploy
    Press RMB while overloaded/venting to deploy shield/activate phase cloak right after overload/venting ends

    If system turns shield off, deploy it after system ends if it was deployed while you activated the system

  • Omni Shield Assist (lota gifs inside)

    Snaps to ship's target follow mouse if no target, default key F1.

    Snaps to current target and stay snap to it even if target changes, default key F2.

    Snaps to current position relative to the ship, default key F3.

    Snaps to current position relative to the world, default key F4.

    To set current mode to none press button of currently active mode.
    Unlike most controls can be pressed while game paused.
  • Some stuff in settings.json
    Those should be by default, change settings in data/config/setting.json (open with notepad) if you dont like it


  • Highly customizable
    A lot of options and ability to turn of one you don't need.

  • Transponder Off in Hyperspace: Automatically turn off fleet transponder whenever transitioning to Hyperspace.
  • Better Active Sensor Burst: Do not disable Sustained Burn when using Active Sensor Burst. Fleet will move slowly for the cool-down duration (instead of doing full stop).
  • Scavenge as You Fly: Use Scavenge ability as soon as it is usable. There is a new ability (with blue scavenge icon) that is used to turn this functionality on.
  • Partial Survey as You Fly: No need to "touch" the planet any more. Automatically provide partial survey for planets within your sensor range.
- Auto shield after system deploying shield after any system ands even if shield was not deployed before
- Fixed some TransponderOff crashes

- Add LunaLib support
- - Settings can be changed in game
- - TransponderOff settings still only apply on game start
- Auto shield after system deploying shield even if player disabled shield them self while using any system
- Typo in OffTextColor

- added 12 hours AM/PM clock style can be toggled in ini file

- Megged with Transponder Off
- - Includes all function of Transponder Off
- - Every function can be disabled in ini file
- Fixed "Attempt to access data of a consumed InputEvent" crash
- Added option to disable system notify
- Add option to enable system notify on player ship
- System notify disable on fighters

If you like what I am doing and what to support me.

Heron never activates his system if he has even 1 wing of claws with 2 wings of any other fighter, removing claws make it use his system as normal.

When fighter overloaded its overload overlay gets projected on parent ship, didn't tested if its get projected on other ships.

Modding / [0.95a] VICpad
« on: July 23, 2021, 04:45:23 AM »
NOT compatible with other GUI mods

Swaps crinje TRIPAD for based VICpad
Changes most blue GUI parts for orange.

If you like what I am doing and what to support me.

Derelict fleets can spawn with Derelict Contingent (possibly with other commander skills) while they have no skills listed under commanderSkills in their faction file.

Is I just don't understand how it should work, or it's indeed a bug?

If you have elite helmsmanship when you hit 0 flux 0-flux boost briefly disappears.

Battle size set to 300 should be 400 with Star fortress but stays 300

Cant activate gate in Aztlan after completing quest, when quest was active i tried to scan this gate but hege fleet stopped me so i just scanned other gates, after completing quest i tried to activate it and it give me same message as if hege fleet still was there even tho hege fleet isn't there.

save file:

ConvertedFighterBay extends BaseHullMod instead of BaseLogisticsHullMod, so you can install it even if you have 2 logistical hullmods (its replaces last installed logistical hullmod)

Modding / [0.9.1a] Hullmod Guide
« on: October 19, 2020, 09:00:04 AM »
Overview of hullmod.csv

Name displayed in game

ID for game, should be unique, it's recommended to add a prefix of some kind to avoid issues with a lot of mods enabled

This partly controls the store availability of the hullmod. Normal values range between 0-3 with a special case at 5. Tier 0 are ubiquitous & can be bought on the open market; anything higher requires a progressively higher relationship with the faction for purchase on a military submarket. Tier >=5 cannot appear in markets for purchase at all.

Between 0 and 1 with higher being rarer.

mostly for autofit, req_spaceport makes hullmod require functioning spaceport to be able to put it onto a ship

Hullmod tags for refit screen
Look at vanilla's hullmods.csv for tags used by existing hullmods

base value,
Base price in credits

Controls if hullmod is unlock by player by default

If TRUE, hullmod cannot be obtained by player

If TRUE, hullmod cannot be obtained by player and isn't visible on ships

If left empty, its design type will be Common, just like all vanilla hullmods, if you type in something here, hullmod will appear in new tab in refit screen

OP cost per ship size

Path to hullmod's script

Description you see in-game

Short description not used in game

Path to hullmod's icon
For this part you need to have already installed and setup an IDE and have CSV editor like Ron's Editor (Excel's default settings break Starsector's CSV files), without IDE you need to write imports yourself and you can't use some of hullmod's functionality.
All example code taken from More Hullmods

Copy any vanilla hullmod for basic structure and imports
Main methods:
It's used to change mutable stats of a ship (link stats list)

