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Topics - Digganob

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Modding / Help modifying, not creating.
« on: January 12, 2023, 11:23:33 PM »
I am attempting to increase the spawn rate of asteroids in combat, and I have found what I believe to be the bit of code which will allow me to do so (the loaders which spawn asteroids in, however, I am at a loss on how precisely to modify that code through a mod.

I have looked at other mods which modify already-existing things, such as rebalances, and they seem to make a copy of the path and file of the data they wish to modify, and then simply write the code, for instance for a weapon, using the same name and ID and such, and then changing up some of the stats. I suppose that mods are loaded after vanilla data, which then allows the mods to overwrite anything that needs to be overwritten?

Do I do the same if I wish to change the file? Would I for instance write in  "loader.addAsteroidField(0, 0, random.nextFloat() * 360f, width, 20f, 70f, numAsteroids);" with "* 10" added after "numAsteroids", into a file named "", which is held in the same folder path as the original?

I am not very experienced with programming as you all can probably tell, but after looking through the tutorials on how to do even more advanced modding, I am still confused as to how to go about modding vanilla mechanics.

Modding / Shield piercing weapons: Are they possible?
« on: August 22, 2022, 12:57:32 AM »
I am planning on making a mod which would involve a special missile weapon that can pierce shields, asking more experience modders (I have no experience myself), is such a mechanic possible to implement? Would it require any special programming a rookie like me wouldn't know how to do immediately?

Modding / More and Larger Asteroids + Debris Fields in Combat
« on: August 21, 2022, 12:52:29 PM »
I'm beginning to take my first steps into learning how to mod this game, and a couple of ideas I had in mind were to 1. Make asteroid fields more significant in combat, by first allowing bigger asteroids (for which there are already sprites, I have found), and second by increasing asteroid spawn rates in combat significantly. Like, enough to reduce the practical range of a gauss cannon, for instance.

My second idea, and one I'd imagine is much harder to implement, is causing ship wrecks to show up in combat when your fleets are in a debris field.

The asteroid idea I'd imagine wouldn't be too difficult, all I really need to know is where I can change variables for asteroid spawn rate, and where I can add additional asteroid types to allow them to also spawn in. If anyone would know where/how I could access such variables, that would be helpful.

For combat debris, I'd imagine I'd have to somehow use the combat asteroid mechanic to spawn in ship wrecks, but as far as I know wrecks can only be made through destroying a ship in combat, so I'd have to program something to make pre-destroyed ships in combat. That's the thing I would need more help and pointers for.

Also, tell me what you guys think about this idea! I saw another post made a long while ago, debating whether larger and more common asteroid would be too difficult for the AI to handle maneuvering around, as it already has trouble with ship wrecks, and making what is practically very similar to a capital-sized ship wreck much more common may cause some issues.

General Discussion / Modifying various visual effects.
« on: August 18, 2022, 10:22:18 PM »
I would like to decrease the intensity of fires and other effects that happen upon damage to ships, is there some multiplier somewhere to affect the intensity of those effects?

Edit: To clarify, I do not mean the whiteout explosion that occurs on bigger ships. I mean the mass of molten metal that a reaper torpedo creates upon contact with your ship. I would like to reduce that to some extent.

Modding / The Possibility of Harpoons
« on: March 04, 2022, 07:21:31 AM »
I don't have any experience modding this game, so I thought I'd ask you more experienced modders, if a certain idea would be implementable:

Harpoon guns, that can stick into the ships they're fired at, connecting them with a cable, allowing the ship with stronger thrusters to pull the weaker ship.

There are other things I would like to implement, such as a cable strength stat, which, if exceeded by the sum of the two ships' pulling against each others' thruster strengths, would break the cable, meaning more investment would be needed to harpoon larger ships.

Another thing that would be neat, but not necessary for gameplay, would be the ability to snap a cable by giving it some slack by the ships first flying towards each other, then flying away, the inertia, if high enough, causing the cable to snap, even if the total thruster strength of each ship is not higher than the cable strength stat. This way, the player could avoid being dragged away by larger ships, if they're willing to get closer to the harpooning ship for a moment.

I would just like to know if this stuff is possible, and if so, I might see if I can make something of the idea.

Anyone reading this is free to use my idea, don't feel like you're stealing it. I just want harpoons in the game.

General Discussion / Less Violent Piracy?
« on: March 21, 2020, 12:33:57 AM »
I was wondering if there was a mod or something that would have pirates instead threaten convoys and myself before attacking, letting them go if they gave some cargo or credits up or something, and maybe I myself could do the same.

