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Starsector 0.98a is out! (03/27/25)

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Topics - willthefunperson

Pages: [1]
1
Modding / [0.98a] Free Cam 2025 0.1.2
« on: February 19, 2025, 05:56:23 AM »
download:
https://gitlab.com/starsector/free_cam_2025/-/archive/0.1.2/free_cam_2025-0.1.2.zip
Features:
Working scroll wheel
Hold button or toggle control scheme
Fog of war for free cam (works by rendering black squares over the battle map)
Most things are customizable with lunalib and the settings file

default key for activation is left alt

Changelog:
Spoiler
0.0.1
Initial release
0.0.2
added setting for fog square size
fixed lunalib default options
0.1.0
removed fog color option due to rendering issue. You can still replace the sprite to recolor the fog
added scroll wheel functionality
removed scroll keys due to scroll wheel working
removed use scroll option due to scroll working
added deadzone multiplier for panning the camera
added advanced options, exposing all the constants
changed default activate key to left alt, because tilde key is taken by show weapon arcs.
improved flickering on the fog of war
fixed issue with free cam being controllable when looking at the tactical map
added message that tells you when free cam is enabled and disabled only when hold mode is off
0.1.1
fixed issue where activating free cam in the loading screen would crash
disabled free cam in the main menu
0.1.2
updated to starsector 0.98a
[close]

2
when using ShipAPI.addAfterimage, if the ship sprite changes via ShipAPI.setSprite then the afterimages will be facing directly upward for one frame.

I am using the linux version.

3
Mods / [0.98a] Better Combat 0.3.15
« on: May 04, 2024, 10:37:10 AM »
Better combat aims to make starsector combat more fun by modifying values, and adding a few small features.

current version:
https://gitlab.com/starsector/better_combat/-/archive/main/better_combat-main.zip

releases:
https://gitlab.com/starsector/better_combat/-/releases

almost everything is configurable.
Safe to add and remove.

Compatible with secrets of the frontier
Integrated with luna lib

With default settings, ships have a much faster top speed, but take much longer to accelerate to top speed. Along with this, the map size and weapon range is changed for longer range gameplay.

https://youtu.be/mikU8sxLbuU

Added Features:
bigger asteroids
asteroids split on destruction
ship fragments move more when a ship is destroyed
PPT and CR reduced by ship damage(disabled by default)
Dynamic Zero Flux speed boost based on ship speed(disabled by default)

Values better combat allows you to modify:
map size
ship deployment location and spacing
max zoom out of the combat camera
how far ships reveal fog of war
weapon range & damage
projectile speed
missile speed & maneuverability
missile submunition properties
fighter range & speed
ship speed, acceleration, hull, armor, shield, phase, flux, ordinance points, explosion size, PPT, bounds radius.
Phase global values
You can also modify values of particular weapons and ships using a query system.

Thanks to Liral for the map code
Thanks to Crablobab for the asteroid code
Thanks to Maelstrom for suggesting and testing features.

Known issues:
Sometimes ships are indestructible. This is caused by the after deployment feature, disable that feature if you experience the bug.

changelog:
     0.3.15
   Increased default autofire mult back to 5
   Updated to Starsector 0.98a-RC5
   Added missileRangeMultiplierStat, splitting the missile range stat card
   Added and updated descriptions to many settings

