Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - TheDeviL234

Pages: [1] 2
Mods / Re: [0.96a] Missile Ship Overhaul 1.2.6
« on: June 11, 2023, 04:51:39 AM »
Hi, I like this MOD, torpedoes and missiles are truly romantic for space warfare in my opinion, thanks for your creation. Can you allow me to publish it to Chinese forum and translate it? I will keep the author information and the original link.
And, Due to the incomplete translation of the Starsector 0.96 , Can I simultaneously publish ver 1.0.9 to there? I am currently using this version, so you do not need to upload it again.
Although my English proficiency is extremely limited and I have to use mechanical translation, I will do my best to polish and correct when translating into Chinese.
Sincerely pay respects again. ;)
yes. btw, instead of using 1.0.9, you can use 1.2.6 that i changed here to work with 0.95.1a starsector. (it doesn't have 0.96a ships - Pulsar, Sepulcher, Pillager). haven't done much testing on it, but it should work.

Mods / Re: [0.96a] Missile Ship Overhaul 1.2.5
« on: June 03, 2023, 07:33:11 PM »
Full changelog for update 1.2.5:

- Added Vitriol
- Renamed Alpenglow to Ardor
- Renamed Perigee to Eventide
- Renamed Summit to Ichor
- Renamed Bulwark to Sepulcher
- Renamed Chimera to Kernera
- Renamed Achlys to Aposeris
- Atomizer: reduced ordnance points from 180 to 160, reduced shield efficiency from 0.9 to 1.2, reduced speed from 70 to 60, reduced armor from 1400 to 1300
- Vertex: reduced ordnance points from 180 to 165, reduced flux dissipation from 900 to 800, reduced shield efficiency from 0.8 to 1
- Ardor: reduced top speed from 80 to 70, reduced shield efficiency from 0.8 to 1
- Ichor: reduced ordnance points from 170 to 160, reduced top speed from 80 to 70, reduced shield efficiency from 0.8 to 1
- Kernera: changed ship system from maneuvering jets to fast missile racks

This version is not save-game compatible if you are updating from 1.2.4 or earlier

Mods / Re: [0.96a] Missile Ship Overhaul 1.2.4
« on: June 01, 2023, 08:31:30 PM »
I'd recommend checking out the taken names spreadsheet, as a few of these names are taken by other mods.
can you send me a link to it? i can't find it anywhere.

Mods / Re: [0.96a] Missile Ship Overhaul 1.2.4
« on: May 31, 2023, 05:37:47 AM »
Full changelog for update 1.2.4:

- Added Pontiff midline heavy cruiser
- Renamed Vanquisher to Instigator
- Decreased flux dissipation penalty for Dual-Purpose Capacitor Banks from 20% to 10%
- Decreased flux dissipation penalty for Overclocked Targeting Processor from 15% to 10%
- Changed default variant small missile weapon groups from Linked to Alternating fire for all ships with small missile hardpoints
- Increased Zeal flux capacity from 2000 to 2500 and hull from 1500 to 1750 (now it's the same as vanilla 0.96a Vigilance)
- Reduced Achlys ordnance points from 120 to 100
- Reduced Vertex ordnance points from 200 to 180
- Adjusted Achlys and Vertex default variants to fit new OP values (both ships have 1 less hullmod)
- Reduced Carnage deployment points from 42 to 40

This version is not save-game compatible if you are updating from 1.2.3 or earlier,
unless you replace every mention of Instigator back to Vanquisher in
(it takes 3-5 minutes to do if you really want to update and keep your current saves)

Mods / Re: [0.96a] Missile Ship Overhaul 1.2.3
« on: May 31, 2023, 02:05:01 AM »
Cool mod  ;D

fyi, Diktat Enhancement already uses Vanquisher for one of it's ships, and I think another mod might do as well. If that's of any concern.
thanks for the info, i'll rename it in the next update.
coming up with interesting names that haven't already been taken is pretty hard lol.

Mods / Re: [0.96a] Bultach Coalition v1.1.2
« on: May 27, 2023, 09:10:49 AM »
Im confused to way this mod gives a fatal: error loading {data/missions/bt_testingrange/descriptor.json} resource, not found in {/home/deck/desktop/starsector/./mods/bultach coalition,/home/deck/desktop/starsector/./mods..............................

It's the only mod active besides Lunalib, Magiclib, Graphicslib, and Lazylib.

 edit: found a fix by deleting the missions folder.

Quite strange, first time I've had this crash reported. Could be potentially fixed by just attempting another download, but deleting the folder also works, if you don't care about the mission.

i'm guessing Gift-of-Life is on linux since i'm getting the same issue. basically the mission folder name is BT_TestingRange while its reference in code is bt_testingrange. since linux is case-sensitive (unlike windows), it crashes the game. simply renaming the folder to lowercase solved the issue.

