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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Mayu

Pages: [1] 2 3 4
1
Special Hullmod Upgrades v1.5



Download here!

A small update with quality of life improvement, fixes and new hullmod.

 LunaSettings
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Defense Focus Integrator

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Change Log
Spoiler
[General]
- Updated to 0.97.
- Script refactoring.
- Cleaned some stuff.
- Complete soft integration with LunaLib config (check out the LunaLib options for SHU!).

[CROSS-MOD INTERACTION]
United Auroran Federation:
- New special hullmod: Defense Focus Integrator.
- Consumes one UAF Interplanetary Rice Cooker to install.

[How to get]
- UAF mod must be present in your modlist.
- To obtain the collaboration hullmods, you must be at least 50~ relationship level with Nia Auroria, she's located at Vermillion Station.

[Changes]
- Fixed the item destruction toggle.
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2
Modding / Re: Java 23 Conversion Kit [Mikohime 26.4]
« on: February 27, 2024, 08:42:29 PM »
Extremely helpful. Good work, himehime!

3
Mods / Re: [0.97a] The Knights of Ludd
« on: February 16, 2024, 07:20:03 PM »
OMG wow!

4
disabling item destruction is not working
Noted. Will issue a hotfix for this when I have the time.

5
Special Hullmod Upgrades v1.4b - Small hotfix

Save compatible!



Download here!


Change Log
Spoiler
[Changes]
Magnetic Sensor Jammer hullmod:
- Increased the radius of the jamming range from 800su to 1200su.
- Fixed the NPE.
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6
Special Hullmod Upgrades v1.4a - United Auroran Federation Collaboration Update



Download here!


Change Log
Spoiler
[General]
- Polished some scripting.
- Added a new toggle option to turn off the item destruction penalty when the ship is destroyed or disabled in combat.

[CROSS-MOD INTERACTION]
United Auroran Federation:
- The collaboration content is now available.
- New six special hullmods have been added.

[How to get]
- UAF mod must be present in your modlist.
- To obtain the collaboration hullmods, you must be at least 50~ relationship level with Nia Auroria, she's located at Vermillion Station.

[Changes]
High-Throttled Weapon Torque hullmod:
- Adjusted hit strength of weapons to armor from 15% to 10%.

Nanite Swarm Cluster hullmod:
- Fixed the visual repair animation bug when not piloted by the player.

Orbital Filament Anchor hullmod:
- Blocks Monofilament Tow Cable hullmod.

Variable Fusion Capacitors hullmod:
- Fixed the stats description when in Custom Stats Mode.
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 New Collaboration Hullmods:

To obtain the collaboration hullmods, you must be at least 50~ relationship level with Nia Auroria, she's located at Vermillion Station.

Drive Field Actuator

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Dynamic Utility System

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Fighter Autoforge

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Flight Control Transmitter

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Logistic Analyzer

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Magnetic Sensor Jammer

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The mod will now enter its maintenance mode. This might be the last update of SHU for the foreseeable future. It will still receive patches if there's something that needs to be addressed. So yeah, have a good one!

7
Mods / Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
« on: June 24, 2023, 04:51:37 PM »
Is there a way to make the Gacha hullmods obtainable without the mod installed? Preferably without console commands.

There isn't, unfortunately.

What about some more hullmod variance for AI-core hullmods?
Like hullmod that for partial logistical automation of the ship that can reduce required skeleton crew, somewhat reduce maintenance, etc?
Or hullmod that can add smart controls for the systems like shields and will be able to reduce their soft flux generation and do some other things?

It won't hurt balance of the mod since only one hullmod of such kind can be installed, but will give some more space for customization where to put that AI-cores.

More variation for AI cores, huh... I'll give it a thought.

8
Mods / Re: [0.96a-RC10] Special Hullmod Upgrades v1.3c - Update!
« on: June 05, 2023, 08:54:16 PM »
Question: Is it still the case that this mod can't be added to an existing save, in any way?

You can try, but to make sure nothing is amiss, I suggest for a new save.

Good day.
Thank you very much for updating the modification, it is simply necessary for my new passage.
There is a small question - is it planned to integrate with industrial evolution? A few artifacts are being added there, it will be very interesting to find out what effects they can give to ships. Thanks in advance for your reply.

You are welcome! There are no plans yet of content integration with Industrial Evolution, however, I do welcome the idea!

9
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
« on: June 05, 2023, 04:50:37 AM »
Special Hullmod Upgrades v1.3c - 0.96a update and fixes again.



Download here!

Needs a new save!


