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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Topics - SteelSirokos

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1
Modding / [0.95.1a] Blue Friend Balls v1.0.0
« on: November 22, 2022, 08:36:11 PM »
Blue Friend Balls v1.0.0
Convince your AI cores that you're not out to get them
Safe to add to and remove from saves

Download



What is this mod?

Blue Friend Balls is a lightweight mod that gives you the option to use a story point to convince your Alpha Core administrator that you're not planning on throwing it into the sun, allowing you to move it to a different colony or into a ship without triggering nuclear war. The option requires a story point to use and will only be available if you have a Cruiser or Capital Ship with the Automated Ship hull mod in your fleet. I may add more Alpha Core interactions in the future, and am open to suggestions here and in the Discord.


This mod is theoretically incompatible with any other mod that modifies this specific event, but as far as I'm aware no such mod actually exists at the moment


Changelog:
Spoiler
v1.0.0:
 - Initial Release
[close]

2
Modding / [Utility] SSOS - Starsector Simulation Opponent Stripper v1.1
« on: November 08, 2022, 02:36:44 AM »
SSOS - Starsector Simulation Opponent Stripper v1.1

Download

Requires Python to Run


What is it?

SSOS is an interactive Python script that allows you to instally strip the 'sim_opponents.CSV' files from mods. These files dictate which ships show up in the Simulation's Deployment screen, and in great enough numbers can make the screen unbearably laggy. When SSOS is run, it will remove all of your modded clutter and leave you with just the vanilla roster. The tool also comes with an 'exemptions.txt' file that lets you whitelist the names of any mods you want the tool to ignore, allowing you to fine-tune exactly what your deployment screen looks like.

How does it work?

SSOS works by iterating through each one of your mods and relocating its 'sim_opponents.CSV' file to an identical backup directory located in the tool's main folder. Once the 'strip' command has been run, you will end up with a backup 'mods' folder with an identical file structure, allowing for easy cataloging and manipulation. The backups will remain in the folder indefinitely, and the tool comes with a 'revert' command that instantly moves all files back to their original locations, should you ever need it. The tool comes with a 'help' command and a 'readme.txt' that contain extra information

Why would I want it?

This tool was designed for a very specific type of individual (i.e. me) whose mod list has grown so large that opening the Deployment screen in the Simulation freezes the game for 10 seconds before tanking the frame rate to a crawl as the game does its best to display thousands of ships in one small menu. In such a scenario, you're left with a single option: sort through every single one of your mods and remove/relocate the relevant CSV file manually. SSOS was designed to automate this process while still allowing the user to retain control over what is and isn't purged.


Warning

The standard practices associated with using external tools always apply. Back up your mods folder before use, just in case.



Changelog:
Spoiler
v1.0:
    - Initial Release

v1.1
    - Fixed a crash that would occur if you tried to strip a CSV from a mod that already existed in the backups folder
    - Fixed a crash that would occur if you tried to revert changes after replacing a mod's CSV file in your main directory
[close]

3
Molecular Replicator v0.1.5
Extra-dimensional ship backups for paranoid collectors
Safe to add to existing saves (as of v0.1.1) + fully compatible with Nexerelin

Download



The Background

If you're anything like me, you love collecting unique ships. From the tiniest frigates to enormous Onslaught centipedes, if it's a captured IBB, preset unique derelict or even just a very rare ship then chances are it's either seeing active duty in your fleet or collecting dust in storage somewhere. You find, however, that actually using these vessels is often a very risky endeavor. Since you're an iron mode purist, you have to face the fact that no matter how many S-mods or high-skill officers you put on a ship, it will be gone forever if you lose a battle with it deployed. Thus, you very rarely put all the shiny uniques you've been accumulating to use, since savescumming has been the only way to guarantee their safety... until now.

The Concept

Enter the Molecular Replicator, a mysterious derelict station adrift in the orbit of a fringe red giant. This high-tech station of indeterminate origin will, once explored, allow you to make an extra-dimensional "copy" of any ship you desire. In the event your precious vessel is scuttled, lost on the market, fed to a black hole, sacrificed to a factory, or utterly annihilated in combat you will be able to claim a new un-outfitted hull from the Molecular Replicator. As long as you are able to fulfill the hefty credit and AI core requirements, you can deploy unique ships to your heart's content with the peace of mind that they won't be lost forever to the void. Speaking of requirements...