previous changelog:
Spoiler
   
0.1.5:
   added range threshold feature.
   added asteroid splitting feature.
   added weapon range threshold modification(for SO) feature.
   added weapon range addition.
   added projectile speed feature.
   added recoil feature.
   added missile speed feature.
   added instant beams feature.
   fixed issue with projectile coast enable effecting unintended features.
   fixed issue with weapon range incorrectly calculating range of projectiles.
   0.2.0:
   implemented integration with lunalib
   updated settings
   changed asteroid HP to be more regular
   added asteroidHpExponentFactor
   0.3.0:
   added sightFeature
   map feature toggleable
   added deployment feature
   bug fixes with bounds feature, missile speed
   secrets of the frontier integration
   added CR reduction on damage taken feature
   added autofire accuracy feature
   added acceleration addition
   0.3.1
   added submunition feature
   added max zoom feature
   added arbitrary settings feature, which allows you to override settings in settings.json
   fixed deployment bug where ships from mods that deploy other ships were being moved to the deployment zone
   changed location of the settings file to be more convenient
   changed several setting defaults
        0.3.2
        fixed crash wile loading the game
   0.3.3
   added range exponent
   fixed arbitrary settings toggle logic
   added ship defense feature
   added ship shield and phase feature
   added ship flux feature
   rearranged the settings to make more sense
   modified settings
   0.3.4
   added opFeature
   added beamDamageDropoffFeature
   added phaseConstantsFeature
   added shipExplosionFeature
   0.3.5
   added mapSizeFactorNoObjectives
   added fighterTargetSpeed
   added shipTargetSpeed
   moved useAdditionalAsteroidSprites to be a setting instead of hard coded
   added retreatAtLowCrFeature
   added shipFragmentSpeedFeature
   0.3.6
   added weaponDamageFeature
   added pptFeature
   added customValuesFeature, allowing ships and weapons to be modified using a query
   added weaponDamageMult
   added turn acceleration and rate to shipAccelerationFeature
   changed cr damage feature to respect PPT. Added a PptPerHullAmount value
   0.3.7
   modified default settings
   fixed bug where CR per damage did not work
   added noFluxBurnSystemsFeature, replacing a built in feature with one that is configurable. Now there is no difference between a vanilla game and one running better combat with all the settings off
   fixed bug where asteroids removed by ships deploying on top of them were creating fragments
   added afterDeploymentFeature with slowdownAfterDeployment and deploymentImmunity
        0.3.8
        fixed issue where asteroids would explode at the start of combat under some conditions
   0.3.12
   fixed AI autofire
   Reduced default autofire accuracy mult to 1
   fixed abyssal hyperspace terrain not appearing in combat
        0.3.13
        hotfix. The AI fix only worked with projectile speed multiplier at 2
   0.3.14
   changed default setting for asteroid density
   added asteroidInitialSpawnDistance
0.3.9
   modified logic for spawn protection. Hopefully fixing issues where sometimes ships will become invunerable.
   added ship break feature, which modifies the number of pieces a ship breaks into
0.3.10
   added melee weapons from some other mods to weapon exclusions.
0.3.11
   made armaa strikecraft use the fighter speed rather than the ship speed
   removed spawn protection from default settings due to continued reports of a bug making some ships invincible.
[close]

Have fun!

4
Modding / Touhou Quest [0.97a] [WIP]
« on: April 09, 2023, 09:47:31 AM »
A mod based on ships, characters, and bullet patterns from Touhou Project. It is a faction and quest mod. The questline is currently unfinished.

Features: 2 quests, some visual novel stuff, 8 unique ships, 9 fighter wings, 14 weapons, and a 1.5 new factions.

IMPORTANT: Most content will not be available at the start of a save.

Read below for more explanation. And spoilers !!! >:( >:( >:(:
Spoiler
The Mayohiga Pact does not have many of the ships, fighters, and weapons of this mod, until the Fantasy Resurgence tracker goes up. Doing virtually any content in this mod increases this number. It will also go up over time.
The blueprints are not in any drop list, you will need to acquire them by doing Lost Girl quests. You can get these after you complete Yumemi Back Home(the first story quest). Or just raiding them
[close]

"The Mayohiga Pact became known to the rest of the sector by their appearance in the Mayohiga system and refurbishing a habitat astonishingly quickly. Bizarrely, the ships they came in did not have hyperdrives, and to this day they seem to rely on other factions for basic technology. Despite this, the ‘Kappa’, a name probably derived from ‘Habitat Kappa’, are very skilled at engineering. They seem to be some kind of federation, however their leaders and other members are unknown."

Changelog:
0.0.13.2
removed code that reveals hidden markets when the faction is defeated, fixing a crash.
fixed the youkai mothership system code to not crash when not on linux

You will see more placeholders than with the last releases. Very much in dev.

5
Modding / [0.97a] WVNU ~ Willthefunpersons Visual Novel Utility
« on: January 05, 2023, 08:56:54 PM »
Download:
https://gitlab.com/starsector/wvnu/-/archive/main/wvnu-main.zip

repository:
https://gitlab.com/starsector/wvnu

changelog version 2.4.1:

updated to 0.97a
added sprite scaling
CG mode
sprites move on focus/unfocus

A tool for creating your very own visual novel in Starsector! You can have three characters, fade between the sprites, change background, set focus, and choose between eager and lazy loading for your sprites.


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