Change log:
Spoiler
[General]
- Updated to 0.96a.
- Refactored scripts and fixed the critical issue with Field Repair skill (this time, for sure!).
- Fixed the underlying issue when reloading the current save or loading into another save in-game. The bug makes the item installation and refunding unstable.
- Fixed the bizarre CTD with Plasma-Charged Shield Emitter hullmod in combat.
- Pre-setup for LunaLib's soft integration (For more convenient customization in Custom Stats Mode. Soon.).


[Changes]
Arsenal Autoforge hullmod:
- The reload function does not include the missile ammo bonus from skills and hullmods.
- Added the information above in the hullmod tooltip for clarity.
- Incompatible with Missile Autoloader.

Arsenal Autoforge (Enhanced) hullmod:
- The reload function does not include the missile ammo bonus from skills and hullmods.
- Added the information above in the hullmod tooltip for clarity.
- Incompatible with Missile Autoloader.

High-Throttled Weapon Torque hullmod:
- Fixed the misleading number of the critical damage text pop-out in combat.
- Changed the critical on-hit text in combat.

Nanite Swarm Cluster hullmod:
- Adjusted the hull repair rate of its passive system from 0.2% to 0.4%.


[CROSS-MOD INTERACTION]
United Auroran Federation
- WIP (Sorry, been super busy lately!)
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10
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« on: March 11, 2023, 06:45:06 PM »
Thank you for making this mod. Could I get your permission to translate and share it on the chinese forum? I shall credit you and give the original link, when I finished, I will link back here.
Sure thing!

I'm most interested in how you setup your initial intel reminder but I cant find the file SUHintIntel.java. I'm currently using a BreadcrumbIntel but I think your mod does it better

Ah, I made multiple compressions just in case someone doesn't have Winrar or 7zip! Anyway, I'll send you a pm regarding that.

11
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
« on: March 11, 2023, 12:44:16 AM »
Special Hullmod Upgrades v1.3 - Fixes, additional effect for existing special upgrades, and Cross-mod contents.



Download here!

Needs a new save!
This is to completely fix the previous bugs and issues.

Changes:
Spoiler
 High-Throttled Weapon Torque


Can not be installed on frigate ships.
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 Orbital Filament Anchor


Can not be installed on Arma Armatura's strikecrafts.
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 Quantum Heatsink
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 Variable Fusion Capacitors


Can not be installed on frigate ships.
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Cross-mod Content:
 New Additions:

 Arma Armatura

SHU's Armament Support System provides additional benefits when installed on Arma Armatura's strikecrafts.

 Alpha Core:
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 Beta Core:
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 Gamma Core:
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 Gacha S-Mods:
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 Sindrian Fuel Company:

These hullmods can be received from Yunris Kween and Gregory Mannfred. Good luck!

Fighter Nanobooster

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P-Space Stabilizer

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Change log:
Spoiler
[General]
- Now requires Graphicslib.
- Fixed the bug that happens with the Field Repair skill when learned (finally).
- Fixed the endless item duplication bug.
- Fixed the CTD when you view the hullmod tooltip of Maintenance Optimizer and Synchro-Fuel Loader in the main menu mission refit screen.
- Fixed more typos again and again.
- Fixed the bug where the installed AI core and colony item aren't removed when the ship is disabled or destroyed in combat.
- Disabling the incompatibilities of the Plasma-Charged Shield Emitter actually WORKS now.
- Arsenal Autoforge hullmods will now stick to the vanilla hullmod incompatibilities, it can now stack with modded autoforges.
- Each passive, additional, or extra system/effect of special hullmods can now be disabled individually via 'sphmu_options'.


[Changes]
Fleet Tactical Relay hullmod:
- The passive system no longer increases the fighters' weapon range in combat. This is an unintended effect.
- No longer extends the range of missile weapons.

Flux Hypershunt hullmod:
- Improves its flux shunt VFX.

High-Throttled Weapon Torque hullmod:
- New passive system: Ultra-Velocity Rounds.
- Projectiles have a chance to deal critical damage on-hit.
- Only applies to kinetic damage.

Nanite Swarm Cluster hullmod:
- Adjusted engine and weapon repair speed in combat from 80% to 60%.
- Adjusted the hull repair rate of its passive system from 1% to 0.2%.
- Fixed the issue where the modules were unable to use the N-Repair system.

Orbital Filament Anchor hullmod:
- Towed ships will have a reduced fuel cost if it is mothballed.
- Not applicable to ArmaA's strikecrafts.

Quantum Heatsink hullmod:
- New extra system: Cryoflare Launcher.
- The ship will launch cryoflares if a nearby enemy missile is detected during overload.

Variable Fusion Capacitors hullmod:
- New passive system: Supercharged Capacitors
- When the ship's flux level is above 30%, energy-type projectiles have a 10% chance to arc to weapons and engines, dealing extra damage half of the original hit.