It's used on hullmods that do something in combat layer

It's used on hullmods that do something in campaign layer

It's used to import values to description, imported values get highlighted

Used to set incompability with other hullmods and ships

Allows you to write why you can't put this hullmod on this ship
Basic hullmod:

package:   path to scripts folder
imports:   stuff needed for script to work
Name of class should be same as file name of the script

example use of applyEffectsBeforeShipCreation method:

   public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
      stats.getProjectileSpeedMult().modifyPercent(id , SpeedBonus);
Description in hullmods.csv file:
Reduces ballistic weapon flux generated by %s. Reduces ballistic weapon damage by %s.
%s is used to import values from script

   public String getDescriptionParam(int index, HullSize hullSize) {
        if (index == 0) return Math.round((1f - FluxUsage) * 100) + "%";
      if (index == 1) return Math.round((1f - ROF) * 100) + "%";
        return null;
Index equals order of %s so first %s = 0 first %s = 1 second %s = 2 etc
Description in game:
Allow you to check ship's stats and change hullmod behavior depending on it:

    public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
        if (ship.getArmorGrid().getArmorRating() * MinArmor > maxminarmor.get(ship.getHullSize())){
            ship.getMutableStats().getMinArmorFraction().modifyFlat(id,maxminarmor.get(ship.getHullSize()) / ship.getArmorGrid().getArmorRating());
        }else {
For hullmods that do something in combat

This increases weapon rate of fire depending on flux level

   public void advanceInCombat(ShipAPI ship, float amount){
      if (!ship.isAlive()) return;
      ship.getMutableStats().getBallisticRoFMult().modifyPercent("Overcharged", ATKSpeedBonus * ship.getFluxLevel());
      ship.getMutableStats().getEnergyRoFMult().modifyPercent("Overcharged", ATKSpeedBonus * ship.getFluxLevel());
      if (ship == Global.getCombatEngine().getPlayerShip())
         Global.getCombatEngine().maintainStatusForPlayerShip("MHMods_FluxOverdrive", "graphics/icons/hullsys/ammo_feeder.png", "Overcharge boost", Math.round(ATKSpeedBonus * ship.getFluxLevel()) + "%", false);
maintainStatusForPlayerShip in combat:
Transfering data between frames:
For when you have to store data in combat layer.
All ships share same instance of hullmod, so they have same variables, which means that if hullmod changes variable while processing one ship, it's going to affect every ship with this hullmod currently deployed in combat. If you want to prevent this behavior you have to store data with following method.

   public void advanceInCombat(ShipAPI ship, float amount){
      Map<String, Object> customCombatData = Global.getCombatEngine().getCustomData();
      float ShieldStart = 0f;      
      if (customCombatData.get("MHMods_ShieldStart" + ship.getId()) instanceof Float)
         ShieldStart = (float) customCombatData.getCustomData().get("MHMods_ShieldStart" + ship.getId());
      [do what you need with stuff]
      customCombatData.put("MHMods_ShieldStart" + ship.getId(), ShieldStart)      
Preventing a hullmod from being put if conditions are met:
If conditions are met, hullmod can't be put on the ship

Disallow hullmod if ship already has Safety Overrides hullmod on it
   public boolean isApplicableToShip(ShipAPI ship) {
      return ship != null &&

This shows text if conditions are met (ADD PIC)
   public String getUnapplicableReason(ShipAPI ship) {
      if (ship.getVariant().hasHullMod("safetyoverrides"))
         return "Incompatible with Safety Overrides";
      return null;

How to prevent hullmod from being put on ship without a shield
   public boolean isApplicableToShip(ShipAPI ship) {
      return ship != null && ship.getShield() != null;

And explaination for ship that has no shield (ADD PIC)
   public String getUnapplicableReason(ShipAPI ship) {
      if ((ship.getShield() == null))
         return "Ship Has No Shield";
      return null;
Logistic hullmods
To make hullmod make properly count as logistic you need to:

Make hullmod class extend BaseLogisticsHullMod instead of BaseHullMod.

and add Logistics to uiTags in hull_mods.csv

Mods / [0.95a] Ship Direction Marker 1.3.1
« on: August 15, 2020, 04:11:27 PM »
Requires LazyLib

Add marker to indicate current movement direction of player ship and target ship. Useful for ship with flicker.
you can toggle markers visibility, buttons can be changed in ini file,
default buttons:
for your ship marker "["
for target ship marker "]"
for all ships option " ' "
for fighters in all ships option"\"

-Add option to have marker on all ships
--off by default
--can be toggled with button bind to ' by default
--option to have marker on fighters
---can be toggled with button bind to \ by default
-buttons and default behaviors can be changed in ini fine
update for 0.95a

Now you can set custom colors for marker

add option to have marker in off state in start of combat by default, if you need marker only on some ships, and you dont want to press disable button each time

Add option to disable marker if game on pause, ON by default.