Modding / Re: Question about modifying player skills
« on: May 26, 2023, 07:26:52 PM »
So I wanted to tweak some values for player skills and went into [\com\fs\starfarer\api\impl\campaign\skills] but changing the values listed in the skill files here (such as: [public static float NUM_OFFICERS_BONUS]) didn't effect anything in game. What am I missing?
Report to moderator    Logged

to clarify, is the uncompiled version (source code) of starfarer.api.jar, and the game only loads the .jar.
if you want to change something in the .jar, the best way to to that is to make a mod like this:

I have a small personal mod that modifies this skills this way

package tweaks;

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.impl.campaign.skills.*;

public class TweaksMod extends BaseModPlugin {

    public void onApplicationLoad() {
        // Modify skills for less immediate impact but same long-term value.
        BulkTransport.CARGO_CAPACITY_THRESHOLD = 4000;
        BulkTransport.FUEL_CAPACITY_THRESHOLD = 4000;
        BulkTransport.PERSONNEL_CAPACITY_THRESHOLD = 10000;
        BulkTransport.CARGO_CAPACITY_MAX_PERCENT = 20;
        BulkTransport.FUEL_CAPACITY_MAX_PERCENT = 20;
        BulkTransport.PERSONNEL_CAPACITY_MAX_PERCENT = 20;
        MakeshiftEquipment.SUPPLY_USE_REDUCTION_MAX_PERCENT = 25;
        ContainmentProcedures.FUEL_USE_REDUCTION_MAX_PERCENT = 25;
        Sensors.SENSOR_BONUS = 100.0F;
        OfficerManagement.NUM_OFFICERS_BONUS = 3.0F;


decompiling .class files from the .jar directly, editing them, and recompiling them back is also possible, but it's pretty advanced.

turned starman13's code into a mod.
download it here
and add/change what you want.

is it possible to rotate a sprite less than 90 degrees without losing detail or introducing blur? if not, then how does the game deal with ships turning in any direction?
i'm not a graphics guy and this is giving me a headache.

photoshop rotation algorithms as an example:


Modding / [0.96a] Darksynth Battle Music 1.0.0
« on: May 20, 2023, 08:46:20 PM »
This mod replaces the default battle ambiance track with several darksynth tracks made by Aim to Head


- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section

Aim to Head - Blodning
Aim to Head - Chaser
Aim to Head - Death Race
Aim to Head - Hail
Aim to Head - Plasma
Aim to Head - Plastic
Aim to Head - Schizo
Aim to Head - Serpentine
Aim to Head - Sink
Aim to Head - Veleno
Aim to Head - Venery

-If you want to add your own music, navigate to DarksynthBattleMusic\sounds\music and paste the files there, then navigate to DarksynthBattleMusic\data\config\sounds.json and enter the filenames you pasted into \music
-This mod can be added mid-save and removed without breaking it (probably)

Mods / Re: [0.96a] Missile Ship Overhaul 1.2.0
« on: May 17, 2023, 08:16:59 PM »
Full changelog for update 1.2.0:

- Removed Gryphon MK-2
- Renamed Gryphon MK-3 to Chimera
- Renamed Vigilance MK-2 to Zeal
- Renamed Drover MK-2 to Achlys
- Optimized polygons for all ships
- Updated sprites of Carnage, Chimera, Vertex and Alpenglow
- Removed 2 medium synergy turrets from Vertex
- Replaced 2 synergy turrets on Alpenglow with small energy turrets
- Changed 2 medium composite turrets on Atomizer to medium ballistic and 1 large ballistic to large composite turret
- Changed 4 large composite hardpoints on Bulwark to large ballistic
- Changed 2 medium hybrid turrets on Perigee to medium universal
- Changed 2 large composite turrets on Carnage to medium ballistic
- Remade variants for all ships
- Rebalanced ship_data.csv stats for all ships
- Altered some ship descriptions
- Increased flux penalty on Dual-Purpose Capacitor Banks hullmod from 10% to 30%

This mod is great, but it crashes on linux due to inconsistent capitalization.
Some ship sprite references in code are written in lowercase while actual ship sprite names start with uppercase, which crashes the game on startup.

Sprites in question:

Renaming these sprites to lowercase fixes the issue.