[CROSS-MOD INTERACTION]
Arma Armatura
- Armament Support System (Gamma/Beta/Alpha) now increases Strikecraft's max combat readiness.

Gacha S-Mods
- One SSR Gacha hullmod was added to the list.
- Mikohime Blessings

Sindrian Fuel Company (Coming soon!)
- Adds two new special upgrade hullmods if the mod is present.
- These can be obtained from certain NPCs in the SFC market.
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12
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« on: November 05, 2022, 10:06:03 PM »
Quote
rubi - For allowing me to add Gacha S-Mods support.
I think you have the attributions backwards. Thanks for putting your own spin on the random craziness that is my mod! <3

Hi rubi and you're welcome! The idea behind your mod is fun so I decided to throw more stuff into it.

I really enjoy the idea of fleet-wide bonuses on these very high-priced 'upgrades'. Thank you.

Glad you liked the changes! Hopefully, these are more worth putting in your fleet now.

Is it possible that an ability toggle for the BCR's organics->organs conversion can be added?

An ability toggle huh, I would like to limit the features within hullmods only, though I'll give it a thought.

Ouch. Ye, it seems to work on a new save apart from OP exploit with ai cores.

Love the work, the options seem well thought-out and the mods compete against each other, I was afraid of going for a no-brainer option in the beginning but there is none.

Exploit? I assumed this is from a weird mod interaction. Anyway, I'm delighted that it worked fine for you!


--

Disclaimer:
I received a report from SteelSirokos yesterday that the Field Repair skill when learned can cause inconsistent refunding and consumption of items with SHU hullmods. It turns out that this is another source of inconsistencies of which I am not aware. If you are curious about this bug then you can test it yourself by doing the following steps below.

1. Learn the Field Repair skill (vanilla).
2. Try to install any SHU hullmod. For example, Quantum Heatsink.
3. The hullmod is installed.
4. Exit the refit screen and check your inventory.
5. The item is consumed.
6. Now go back to the refit screen and remove the hullmod.
7. The item did not get refunded.
8. In some cases, if you installed a different item the previous item will be returned.

I tested it with only SHU and the required libraries including the console command mod.

The bug persists even if you load to a different save; the only way to undo it is to restart the game.

I kindly suggest that to please avoid learning the said skill until a fix is provided. Sorry for the inconvenience this may have caused!

13
When you told me that you are going to make some kind of insurance for ships, especially for one-offs or unique, I did not expect that you will actually do it. Heh, good job on that!

Now that I have a small free time to play the game, I'll give your mod a whirl.

14
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.1
« on: November 04, 2022, 06:32:22 AM »
Items still get eaten up except the very specific case of staying on the refit screen to remove a hullmod after adding it (which is inherently impossible for Armament Support System).

Really? Is this on a new save or not? I forgot to add a reminder.  Please start a new game if not. Anyway, I'm pretty sure I already squashed that bizarre bug, and if that still persists kindly let me know exactly how it is getting eaten up.

15
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.1
« on: November 04, 2022, 05:28:11 AM »
Special Hullmod Upgrades v1.2 - QoL update, bug fixes, new stuff, and features.



Download here!

Is it save-compatible? Probably but it's preferable to start a new save with it.
In that way, the previous existing bugs will be completely stomped.

New addition:
 Orbital Filament Anchor
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 Fleet Tactical Relay
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New feature - Custom Stats Mode
If you ever felt that the bonuses are lacking or it's too much then this is a feature for you. This option allows the player to edit the stats of each hullmods. It can be enabled in the sphmu_options configuration file located inside the mod folder. This is disabled by default. I highly recommend that you use notepad++ for this.

Preview


The config file.


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Installation on modular ships:
Certain hullmods will extend to the ship modules if installed on a modular ship like SWP's Cathedral or UAF's Supercapitals. The installation should be done on the main module.

 List of applicable hullmods:

Armament Support System (Gamma/Beta/Alpha)
Arsenal Autoforge
Arsenal Autoforge (Enhanced)
Expanded Fighter Manufactory
Flux Hypershunt
High-Throttled Weapon Torque
Nanite Swarm Cluster
Plasma-Charged Shield Emitter
Quantum Heatsink
Variable Fusion Capacitors
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Changelog:
Spoiler
[General]
- Now compatible with Nexerelin's random sector.
- Added new configuration .ini file (sphmu_options) for disabling or enabling specific hullmod.
- Added a toggle option for disabling certain hullmod penalties.
- Added a toggle option for disabling incompatibilities with vanilla hullmods.
- Added console command SHUAllHullmods that lets you learn all the standard SHU hullmods (recommended to use if something weird happened).
- Further improved hullmod tooltips readability by adding a keypress feature for viewing additional information.
- Fixed the bug that indiscriminately eats up your items when you use the Strip option in the refit screen.
- Fixed the bug where if you saved a preset variant of a ship with SHU hullmods, the item gets eaten when that preset variant appears in your fleet doctrine screen.
- Fixed the inconsistent refunding and consumption of AI cores and colony items.
- Added SHU prefix to several files.
- Null checks for standard SHU and hidden Gacha hullmod's addPostDescriptionSection().
- More null checks in campaign-related scripts.
- Did I say more null checks?
- Added a new option called ~Custom Stats Mode~ that allows you to edit the stats of each standard SHU hullmods.
- Custom Stats Mode can be toggled on/off in "sphmu_options". It is disabled by default.


