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Topics - Stelarwand030

Pages: [1]
1
Modding / [0.95.1a-RC6] Rate of Fire Hullmod
« on: January 23, 2023, 11:16:08 AM »
This is a Hullmod mod that I commissioned to have built mostly for the fun of it.
It Increases the ROF, Damage, Ammo, and Range

There are hullmods for Energy, Ballistics and Missiles.
For late game and for fun there is another that increases all weapons.
In order to get them you have to explore.

Here are the stats:
Ballistic: Increase ROF, Damage, Ammo, and Range by 100%
Energy: Increase ROF, Damage, Ammo, and Range by 100%
Missiles: Increase ROF, Damage, Ammo, missile HP, more sturdy to PDs, speed, maneuverability and Range by 100%
Cheaty: Has everything the other Hullmods have. by 1000%

You can only have one Hullmod installed on your ship.

Also if you want to configure them, just open .java file with notepad, I recommend using notepad++ since Windows notepad can mess up encoding and that can cause crashes, and as text editor I find its handier to use, its free, you will see values at top, like DAMAGE_BONUS_PERCENT and etc, most of them are percents like 100f, 100f means 2x increase, 50f 1.5 and etc.

RoF one is 1f - its same percent, but multiplied by 100, so 1f its 2x, 0.5f its 1.5x increase.

Its a ridiculous mod that is mostly for fun and it will break you game.
I mostly use it so that early game weapons can still be used and weapons that take forever to fire will fire faster.

Download:
https://files.gamebanana.com/bitpit/rofhullmod_1_2.rar

2
The Targeting Supercomputer hullmod (https://starsector.fandom.com/wiki/Targeting_Supercomputer) causes the SKR Kaleidoscope (https://fractalsoftworks.com/forum/index.php?topic=19414.0) to fire in the opposite direction.

I know the hullmod is used only for stations but I never liked how short range all the weapons are. I would have liked to have them installed in all ships, even enemies, but I don't know how to do that. So I use them for my ships. Mostly for the luls.

I can use almost any weapon with the hullmod (as far as I know) but Kaleidoscope. Does any one know why?

3
Bug Reports & Support (modded) / JSON ERROR?
« on: December 24, 2022, 02:05:35 PM »
The game worked yesterday and now i am getting a JSON error. I changed one thing IN Tahlan weapons data. I changed it back and am still getting the error. how do i fix this?

17723 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: JSONObject["name"] not found.
org.json.JSONException: JSONObject["name"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I re-downloaded it and it works again. but every time i try and make the same change i get the same error.

I am trying to unhide the PHIRA weapon from Tahlan shipworks. I removed the system tag and the game crashes.

4
General Discussion / how do I unhide hidden weapons?
« on: December 23, 2022, 09:55:04 PM »
I enjoy messing around with ships and the weapons that can be attached.

I am now messing around with the Metafalica ship from the Tahlan Shipworks mod. I have edited all the weapons to universal and removed any built in weapons (phira guns).

I am trying to use the phira guns but they dont show up. On any ship. why?

I looked through all I could think of but could not find a setting that would hide the weapon.

5
Modding / Will pay for a new hullmod
« on: January 23, 2022, 09:58:29 PM »
I am not the most savy at coding and as such I am willing to pay someone to make a mini-mod that has a hullmod that increases the fire rate of all weapons. (balistic/energy/beam... etc.)(large/Medium/Small)

6
Modding / I need help modding Hullmods
« on: January 22, 2022, 10:19:30 PM »
I am trying to mod the MHM split chambers hullmod and remove the damage reduction but i cannot figure out which part is the damage reduction. Can anyone help with this?

I managed to find the Java file so I got that far.

7
Modding / Error?
« on: January 07, 2022, 11:20:42 PM »
i just updated starsector after about a year of not playing. I redownloaded all my mods and installed a few new ones. Starsector is not loading and i get this error:

72866 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key [collisionClass] has invalid value [HITS_SHIPS_ONLY_NO_FF] in [{"specClass":"missile","missileType":"ROCKET","collisionClassByFighter":"NONE","sprite":"graphics/Oculian Armada/missiles/ocua_luna.png","glowColor":[255,50,50,127],"noCollisionWhileFading":"true","fizzleOnReachingWeaponRange":"true","useHitGlowWhenDestroyed":"true","engineSpec":{"dec":"300","turnRate":"100","turnAcc":"500","acc":"300"},"size":[40,40],"id":"ocua_luna_shot","center":[20,20],"explosionColor":[255,100,255,255],"armingTime":"0","collisionRadius":"30","explosionSpec":{"particleSizeMin":"5.0","duration":"0.1","particleCount":"0","particleDuration":"1","collisionClassByFighter":"HITS_SHIPS_ONLY_NO_FF","coreRadius":"75","radius":"200","particleColor":[255,155,155,255],"particleSizeRange":"3.0","collisionClass":"HITS_SHIPS_ONLY_NO_FF"},"glowRadius":"65","dudProbabilityOnFlameout":"0","explosionRadius":"250","useHitGlowWhenDealingDamage":"false","onHitEffect":"data.scripts.weapons.ocua_luna_effect","collisionClass":"HITS_SHIPS_ONLY_NO_FF"}]
java.lang.RuntimeException: Key [collisionClass] has invalid value [HITS_SHIPS_ONLY_NO_FF] in [{"specClass":"missile","missileType":"ROCKET","collisionClassByFighter":"NONE","sprite":"graphics/Oculian Armada/missiles/ocua_luna.png","glowColor":[255,50,50,127],"noCollisionWhileFading":"true","fizzleOnReachingWeaponRange":"true","useHitGlowWhenDestroyed":"true","engineSpec":{"dec":"300","turnRate":"100","turnAcc":"500","acc":"300"},"size":[40,40],"id":"ocua_luna_shot","center":[20,20],"explosionColor":[255,100,255,255],"armingTime":"0","collisionRadius":"30","explosionSpec":{"particleSizeMin":"5.0","duration":"0.1","particleCount":"0","particleDuration":"1","collisionClassByFighter":"HITS_SHIPS_ONLY_NO_FF","coreRadius":"75","radius":"200","particleColor":[255,155,155,255],"particleSizeRange":"3.0","collisionClass":"HITS_SHIPS_ONLY_NO_FF"},"glowRadius":"65","dudProbabilityOnFlameout":"0","explosionRadius":"250","useHitGlowWhenDealingDamage":"false","onHitEffect":"data.scripts.weapons.ocua_luna_effect","collisionClass":"HITS_SHIPS_ONLY_NO_FF"}]
   at com.fs.starfarer.loading.D.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I have no idea what i am looking at nor do i know what i need to fix.