Modding / Re: [0.96a] Calvera Custom Star System 1.0.3 A/B
« on: May 15, 2023, 06:09:31 AM »
The crash report usually tells me if I was missing something in the code like an ',' or an '[' etc. but now it just says the reason is NUL?

there were 2 issues in the file:
1) you moved the declaration of Vesta below Calvera Jump Point which references Vesta for its orbit. since the code is "read" from top to bottom, it threw a null pointer exception.
2) i don't think that's how you make ice/asteroid belts since they are both crashing the game. i don't really remember how they are supposed to be done, so i just commented them out in the attached look into Great Wound's (in attachments) if you wish to learn how to make asteroid belts, pulsar beams etc.

Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC3
« on: December 15, 2022, 08:20:58 AM »
My game crashes on startup whenever I try to use this mod with the Linux version of Starsector.  Works just fine with the Windows version, however.
The issue is with sprite filenames and their references in code. Linux is case-sensitive whereas windows is not.
To get the mod working you will have to rename 1 file located in mayasuran navy/graphics/mayasura/ships/
MSS_Superdes.png ---> MSS_SuperDes.png

Modding / Re: [0.95.1a] Calvera Custom Star System 1.0.1
« on: December 08, 2022, 08:47:50 AM »
So i've been been to initially spawn this system without other major mods (ship packs, etc), but as soon as I've added others like DIY planets, HMI, UAF, etc, I get a regular star system with none of the other stuff (caches, hypershunts, or cryosleeper).

Any idea what I'm doing wrong?
One of those mods is probably overwriting this one somehow. Maybe try to rename (as well as any mentions of MODSystem_modPlugin inside) from this mod into something else, and/or open that file and find & replace every system with something random like system689421. Or try moving the whole system somewhere else by editing the coordinates in lines 43 and 44 of If that doesn't solve it, then idk.

For those that want a challenge, could you add an option to spawn like 10 remnant bastion stations?
Added in version 1.0.2B.

Also, I don't know if it is hard coded, but it would be neat if most things in the system triggered the remnant auto-hostile you get from looting stuff occasionally in remnant stations. These would trigger so that the player has to clear out the bastions even if they are friendly with remnants.
That would be nice, but i lack the technical expertise to do stuff like this.

Getting save corruption with the newest industrial evolution installed. I think it has to do with the new artillery stations.
I can't reproduce the issue on my end.
If the issue persists, maybe try opening and deleting/commenting out the cryosleeper, hypershunt, loot caches and research stations.
And, of course, always back up your saves manually (they can be found in Starsector/saves/ ) so you can restore them later if they get corrupted.

Modding / [0.96a] StationShips 1.0.2
« on: May 10, 2022, 02:53:50 PM »
This mod adds four mobile battlestations to the game


- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section

- Object 236L - Low tech self-propelled battlestation; main module has maneuvering jets; side modules have accelerated ammo feeders and no shield
- Hull 419M - Midline self-propelled battlestation; main module has burn drive; side modules have accelerated ammo feeders
- Project 648H - High tech self-propelled battlestation; main module has plasma jets; side modules have high energy focus
- X-594 - Remnant automated artillery platform; phase teleporter system; doesn't have separate modules, but has higher base flux stats to compensate; uses [REDACTED] weapons

Low Tech:
High Tech:

- Low, midline and high tech ships work the same - they have a main module and two wing modules attached to each side, while the [REDACTED] ship only has the "main module"
- The main module is what counts as "the ship", meaning that if it dies, the whole ship dies
- Side modules can be destroyed separately without killing the main module
- The low tech ship's side modules have increased armor to compensate for the lack of shields
- The most effective strategy to counter these ships is to swarm them with cruisers and capitals with lots of torpedoes/anti-armor and aggressive officers/eliminate orders; their shields are relatively easy to bypass due to how much weapon flux they generate
- Salamander missiles and phase ships with torpedoes/antimatter blasters are very effective against them due to unshielded engines
- The ships are (expectedly) stronger than anything in vanilla Starsector, and have roughly the "effectiveness" of 2 to 4 capital ships
- The ships have no fighter bays, just 100% DAKKA; any fighter bays you see are actually the engines since i suck at drawing
- The remnant ship's standard variant uses [REDACTED] weapons which are very flux inefficient, rendering the ship vulnerable if surrounded, while also allowing it to instakill pretty much anything after teleporting behind it; it's like [VERY REDACTED] on steroids in player hands, and mediocre if given to the AI
- The blueprint package containing these ships can be found while exploring or tech mining
- Ai factions do not have access to these ships; the only way to obtain them is to build them using custom production or buy them from your own faction's markets after learning the blueprint

- 1.0.2 - Updated for Scarsector 0.96a, increased mass of ships
- 1.0.1 - Added remnant version, updated high tech sprite, tweaked some stats
- 1.0.0 - First release

Pages: [1] 2