[Changes]
Armament Support System (Gamma/Beta/Alpha) hullmod:
- New cross-mod interaction with Yunru's Integrated AI core hullmods.
- A bonus effect will trigger if the respective AI core hullmod matches with its same type.
- When installed on a modular ship, the hullmod will extend to the modules.
- Minor bonus when installed on Armaa's strikecraft.

Arsenal Autoforge hullmod:
- Missile Autoforge (C-Nanoforge) renamed into Arsenal Autoforge.
- Adjusted ammo capacity of weapons from 10% to 20%.
- Adjusted ammo capacity of missiles from 20% to 30%.
- When installed on a modular ship, the hullmod will extend to the modules.

Arsenal Autoforge (Enhanced) hullmod:
- Missile Autoforge (P-Nanoforge) was renamed into Arsenal Autoforge (Enhanced).
- Now decreases the reload time of ammo-base weapons by 30%.
- Adjusted ammo capacity of weapons from 20% to 50%.
- Adjusted ammo capacity of missiles from 40% to 100%.
- When installed on a modular ship, the hullmod will extend to the modules.

Biologic Commodity Replicator hullmod:
- Now provides a fleet-wide crew and fighter crew casualties reduction by 25%. Stacks with another ship that has Biologic Commodity Replicator but has a diminishing return.

Expanded Fighter Manufactory hullmod:
- New additional effect added: Atmospheric Invasion Refit
- Each wing squadron improves the effective strength of ground operation up to the total number of marines in the fleet.
- When installed on a modular ship, the hullmod will extend to the modules.

Flux Hypershunt hullmod:
- New passive system added: Flux Discharge
- When the ship's flux level is above 50%, the build-up flux can be released as a deadly discharge by venting, and this deals energy damage to nearby enemy ships.
- When installed on a modular ship, the hullmod will extend to the modules.

High-Throttled Weapon Torque hullmod:
- When installed on a modular ship, the hullmod will extend to the modules.

Maintenance Optimizer hullmod:
- Adjusted supply cost reduction from 40% to 50%.
- Now increases maximum peak CR by 40%.
- Now lessens the chance to suffer from weapon, engine, and critical malfunctions by 25%.
- Repair speed and CR recovery rate now affect the whole fleet when installed on a capital ship. The effect stacks with another ship that has Maintenance Optimizer and it caps at 200%.

Nanite Swarm Cluster hullmod:
- When installed on a modular ship, the hullmod will extend to the modules.

Plasma-Charged Shield Emitter hullmod:
- New passive system added: Charged Acceleration
- The rising flux level energizes the shield emitter and further improves the shield deployment and turn speed.
- When installed on a modular ship, the hullmod will extend to the modules.

Quantum Heatsink hullmod:
- Increased engine durability from 50% to 100%.
- When installed on a modular ship, the hullmod will extend to the modules.

Synchro-Fuel Loader hullmod:
- Now reduces the fuel consumption cost of the fleet by 5%. Stacks with another ship that has Synchro-Fuel Loader hullmod in your fleet and this bonus caps at 30%.

Variable Fusion Capacitors hullmod:
- When installed on a modular ship, the hullmod will extend to the modules.


[New]
Orbital Filament Anchor hullmod:
- Requires Fullerene Spool.
- Reduces supply and heavy machinery costs for survey operation.
- Increases normal salvage gain from salvage operations.
- Increases the chance of getting rare loot from salvage operations.
- Increases maximum burn speed of the slowest ship in your fleet when installed on a frigate or destroyer.

Fleet Tactical Relay hullmod:
- Fleet Commercial Interface hullmod renamed into Fleet Tactical Relay.
- Requires Dealmaker Holosuite.
- Increases command points recovery when installed on a flagship.
- Provides top speed increase for the allied ship in combat.
- Provides ECM bonus in combat.
- Now increases the maximum weapon range of your fleet in combat. Range increases depending on how many deployed ships with Fleet Tactical Relay.
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