The Process

Once you have explored the Molecular Replicator, you will have the ability to select a ship to create a non-tangible copy of. Once a ship is selected, you will have the option to initiate the duplication process for a hefty credit cost paired with an AI core requirement proportional to the size of the ship. Frigates will take two Gamma cores, Destroyers will need one Beta core, Cruisers will use two Beta cores and Capitals will require a single Alpha core. These fees are the costs associated with the logistics of procuring and overseeing the delivery of raw materials to the Molecular Replicator; the ratio of real to extra dimension material used in the duplication process is a constantly fluctuating number that requires an enormous amount of computational power to calculate and track. Once you have offered up the required credits and cores, the empty hull of your ship will be "duplicated" and slotted into an extra dimensional storage bay. This duplicate cannot exist on the same plane of reality as the ship it was copied from, and as such you will not be able retrieve it until the parent ship has been utterly annihilated (i.e scuttling, lost in battle etc.) In such an event, you can visit the Molecular Replicator again and extract the duplicate hull from storage. The retrieved hull will be in pristine condition, but will be completely un-outfitted and will not have any S or D-mods. You can duplicate and store as many ships as your credit balance and AI core hoards will allow.

tl;dr You can "insure" ships for credits + AI cores and retrieve fresh hulls if those ships are destroyed.
 

Before you can utilize the Molecular Repliacator, however, you will have to deal with a few interlopers:
Spoiler
[close]

The Molecular Replicator itself is a station located in its very own star system. For those keen on exploration, you will find your prize orbiting an isolated star northwest of the core (if you're using a randomly generated sector (via Nexerelin) the star should appear in a random location.)
If you don't feel like searching for it, the exact location of the station can be found in the spoiler below:
Spoiler
The station is found relatively close to the jump point in the Resplendent red giant star system. It will first appear as a sensor contact as you get close to the star itself.
[close]

WARNING:

- Although I have done a lot of testing on my end, I am still considering this mod to be in beta. I'm pretty confident that the mod will behave as it should in all scenarios, but please back up your saves regularly just in case.
- This mod is not safe to remove from saves.



Q & A:
Spoiler
Q: Why not just reload a save instead of spending 40+ hours making an insurance mod?

A: Because, in my opinion, having the ability to reload a save when things don't go your way cheapens the experience of the game greatly. Any tension involved in something like exploring a fringe star or engaging in a battle you know will be hard-fought pretty much evaporates when you know you will never have to deal with the consequences if things go awry. That being said, losing unique ships sucks ass, so I wanted to implement a solution that bridged the gap between the two styles of play in order for people to have best of both worlds in a fair and balanced way.


Q: What does a safeguarded ship retain after being destroyed?

A: Nothing. The ship you receive is a fresh hull with no weapons, fighters or S-mods.


Q: Can I use this mod to create backups of unique items/fighters?

A: Unfortunately, no. The problem with this is ships and weapons become entirely different objects when mounted/unmounted, so keeping track of whether one was actually destroyed or not would be impossible.


Q: Why is this mod's lore so convoluted and/or out of place in the vanilla game?

A: I wrote myself into a corner by trying to account for players creating backups of things like Tesseracts, Hel Scaiths, Solvernias, and other exotic/ultra advanced modded ships. In the context of a modded sector, the lore I ended up going with felt like the only thing that would hold up to the question of "how is this station able to duplicate my {extremely rare one off prototype ultra omega double tesseract conquest onslaught #3}???" I did my best to keep the lore semi-ambiguous, but I feel like I ended up walking a very thin line between giving the player much information or too little. The existing lore may be subject to a rewrite if I can come up with something better.


Q: What's next?

A: My first thought for 0.2 (assuming no game breaking bugs are discovered) is to add a chance for the player to receive small amounts of random loot when they retrieve a ship hull, which said loot's quantity and rarity corresponding to the ship's size. I think it would make using the station more rewarding given the cost, but I feel like it has the potential to make the lore even more convoluted. Aside from that, I may look into trying to create a system that allows players to back up weapons and fighters, but I'm not holding my breath since I'm 99% sure it would be impossible with the current API.
[close]


Author's note:

This mod contains a lot of text. My goal was initially to write a good bit of lore and flavor text for those who want to read it, but it quickly got out of hand. I have done my best to keep the parts of the interface the player actually engages with simplistic and easy to use while providing
a streamlined description of how the mod actually works here on the forum page, but now that I'm actually looking at all of the moving parts in-game, I feel that I still went overboard with the sheer amount of text in some areas. Feel free to let me know if this is the case.


Changelog:
Spoiler
v0.1:
 - Initial Release

v0.1.1:
 - Made the mod save-compatible with existing games

v0.1.2:
 - Fixed a formatting error in the Duplication screen

v0.1.5 (SAVE COMPATIBLE):
 - Reworked the Molecular Replicator's credit and AI core costs
 - Added a chance for players to receive loot when retrieving
   stored hulls
 - Improved formatting and text coloration in several areas
[close]

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