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Modding / Re: Is it time to reconsider the stance on reflection?
« on: March 31, 2023, 02:36:23 AM »
working around the api is more fun than the sledgehammer approach
Starsector 0.95.1a is out! (12/10/21); In-development patch notes for Starsector 0.96a (02/01/23)
What is the correct usage of CombatEngineAPI.spawnProjectile(ShipAPI ship, WeaponAPI weapon, String weaponId, String projSpecId, Vector2f point, float angle, Vector2f shipVelocity);?
Every time I have tried to use it, it crashes with a nullpointerexception in the constructor of either MovingRay or BallisticProjectile. For example calling this method with non-null variables, and with the strings "lightdualac" and "lightdualac_shot" will cause a crash. This makes it impossible to spawn projectiles that are indirectly spawned via MIRV missiles, e.g. the "sabot_warhead2" projectile. Can this be clarified please?
Hmm - it's used a bunch of times in the API for things like mines, some Omega weapons, etc. Also, data.scripts.plugins.TestCombatPlugin calls this to spray a bunch of lightmg shots, and I recall this working.
I dont know what to change in the config so the shield looks like the Paragon in the OP post.
I am pretty sure i had it like this on the old version but i havent played for some month and i cant remember and i downloaded the latest version yesterday so i cant check the old config.
The 2 Options in the settings.json:
"HexShields_HexFill":true,
"HexShields_UseDefaultRing":false,
didn“t help.with theSpoiler[close]
"HexShields_HexFill":false,
it just loops like this.Spoiler[close]
i just installed the old 1.1.0 version again and it works as it should:Spoiler[close]
is it a bug with the new version or a mod incompatibility?
You are still missing the entire point of the post. SMODS should not be "hullmods but free" like you are assuming. They should be a scarce resource that can be desired during a playthrough, much like finding an officer with many skills. The idea is to make them more of a story element rather than another aspect of outfitting a new ship.My brother in Christ they are literally a replacement for old Loadout Design 3. Your head canon of game elements doesn't mean the game should work like that.
no clue what you're smoking.
I never even picked up the skill to have 3 s-mods...
And I play exclusively vanilla so no clue what you're smoking.
EDIT: My point was it reduces fleet experimentation. Why would I replace a ship with 2 s-mods with a brand new one which will have to get used in many battles just so it can reach the power level of the previous one and ONLY THEN can I tell was it worth the change.
No.Please no more mod ideas for base game, it already went too far. I don't want a newly bought or salvaged ship to be gimped for 10 battles or so. Only thing this does is increase save scumming even more for a bit more flavour. Not to mention the boring grind.
This is a joke right
How did we went from extra OP to a system where you need to spend semi limited currency on every combat ship just to keep up, now introducing various bonuses and penalties depending on OP cost (which seems like a nightmare to balance, and is inherently screwing some hullmods), and now you asked if I was joking to your suggestion of adding a grind layer to this onion.
There really is a point where enough is enough, I don't mind complexity and depth. But this is turning out to be a clown fiesta of needless mechanics. By 1.0 we're going to be playing 15 different minigames just to get into a fight and modify our fleet.
If you think I'm overreacting, look at the new Graviton Beam and Missile Autoloader hullmod - where I wasn't negative. This is just too much now for a simple job of outfitting a ship. May god have mercy on new players.
Please no more mod ideas for base game, it already went too far. I don't want a newly bought or salvaged ship to be gimped for 10 battles or so. Only thing this does is increase save scumming even more for a bit more flavour. Not to mention the boring grind.
The Pulse Laser is the definition of a do-it-all generalist weapon. It does precisely half the damage of a Medium Ballistic or Kinetic, at less range, for 50% more flux, but with perfect accuracy, little overkill/decent rate of fire, in one mount and only 10 OP. It doesn't do anything remarkable for good or ill, but that's kind of the point. In a sea of specialization, it does look bad by comparison but truly, it's the ideal generalist weapon.
I suppose if you really wanted to modify it slightly, increase its damage to 150 and only fire twice a second. It would be the same shield DPS but have greater armor penetration. The trade-off is that it wouldn't deal with fighters quite as well and be slightly inferior as a pressure weapon. However, I think the Pulse Laser is overall fine for what it is.
Question: does this library supersede the DroneUtils lib?