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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Alexzzz

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1
Is there a way to render models outside of the game? I'm trying to get the rings for Saturn in my mod to look right, and having to open the game and start a new game every change is making it quite the effort.

You could try editing the save file.  That way you would just have to quit game -> edit save -> load game instead of starting a new game every time.  Haven't tried myself but it might work.

Just search for n="Saturn's Belt".  Its not too hard to see where all the parameters of the system.addRingBand are in the save file data.

2
Modding / Re: Spawning Ships in the Campaign
« on: February 04, 2020, 10:24:45 PM »
I made some changes to your default_ship_roles.json.  You had several typos.  Your ships are spawning fine with this file:

Spoiler
{
                                                              # removed the extra brace and comments
   "civilianRandom":{
   },
   "combatSmall":{
      "honor_shrike_standard":10,         # moved these two from civilianRandom to combatSmall
      "honor_javelin_standard":10,        # you left off the honor_
   },
   "combatMedium":{
      "honor_valient_standard":10,        # fixed spelling it was valiant here, its valient in the variants folder
   },
   "combatLarge":{
      "honor_starknight_standard":8,
   },
   "combatCapital":{
      "honor_reliant_standard":5,
      "honor_bellerophon_standard":5,
      # "honor_gryphon_standard":4,       # its not in variants folder
   },

   # carriers
   "carrierLarge":{
      # "honor_minotaur_standard":5.5,     # its not in variants folder
   },
}                                                                 # added the final brace                                         
[close]

3
Modding / Re: Spawning Ships in the Campaign
« on: February 04, 2020, 07:33:19 PM »
I haven't played it yet, but...

Spoiler
{
   # should be a copy of "combatSmall", minus variants that are annoying to fight in low numbers
   # for example, no Hyperions or fast beam-based kiting loadouts, or ships with damper field,
   },   <--- I'm pretty sure this is causing problems!!!
   "civilianRandom":{
      "honor_shrike_standard":9999,
      "javelin_standard":10,
   },
   "combatMedium":{
      "honor_valiant_standard":10,
   },
   "combatLarge":{
      "honor_starknight_standard":8,
   },
   "combatCapital":{
      "honor_reliant_standard":5,
      "honor_bellerophon_standard":5,
      "honor_gryphon_standard":4,
   },

   # carriers
   "carrierLarge":{
      "honor_minotaur_standard":5.5,
   },
[close]

4
Modding / Re: Spawning Ships in the Campaign
« on: February 04, 2020, 04:28:13 PM »
I had manually typed it out, it is indeed actually default_ship_roles.json

And the json file is located at "yourmod/data/world/factions"?

Sorry for all the obvious questions, but it sure sounds like there is something wrong with your default_ship_roles.json file somehow.  If you want to post your mod I can look more.

5
Modding / Re: Spawning Ships in the Campaign
« on: February 04, 2020, 04:20:52 PM »
Is your first post literally what you have in your mod?  There might be some typoes.

1) It's "default_ship_roles.json" not "default_ship_role.json"

2) And you need { } around the whole thing.

6
Modding / Re: Spawning Ships in the Campaign
« on: February 04, 2020, 06:04:26 AM »
Try the findship console command.  It should tell you which markets sell your ships:

findship honor_shrike
findship honor_valiant
etc

If your ships aren't sold anywhere, update the markets and try again:

forcemarketupdate

If your ships still aren't sold anywhere, give yourself a midline blueprint:

additem midline_package

Mouse over the package in your inventory and make sure that your ships are listed there.  I think that mod ships will be at the top of the list.

7
Mods / Re: The Asteroid ship pack
« on: February 03, 2020, 11:41:56 PM »
Looks like an interesting mod.  Do you plan to make them a separate faction eventually? 

Since the ships are partly rock I was expecting them to be tough but slow.   Your three cruisers are as fast or faster than the falcon, but have way more hitpoints.  Maybe slow them down some?  The destroyers are kind of fast too.




8
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: February 03, 2020, 04:41:35 PM »
"Tycho Manufacturing managed to spin up the asteroid, which gave it a gravity of 0.3 g"

What?!  Increasing the rotation of the asteroid would actually reduce the effective gravity due to the centrifugal force.

https://www.scienceabc.com/nature/universe/happen-earth-rotation-speed-increases.html


There are many objects larger than Ceres that you haven't included.  Why Ceres and not them?
Titania, Rhea, Iapetus, Charon, Umbriel, Ariel, Dione, Tethys, Pluto, Eris, Haumea, Makemake, 2007OR10, Quaoar, Sedna.

I didn't realize Ceres appeared in so much sci-fi lore.  If it makes the mod more fun, then leave Ceres in!


9
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: February 02, 2020, 04:38:07 PM »
I have a few (OK, a lot) suggestions for planet types and conditions.  Please don't take this as a criticism of your mod.  It's just my OCD showing.

Spoiler

Mercury
change type from rocky_metallic to barren-bombarded
remove METEOR_IMPACTS.  Mercury isn't under constant bombardment.
replace TOXIC_ATMOSPHERE with no_atmosphere.  There is almost no atmosphere on Mercury (about 10^-9 earth atm).

