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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Topics - Darloth

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It's possible to call BaseToggleAbility.deactivate() and not actually deactivate an ability, if some time between the start of the ability and the call to deactivate, it's become no longer usable.

This is due to line 205, which is
		if (isActive() && isUsable()) {

While I can't say for sure this is a bug as such, it was -really- unexpected behaviour as I was in fact checking isUsable() and then calling deactivate() to untoggle it if it became unusable.

Apologies if this is intended behaviour, but I was expecting only the check for isActive when I'm trying to deactivate something.

Modding / [0.9a] Tactical Map Screen Unpauser
« on: December 12, 2018, 11:00:02 AM »
Small utility mod that, when you press Tab to open the tactical map, unpauses the game for you so that it continues in real time.

You can pause again afterwards if you want, but if you've ever been annoyed that the action doesn't just carry on, this mod is for you.

Download here:
Source here:

Tested and functional in campaign and simulator.  

If anyone is really super interested, I might make a different version / setting tweak such that it slows time in the tactical map as well as unpausing, but that's dependent on whether anyone is actually interested in that, it's a fair bit harder as I'd have to avoid breaking player-piloted phase ships at the same time.

License is MIT

If the Nutrino Detector were free to use in its current mode it would be a lot more appealing to toggle on to have a looksee now and again.

On the other hand, if having Volatiles around made it more useful somehow, perhaps spending a set amount of volatiles for a super-powered sensor ping or some sort of Nutrino Refinement ability that semi-permanently tagged potential points of interest on the map (maybe in nutrino blue fuzzy sensor clouds, larger than usual?) that would retain their additional utility and give some more scope to the ability.

Technically speaking, it'd probably be more sensible to implement this as a second ability, but what do you think of the idea in general?

Presumably vanilla never uses this so I've posted it here, but I'd like to catch events when in the character tab.

CoreUITabId currentCoreTab = Global.getSector().getCampaignUI().getCurrentCoreTab();

works fine when flying around, but this will return null when docked - even if the player does change to one of the core tabs.

EveryFramePlugin and CampaignInputListener both work in space, but are not run when the player is docked.

Is there anyway I can run code that always affects this screen?  I want to mess with aptitudes.

If the answer is no, can I turn aptitude points back on?

If that's also no, can I just disable people clicking the aptitude buttons somehow?

Suggestions / Hullmod section in Codex
« on: December 06, 2018, 02:55:39 AM »
I wanted to look up a hullmod, but I couldn't, because I didn't know the hullmod and there's no codex entry for hullmods.

This leads to cases where you can look up a ship in the codex, but not know what a hullmod it has actually does.

I think the codex should have a section for hullmods.

Modding / [0.9a] (WIP) Skill Rework
« on: December 03, 2018, 06:01:53 PM »
This mod aims to modify skills such that optimal but less fun skill configurations are instead replaced with more fun configurations that are (ideally) no less optimal.

Current changes:
  • Loadout Design has its benefits spread over each of the three levels.  At every level you get some max capacitors, some max vents, and some OP.  The first level still gives you the majority of capacitors, the second level the majority of vents, and the third level the majority of OP.
  • Most Combat aptitude skills spread about 20% of their bonus across all ships in your fleet.  No longer do you have to feel like you're wasting lategame potential by picking some up early.  As a side effect, officers are only about 80% as effective.

Under consideration:
Change the way aptitudes work so that you get them for putting points into those skills, instead of needing them TO put points into skills.  This would in my opinion allow a more reactive selection of skills, and eliminate dead levels.  It does however require the first level of skills to actually be worth taking without the ability to quickly hop up to the second or third levels though.

Change most piloted-ship-only skills to also include a (small) fleet boosting component.

Change many (but not all) fleet boosting skills to also include a (small) piloted ship only component.

License is MIT
Source is
Download link is:
Please note that this is merely an uploaded copy of the compilation output from my own computer (I don't have a fancy build script set up on github or anything), so if you ever do find anything that shouldn't be in there one way or another please let me know so that I can fix it.

Implemented combat skills with first balance pass.

Adjusted Loadout Design to spread bonuses across all ranks.

Known Issues:
  • Some of the tooltips are one line too big, and overdraw onto the UI slightly. 
  • Due to multiplicative stacking of bonuses, numbers are no longer nice and round

Suggestions / Internal Security Building
« on: November 27, 2018, 02:19:06 PM »
I feel rather conflicted posting this because it really sounds like the sort of thing horrible dictators like to do... but with the Luddic Path blowing up stuff in your colony so regularly, the need for some sort of (maybe upgradable) internal security building that would have a chance of STOPPING this sort of event, along with similar ones, and maybe reducing smuggling as well if it ever has some sort of effect on you is becoming clear.

Perhaps this would reduce accessibility (and maybe increase tariffs) to represent the additional red tape, security checks, and general observation that would presumably act against free trade and enterprise, and I suspect such a building would be incompatible with a free port?