I just think it's a bit weird that pirates have no conscience, and massacre everyone they see. I should think they'd at least have them pay themselves out of being attacked, if at least to keep trade going so traders don't just stop going by routes attacked by pirates. Also, if I want to be a pirate myself I'd rather not kill anyone I see. I guess I could imagine it as that I'm just disabling their ships and boarding them, as disabling is indeed a mechanic, but still, being forced to attack every time if I want to get something out of it is a bit weird.

So yeah, any mods out there that at least lets you open up dialogue, or has dialogue opened up with pirates?

General Discussion / How to unlock all blueprints?
« on: March 19, 2020, 08:22:04 PM »
Sometimes I want to do a playthrough where I only do one thing or just don't want to go through the tedium of raiding other factions or scavenging the entire galaxy. I have the prism freeport enabled, which helps, but even then I still have to get a bunch of blueprints the freeport just makes it easier to get the ones I want.

Is there a variable in the game files or something that can be changed so that I unlock all blueprints for a save? Does devmode automatically give you all the blueprints?

Modding / Vast Bulk For Everyone!
« on: September 01, 2019, 04:24:10 PM »
So I got this idea from someone else, but what if every ship, or, at least, ships beyond frigates, had the Vast Bulk hull mod (the one that massive ships like the Derelict Mothership have, that divides them into multiple parts) making what you target way more important. So, you could permanently disable a ship's ability to move freely, by destroying the engine area, but it'd still be able to shoot at you. This, I'd think, would make fights a lot more interesting, as well as realistic, as if you just shot up one part of a ship, it shouldn't make the entire thing explode, it would just ravage a single area, making it useless. There could also, maybe, be ships or weapons that can repair pieces of other ships, so that you could, for instance, repair a capital ship's engines so that you can retreat, or push an attack that was stopped by a flank by your enemy.

I just think this'd be a cool new mechanic that could really expand tactical options. I'm not a modder though, so I don't know what amount of work would be required to do this, and what it takes to make a ship with Vast Bulk, so I'm just suggesting this to any modders out there that also think it's a good idea.

On an almost unrelated note, are there any good guides out there that explain how to make new ships and, in particular, ships with Vast Bulk?

Bug Reports & Support / "Quick Bar" Showing
« on: September 01, 2019, 01:37:51 PM »
So I just opened up Starsector today, and when the main menu loaded up, the quick bar thingy was showing at the bottom of my screen. This was the same when I loaded a save and started playing. This isn't a huge issue as I think I could just re-download the game, likely fixing it, but if it were to happen again with a save I like more I wouldn't want to have to do it again. Any fixes? I tried changing the resolution, and setting it to windowed mode then changing it back, but the windows quick bar was always there in full screen mode.

Suggestions / Ability to add "tags" to systems
« on: August 12, 2019, 03:41:11 AM »
After getting my ass kicked numerous times by forces of remnants and derelicts much stronger than my previous fleet, I thought it would be cool to be able to add a little flag or a tag to systems, so that you could more easily get back to places you thought were good for colonization, retrieve cargo pods you had to eject, or beat previously too-powerful enemies.

Suggestions / Scrap Cannon
« on: August 10, 2019, 10:19:57 PM »
So the concept is, a cannon that shoots a load of random metal bits at relatively high speeds, that obstruct projectiles, sort of like missiles, but non-explosive, far less damage, bit faster, and, obviously, no guidance system. It' arguable whether or not to put them in a missile slot because of a sort of similar function, but a much different use.

It's uses would be various. You could use it as an anti-fighter weapon, an anti-missile weapon, or use it to obscure your enemy's view for a bit. Or, if nothing destroy's them on the way there, it could do damage to the enemy, assuming you actually hit them with the spread of junk.

Hope ya'll like my idea, and it's obvious inspiration from another game.

General Discussion / Pls help
« on: August 10, 2019, 04:57:08 PM »
I've made it to the point where I have a couple of colonies a few times so far, and only in iron mode. However, every time I do, eventually, these colonies' exports stop making income, seemingly inexplicably. The only things that maybe give a clue is that pirate attacks start happening around the same time, and that on the global market info screen thingy it says that if you're making no income, it may be because it's underground, which would make no sense considering it's regular goods like ore or volatiles. Something anyone answering might want to keep in mind is that I've stopped having free ports, because of the constant merciless attacks on my colonies by the hegemony and the church. But yeah, pirate attacks still happen, and, as I said, around the same time, but I couldn't find any connections between them and the loss of income.

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