Venus
change type from lava to toxic.  The SS description of toxic worlds matches Venus perfectly.
change DENSE_ATMOSPHERE to TOXIC_ATMOSPHERE
remove EXTREME_TECTONIC_ACTIVITY

Terra

Luna
change type from barren to barren-bombarded
add LOW_GRAVITY, no_atmosphere

Mars
change type from desert to barren-desert.  The SS description of barren-desert worlds matches Mars perfectly.
change ORGANICS_COMMON to organics_trace

Ceres
Remove it.  Too small to realistically colonize.

Jupiter

Io
change THIN_ATMOSPHERE to no_atmosphere.  There is almost no atmosphere on Io (about 10^-8 earth atm).
add POOR_LIGHT

Europa
change ORGANICS_ABUNDANT to organics_trace.
change THIN_ATMOSPHERE to no_atmosphere.  There is almost no atmosphere on Europa (about 10^-12 earth atm).

Ganymede
change THIN_ATMOSPHERE to no_atmosphere.  There is almost no atmosphere on Ganymede (about 10^-6 earth atm).

Callisto
Add it!  Its the third largest moon in the solar system.
type barren-bombarded
condition POOR_LIGHT, LOW_GRAVITY, COLD, no_atmosphere

Jupiters Belt
Remove it.  Yes Jupiter has rings, but they are really thin and faint, and its more important to include all four of Jupiter's iconic Gallalian moons.

Saturn

Enceladus
Remove it.  Too small to realistically colonize.

Titan
remove INIMICAL_BIOSPHERE.  There is no life on Titan, inimical or otherwise.  Or is this creative license on your part?

Saturn's Belt

Uranus

Oberon
Remove it.  Too small to realistically colonize.

Uranus Belt

Neptune

Triton
Remove it.  Too small to realistically colonize.

Neptunes Belt
Remove it.  Yes Neptune has rings, but they are really thin and faint.

[close]

10
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: February 01, 2020, 08:42:16 PM »
(Deleted an overly complicated method I posted earlier)

It's actually super easy, barely an inconvenience!

Spoiler

Get some textures:
SolSystem-1.2.2\graphics\planets\ssmod_jupiter.jpg
SolSystem-1.2.2\graphics\planets\ssmod_saturn.jpg

List all of the textures in a config file:
SolSystem-1.2.2\data\config\settings.json

The settings.json file should look like this:
Spoiler
{
   "graphics":{
      "planets":{
         "ssmod_jupiter":"graphics/planets/ssmod_jupiter.jpg",
         "ssmod_saturn":"graphics/planets/ssmod_saturn.jpg",
      }
   }
}
[close]

Modify your script file:

      PlanetAPI jupiter = system.addPlanet("jupiter", star, "Jupiter", "gas_giant", 30, 500, 8800, 800);
      jupiter.getSpec().setTexture(Global.getSettings().getSpriteName("planets", "ssmod_jupiter"));
      jupiter.applySpecChanges();

Done!

[close]

This worked for me.  I didn't try surveying or colonizing the planet, so something strange might happen later.  I'm really new to Starsector moding.  If there is an easier way to do any of this I hope one of the veterans will correct me.

As for textures, you can find tons on the web.  Just google "moon io texture" or whatever.  Some recommendations

Mercury, Mars, Jupiter, Saturn, Uranus, Neptune, Pluto here
http://planetpixelemporium.com/planets.html

This Venus.
https://commons.wikimedia.org/wiki/File:Venus_Cloud_Map_(artistic).jpg

This Earth
https://graphics.latimes.com/static/img/earth_texture_map_1000px.jpg

This site has most of the moons.  The smallest sample images are fine for Starsector.  The larger images have watermarks.
http://www.planetaryvisions.com/Top.php?cat=4


11
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: February 01, 2020, 01:51:07 AM »
Neat mod!  I did a quick hack to get the textures of Jupiter and its moon Io in the game.


Spoiler
[close]


12
Mods / Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
« on: January 31, 2020, 07:49:27 PM »
That was a mistake, but not one that's impactful - the Pather Venture is actually a proper ship with an entry in ship_data.csv, and that overwrites the other one.

Good.  Sorry I didn't notice that, I'm quite new to SS.  I really like this mod btw.  I wish there were more mods that expand the vanilla factions like this one does. 

13
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: January 31, 2020, 06:51:02 PM »
Some of the moons/dwarf planets you include are really small with surface gravity less than 5% earth.  I don't know what the practical limit on colonizing a low gravity body would be, but I'd guess it might be around 10% = 0.1 g.

Moon = 0.165 g (for reference)
Ceres = 0.029
Enceladus = 0.011
Triton = 0.079
Oberon = 0.035

If you are aiming for completeness, you might consider adding Callisto (0.126 g), Eris (0.084) and Pluto (0.063).  But if you are aiming for realism I would cut out everything below around 0.1 g.

14
Mods / Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
« on: January 31, 2020, 05:33:02 PM »
There might be something wrong with "venture_luddic_path.skin".  It looks like you copied all the text from "venture_luddic.skin" to "venture_luddic_path.skin", but forgot to change Church/LC/etc to Path/LP/etc.

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