-added marker to targeted ship
-now you can toggle markers visibility,
buttons can be changed in ini file,
default buttons:
for your ship marker "["
for target ship "]"

Mods / [0.97a] More HullMods 1.12.0
« on: May 01, 2020, 11:23:17 PM »
Now 100% free of unlicensed assets.
(all HME assets has been removed)

20 Hullmods to expand your customization options. All of them obtainable through exploration.

List of hullmods:

Some Hullmods in action:
Unstable Shields
Hullfoam Dispenser

Change log
Flux Overdrive
- Bonus increased from 25% to 30%

Fuel Additive
- Maintenance increase reduced from 25% to 20%

Hullfoam Dispenser
- Now reduces at which point it starts to repair ship as hullfoam runs out to a minimum of 50% hull at 0 hullfoam

Integrated Armor
- Reworked
- Now increases minimum armor by 600% but reduces max armor by 50%

Missile Prefabricator
- Fixed it reducing ammo regeneration of build-in weapons

Stiff mounts
- Recoil reduction increased from 30% to 35%
- Turn speed reduction reduced from 15% to 10%
Added Smod bonusses to:
- Emergency Venting System
- Flux Booster
- Hyper Engine Upgrade
- Integrated Armor
- Missile Prefabricator
- Split Chamber
- Unstable Shields

Exploration Refit
- Maintenance and fuel usage reduction increased from 20% to 25%
- Remove effect reduction when installed with Efficiency Overhaul

Stiff Mounts:
- Reduces weapon's recoil by 30%
- Reduces weapon turn rate by 15%

Emergency Venting System
- OP cost reduced from 4/8/12/20 to 3/6/9/15

Exploration Refit
- Now also reduces reduces max fuel and cargo capacity by 15%.

Flux Booster
- Now makes engines fade to purple while boost is active
- Fixed crash on some ships

Hyper Engine Upgrade
- OP cost increased from 4/7/10/16 to 4/8/12/20

Hullfoam Dispenser
- Repair speed reduced from 2/1.5/1/0.5 to 1/0.8/0.6/0.4
- OP cost increased from 3/6/9/15 to 5/10/15/25

Torpedo Spec
- OP cost reduced from 4/8/12/20 to 3/6/9/15
- Speed bonus reduced from 35 to 30
- Maneuverability penalty reduced from 30 to 25

Flux Generator
- Generates flux while ship below 50% flux
- Can be used to get flux depending effects on ships with too much dissipation

- Add more hullmods to more factions

Updated several icons
Updated several descriptions

- Anti Armor Ammunition:
- - Armor penetration increased from 20% to 25%
- - Now reduces damage to shields by 5%
- Hyper Engine Upgrade:
- - Now compatible with Safety Overrides
- - Now active only at 5% flux
- - Fixed wrong speed in description

New Hullmods:
- Hullfoam Dispenser:
- - Slowly repairs hull in combat
- - Limited total repair amount

- Missile Prefabricator:
- - Turn reloadable missiles into limited ammo missiles, allowing for better performance in short combat

- Split Chamber:
- - More bullets, less damage per bullet
- - More DPS against shields, lower armor penetration

Bombardment Package
-Ground support increased from 10/30/90/120 to 25/50/100/150
-Now not compatible with Ground Support Package and Advanced Ground Support

Emergency Venting System
-Full rework
-When overloaded for more than 2 seconds reduce overload duration to 2 seconds
-Force vent when overload stops
-Flame outs ship when triggered
-OP cost 4/8/12/20

Flux Overdrive
-Now increases damage and flux cost instead of rate of fire

Hyper Engine Upgrade
-Changed speed formula from "(zero flux boost - (ship base speed/4)) + 10" to "(zero flux boost - (ship base speed/3)) + 20"
-Changes in formula results in more speed for slow ships and less speed for fast ships
-Maneuverability reduction while zero flux boost active removed
-OP cost reduced form 4/8/12/20 to 4/7/10/16

Integrated Armor
-Changed wording
-Now actually gives +5% min armor as it should instead of +10%
-OP cost reduced from 6/12/18/30 to 4/8/12/20

Torpedo Spec
-Health bonus increased form 10% to 15%
-Maneuverability reduction reduced from 40% to 30%

Weapon Inhibitor
-Now also reduces damage by 10%

Anti Armor Ammunition:
-Icon has been updated

Exploration Refit
-Now correctly reduces effect if installed with efficiency overhaul

Fuel Additive
-Fuel consumption reduction reduced from 25% to 20%
-Maintenance increase increased from 20% to 25%
-Icon has been updated

