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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Tecrys

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Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: May 24, 2024, 05:34:56 AM »
I have a problem, I'm trying to edit the Lunasettings.csv file to disable and enable some buildings, but no matter what I change in the file nothing changes in the game, for example I set the ability to build the Crysanctum to false yet i'm still able to build it. Am I doing something wrong?

That's not how LunaLib works. You press F2 in game main menu or campaign screen, an options menu pops up and you should find TASC on the left.
Change whatever options you want and don't forget to press save on top left

Mods / Re: [0.97a] Orbital Manipulation and Maintenance 0.8.2
« on: May 22, 2024, 01:44:39 PM »
I'm glad you like it! I was very happy when Till answered my request to use his artwork to make this mod. Love his artstyle

Modding / Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: May 16, 2024, 01:18:32 AM »
do we have version 0.951a for this?

I already answered that question on the previous page

Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: May 15, 2024, 09:26:57 AM »
it's no rush, whenever you have the time. I owe you one.
Thank you so much!

Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: May 14, 2024, 11:47:27 PM »
so after talking to some coders it seems I can't really implement the OMM interaction on my end. I was really hoping I'd just have to write like 10 lines of code and it would work.

Well, if you don't mind putting the interaction in I'd be happy though I was hoping to not ask you for that kind of work.
The hull ids in question would be "omm_euphausia", "omm_ecrevisse" and "omm_nathantia".
I think 30% resource cost reduction would be resonable if any of those ships are present

Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: May 14, 2024, 02:34:18 AM »
Nothing too fancy, I'm thinking of reducing the recource costs (but not credits) for building a station by a certain percentage, say 30%, when certain Freitag ships are in player fleet.
I can probably just extend the corresponding class on my end after checking for TASC in mod_plugin, or at least that's what I think how it should work.

Edit: where can I find the resource costs? I've been looking for a while through source on git but I can't find it. ah, LunaSettings.csv.
 Okay, just need to find out how to modify the values if certain ships are present.

Mods / Re: [0.97a] Orbital Manipulation and Maintenance 0.8.2
« on: May 11, 2024, 12:48:13 AM »
I've got a long list of fixes and changes already for the next update and it will definitely break saves so I will take my time with it and add weapons with a focus on salvage, construction & demolition.

here are the patch notes for the upcoming update so far:

Patch Notes (OMM 0.8.3 - Indev !NOT SAVE COMPATIBLE!):
- can now be added to an ongoing save, Freitag HQ and all subsidiaries will spawn on game load
- completely reworked the targeting laser
- Updated Crew Commission bonus: Civilian Hull Specialization
   - Minimum crew requirement of Militarized Subsystems reduced to 50%.
     Negative effects of Additional Berthing, Auxiliary Fuel Tanks and Expanded Cargo Holds reduced by 50%.
- fixed a bug that unintentionally increased capacity on Additional Berthing, Auxiliary Fuel Tanks & Expanded Cargo Holds for a huge amount
- combat now ends if only drones and platforms remain on the battlefield
- fixed Sesarma's sprite not being displayed correctly
- ifixed Drone positioning & switched to MagicLib PID Controller

Modding / Re: [0.97a] Combat Background Enhanced v0.1
« on: May 07, 2024, 03:25:23 AM »
I had a quick glance at the code, am I right that for adding ships from my own mod to the background I just have to add them to the list "CombatBackgroundTerrain"
in settings.ini?
Edit: no wait, that's just for the debris. you are already picking fleets dinamically, never mind

Modding / Re: [0.97a] Combat Background Enhanced v0.1
« on: May 03, 2024, 02:41:05 AM »
Congrats on first message and release combined!

I already love this, straight away put it in recommended mods section from OMM.

Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: May 03, 2024, 01:45:55 AM »
I wanted to put a bit of mod interaction with TASC into Orbital Manipulation & Maintenance since Freitag ships are pretty much meant for station construction and salvaging.
I'm just not sure how to do that and what the interaction should be, so I thought I just write here.
I'm also not really good at coding, I just bash code from examples.

Perhaps there is a way to work on this together?

Mods / Re: [0.97a] Orbital Manipulation and Maintenance 0.8.2
« on: May 02, 2024, 02:08:56 PM »

(OMM 0.8.2 - Release):
- aiming lasers now scale with the range of the weapon installed on drones
- improved drone weapon swapping
- Special DRM tech now makes it impossible to salvage Freitag ships the player fought against
- Mainframe Uplink renamed to Freitag Control Suite
- changed the drone positions for the Nathantia to make it less likely to hit itself with missiles/torpedoes
- new dependency: LunaLib
- missile fire key is now rebindable via LunaLib Settings

Mods / Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
« on: April 19, 2024, 04:29:55 AM »
Hmm, you're right about that. Let me make the ships unsalvagable due to some kind of advanced copyright protection method for the next update. I want them to be expensive.
I shoulda thought about that earlier

Modding / Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: April 09, 2024, 04:55:04 AM »
You might be able to get it to work by editing the game version number in mod_info.json but older versions of Starsector are not supported and will not be supported in the future.

Mods / Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
« on: April 07, 2024, 02:43:32 AM »
Looks like it didn't install correctly, missing .png file. Please delete the OMM mod folder, download and install it again.

Mods / Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
« on: April 03, 2024, 08:20:03 AM »
I can't change weapon on my drone when i change it in refit screen. It still use the weapon before i refitting it
It takes up to 20 seconds for the drones to change to their correct weapons.

I know the mod has a few rough edges which I am unable to change without the help of a real good coder who can make sense of my cobbled together spaghetti code.

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