I am pretty sure it has to do with [0.95a] Red - the Oculian Armada (0.9.1a) Mod

8
General Discussion / Answered: How to add more hanger space to a ship?
« on: October 04, 2020, 05:33:14 PM »
So I am trying to edit Hanger Queen so that it would have 3 wings per hanger for a max of 6 wings per module from the 1 wing per hanger with a max of 2 wings per module it was normally has. Now I have no idea how to do this. I tried to edit the hangerqueen.ship file by copy/past the hangers already there but nothing happened. Is there something else I have to do?

9
General Discussion / Answered: How to edit weapon mount sizes on ships?
« on: September 27, 2020, 08:48:30 AM »
I enjoy playing the game and I love all the ships in it. Not to mention all the mod ships I also enjoy playing as. At this point in time I just want to mess around and mount any size weapon on any ship's weapon mount. I think it would be so funny to mount large weapons on a small frigate. I can see it now dozens of frigates with giant guns running around.

The problem I am running into is I have no idea how to edit the base-game's/mod's ship in order to change weapon mounts. Can someone help or point me in the right direction?
I tried to look it up but got nowhere or it didn't work.

10
Bug Reports & Support (modded) / Save no longer working FIXED
« on: June 17, 2020, 09:49:28 PM »
I have no idea what happened. A couple of days ago the save was working then I added a couple of mods. The save still worked. I didn't play the game for like a week and now it no longer works. I tried to remove those mods and it still didn't work.

I have no idea how to check on the errors to even see whats wrong. Can I get some help please?

11
Suggestions / Is there a Mod for sorting ships by Mod
« on: June 05, 2020, 09:53:42 AM »
I was wondering if there is a mod that sorts all the ships/weapons a person has by mod? And if there isn't one, how hard would it be to make such a mod?

The reason I was wondering this is that I have 1,451 different ships from the standard game + ships added by mods. As for weapons I have way to many.

12
Suggestions / Ship speed standard
« on: May 31, 2020, 11:46:58 AM »
Now I have been playing for a short while but I have many mods installed with hundreds of different ships and something I noticed is that similar sized ships can have wildly different max speed.

I am going to talk about capital ships since they are the most noticeable but in some mods  when chasing another fleeing enemy ship one of three things happens:(the two ships are both capitals and similarly sized)
  • The ship is slow and the enemy ship flees
  • They have the  same speed and the enemy ship blows up or flees
  • The ship is faster and the enemy ship blows up.

Now I know that not all ships will go the same speed but when you have two ships that are almost the same and one goes lets say 50 and the other goes 10 something is wrong with that picture.

Now fiddling with a capital ship's speed I found that for the bigger capitals their max speed should be no less then 25 but no more then 50. And for the smaller capitals their max speed should be no less then ~45 but no more then 70.

For their turning speed a good number I found, for the most part there are outliers, is half their max speed or no more then 25.

Also if you look through the starsector wiki most capitals have a max speed ~30 with a few that go ~50 and and one that can go 70.

I used console commands to give myself all the hulls (1451 ships) and for the most part have a max speed in the ranges I gave above. Out of the ~75 or so I checked most have a speed of ~30 with a few >45 or <20 with one that had a max speed of 9. With the few super capitals with a max speed of ~20 which seems resonable.

The reason I bring this up is that these are warships and as such need to have a speed that makes them viable in battle. If your ship cannot go fast enough to attack the enemy then its a waste of a ship.The whole point of having a warship is to be roughly equal to or greater then your enemy ship. Not less then.

Edit: Is there Max speed list or ship class data list that states what data ships should have so that we don't end up with ships that don't meet their class rating?

13
I really want to play the Vacuum Mod but I cannot get Ver 0.6.2a to run. Does anyone know how to run the older version?

14
I looked through the mods sections but did not find any meant just for Lasers or weapon filtering.

I am looking for a mod that is nothing but laser beam based weapons. I am looking for beam weapons ranging from PD up to super heavy. (I mostly mess around in the game and as such have a lot of different mods. I use the console commands mod and when I activate combat cheats my laptop slows way down when I use any weapon that fires projectiles be it energy/ballistic/missile. I can fire nothing but Lasers + cheats and be totally fine. For whatever reason its just projectiles.)

I am also looking for a mod that filters weapons by Design Type. Mostly so I can find/compare Mod X weapons easier to use on Mod X ships.

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