Torpedo Spec:
-Icon has been updated

Unstable Shields
-Time to get 100% stable increased from 3 to 6 seconds
-Now shield starts to get charge only after 3 second of being disabled

Weapon Inhibitor
-Now correctly reduces rate of fire for ballistic weapons

Anti Armor Ammunition
-Description clarified that it affect all weapons

Flux Booster
-Fixed description

Flux Overdrive
-Rate of fire bonus increased from 30% to 40%

Unstable Shields
-Damage taken reduction and increase increased from 25% to 30%

Voltage Regulation System
-OP cost reduced form 3/6/9/15 to 2/4/6/10
-Now unlocked by default

Weapon Inhibitor
-OP cost reduced form 3/6/9/15 to 2/4/6/10
-Now unlocked by default

Exploration Refit
-Reduced effect reduction if installed with Efficiency Overhaul from 25% to 20%
--This now doesn't affect sensor range bonus

Flux Booster
-Now always give speed boost for 3 second
-Now formula for bonus is (full bonus * flux when you start venting)
-Now Venting bonus reduced by 50% if Resistant Flux Conduits installed

Flux Overdrive
-Reduced OP cost from 6/12/18/30 to 5/10/15/25

Particle Accelerator
-Increased OP cost from 2/4/6/10 to 3/6/9/15
-Reduced projectile speed increase from 35% to 30%

Torpedo Spec
-Increased missile speed bonus from 20% to 35%
-Increased missiles maneuverability decrees from 25% to 40%

Unstable Shields
-Increased stable time from 2 sec to 3 sec
-Increased time to 100% instability from 8 sec to 9 sec
-Reduced recharge time from 4 sec to 3 sec

Voltage Regulation System
-Reduced OP cost from 5/10/15/25 to 3/6/9/15

Weapon Inhibitor
-Reduced OP cost from 5/10/15/25 to 3/6/9/15

-Emergency Venting System
changed description

-Exploration Refit
Added "All effects reduced by 25% if Efficiency Overhaul is installed"

-Flux Booster
Changed - now gives a large, but quickly disappearing speed boost

-Particle Accelerator
Projectile travel speed increase Increased from 25% to 35%

-Unstable Shields
changed description to be more clear
fixed "Color parameter outside expected range" bug

-Weapon Inhibitor
fixed incorrect description

-Emergency Venting System
OP cost changed from 10/17/24/38 to 8/16/24/40
removed jitter from shield

-Exploration Refit
OP cost reduced from 5/10/15/25 to  3/6/9/15
Sensor strength increase Increased from 25% to 50%
Maintenance cost reduction Increased from 15% to 20%
now also reduce CR recovery rate by 25%

-Flux Booster
OP cost reduced from 5/12/19/31 to 4/8/12/20
Venting rate increased form 10% to 25%
Maneuverability increase increased from 30% to 40%
Top speed  increase increased from 30% to 40%

-Hyper Engine Upgrade
OP cost reduced from 7/14/21/35 to 4/8/12/20
Maneuverability reduction reduced from 50% to 25%

-Integrated Armor
OP cost increased from 4/10/18/30 to 6/12/18/30

-Particle Accelerator
OP cost reduced from 5/10/15/25 to 2/4/6/10

-Unstable Shields
OP cost reduced from 10/15/20/30 to 3/6/9/15

-Voltage Regulation System
Range reduction reduced from 15% to 10%
Flux usage redaction increased from 15% to 20%

-Weapon Inhibitor
OP cost reduced from 10/15/20/30 to 5/10/15/25
Rate of fire reduction reduced from 15% to 10%
Flux usage redaction increased from 15% to 20%

>Anti Armor Ammunition
  OP cost increased from 3/8/13/23 to 5/10/15/25
>Bombardment package
  value increased from 10/20/30/40 to 10/30/90/120
>Emergency Venting System
  OP cost reduced from 10/18/26/44 to 10/17/24/38
  amount of charges changes from 2/3/4/5 to 5/4/3/3
  vent time increased from 0 seconds to 0.5 seconds
>Exploration Refit
  CR redaction increased from 20% to 30%
  now also reduces maintenance cost for 15%
>Unstable Shields
  OP cost reduced from 14/20/26/40 to 10/15/20/30
  minimum damage taken reduced from 0.5 to 0.75
  maximum damage taken reduced from 1.5 to 1.25
>Voltage Regulation System
  range reduction reduced from -20% to -15%
>Weapon Inhibitor
  now reduce rate of fire instead of damage
  now affect only ballistic weapons

Add hullmods to vanilla factions and some modded factions

Add Version Checker Support
Scripts minor adjustments

SarenSoran beta tester, desc and balancing
King Alfonzo unstable shield desc (sorry Alfonzo i use new one)
Avanitia balancing and descriptions
Phoenix original idea and some of the (now removed) scripts used as reference
If you like what I am doing and what to support me.

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