If the Lionguard HQ were also given a similar feature, it would make Sindria a lot less vulnerable to being disrupted that way as well.

I do not currently know enough about starsector AI modding to achieve this, as it would require AI hooks, however, here's an idea I had about a slight rebalance of reloadable missiles.

Instead of having missiles reload all the time (something I personally find slightly better than not reloading at all) there should be a hotkey to press, perhaps V twice, that would set a ship reloading ammunition.

This would only happen at 0 flux, and would be disabled if the ship fired any weapons or attempted to move. A few seconds of uninterrupted reloading would be needed per reload cycle, perhaps 3 seconds or so, and this would reload 10% of all reloadable weaponry.  As such, to reload a 3-shot rack or a single-fire torpedo would take 30 seconds of sitting there doing nothing, and would not often be allowed by the AI or desirable... but you COULD sometimes get the time (10 seconds) to reload just one missile.

It becomes much more plausible with a 50 shot pod or something, where even a single reload cycle gets you a few missiles to work with.

If further cost is necessary (though I don't especially think it is) then you could impose a slight CR cost for doing this.

Might have a crack at the mechanical implementation of it later, though it'll be strictly player-only for now.  Opinions?  I'm leaving this in Modding rather than Suggestions because I don't think it's a viable suggestion in vanilla gameplay, it's just too fiddly - but I do like the idea overall, and think it would fit well as a mod.

Suggestions / Tarsus isn't available by default - but Condor is?
« on: November 21, 2018, 06:05:38 AM »
Apparently it's easy to get a blueprint for producing Condor light carriers, so much so they're available by default.

However, despite Condors being converted Tarsus freighters... Tarsus freighters are NOT available by default.

Either Condors should be a blueprint you have to acquire or, more likely, Tarsus should be in the free list of blueprints.

Suggestions / Be able to do something about smugglers?
« on: November 21, 2018, 04:24:32 AM »
I'm aware that, mechanically speaking, people smuggling stuff into my colonies is half the time a GOOD thing for me, it increases accessibility.

On the other hand, I don't always want them to, and yet when I catch a smuggler there doesn't seem to be any option to say "You're in my space, submit to a cargo inspection or die" the way the main factions do.

Why not?  What if I'd rather they didn't smuggle in all sorts of random bits?  Indeed, there aren't really any special interactions for flying around in space you control with your transponder on, and I think more of that would be good.

(I did find it amusing my own fleet ran from me... because I had my transponder off.  That was funny, and mildly embarrassing.)

General Discussion / Pirates built me a comm relay
« on: November 21, 2018, 04:17:03 AM »
So, the pirates raided my colony. 

Aww, stability penalty...

But then they left.  And they left a makeshift comm-relay behind them.  Uhhh, thanks? I mean, sure, I'll take it!

Build a sensor array and a nav bouy, sure, IF you think you need it to invade, but building a comm-relay?  That doesn't sound like a piratical thing to do.  I also think they ought to tear down their structures again when they leave, since there's no cost (other than pirate diplomatic points, which were already trashed) to take them back.

General Discussion / So apparently the mining base is run by pirates
« on: November 21, 2018, 02:59:07 AM »
I docked at Derinkuyu Mining Station recently, delivering guns because they'd had pirate trouble.

Guess who actually runs the dockside there?  That's right, it's Todd No-Credits, well known pirate?

I found this amusing.  Unsure whether it's a bug or not.  He has a hilarious name though.

Suggestions / Better remote survey
« on: November 21, 2018, 02:06:44 AM »
It's an ability, it should be a little more useful.

Others have mentioned it as well so I know I'm not alone in thinking "eh, it's okay I guess, but I'm not buying the skill to remote survey" when really it should be a big or at least medium plus of having that skill.

Here's some ideas to start us off:
  • Remote Survey can detect ruins - but not tell you how big they are.  Some planets may also have a "false ruins" condition, which reports as ruins to remote survey and in the preliminary description, but comes up as either already looted or entirely destroyed or missing ruins when actually surveyed.
  • Remote Survey can detect especially large concentrations of whatever - if you knew that 50 supplies hellworld over there had ultra-rich rare ores... would you want to survey it more?
  • Remote Survey can give you a binary present/non-present for certain categories - Does the gas giant have volatiles at all?  Remote survey will tell you, though not how many there are.  Maybe also for ores or organics?
Not sure it should do all of the above, but it'd certainly be nice if it did SOME of them, and... eh, I wouldn't complain if it did them all.  I don't think it would be overpowered.  What other ideas can people come up with?

Bug Reports & Support / [0.9a RC9] Conflicting colony upkeep costs
« on: November 19, 2018, 06:19:02 AM »
So there's various upkeep costs listed in various places of the colony interface.

For example, when I go to construct Mining, the table tells me it'll cost 6000 credits (Size 3 colony, 100% hazard rating).
However, the actual tooltip says it will only cost 2000 credits, and this is supported in-game and in-play.

Will add more details as I get more colonies, but at the moment I'd guess it's multiplying by market size in the table column, but not in game.

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