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

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Messages - Lord Sputnik

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Modding / Re: [0.95a] Sputnik Labs 0.6.3 (Faction)
« on: April 26, 2021, 05:23:36 PM »
Finally got the sector generation thing worked out...  now I just need to fill it up with ships since as of right now, it's just a very tempting sector to invade.

Modding / Re: [0.95a] Sputnik Labs 0.6.3 (Faction)
« on: April 25, 2021, 07:27:51 PM »
Got the compiler working as well as fixing a bunch of little errors, but sadly, I'm still stuck on the sector generation...

Modding / Re: [0.95a] Sputnik Labs 0.6.1 (Faction)
« on: April 25, 2021, 05:03:51 PM »
Fixed the pointer issues... newbie mistake.  Now it crashes upon star generation.

Modding / Re: Ideas for faction mod?
« on: April 25, 2021, 03:15:17 PM »
a faction of cats, and make them hate everyone, and make there ships something to be afraid of, i want all there ships even the small ships to feel like a raid boss to put terror into the cosmos

and so i can see dumb cat names kill my troops, JIMMY: dont worry, i go.. CAT KILLED JIMMY                                          CAPN CAPN GREG HULL 70%                               GREG: CAN I GET SOME HELP                   CAT KILLED CAPN GREG                             GENRAL PEPPER: YOU CAN TAKE MY LIFE BUT NOT MY FRE.... CAT KILLED GENRAL PEPPER
If I can get my mod working, I'll make another one with cats.  They'll have a frigate, a destroyer, and a huge capital that looks like a Maneki-neko and shoots giant cold goins.

Modding / Re: [0.95a] Sputnik Labs 0.6 (Faction)
« on: April 25, 2021, 02:58:29 AM »
Released version 0.6  (One that actually works)

New problem, the custom sector doesn't spawn...  faction does, just not the system with it.

Modding / Re: Ideas for faction mod?
« on: April 24, 2021, 11:03:50 PM »
I made a ship (frigate) that IS the weapon... but it's a little too powerful at the moment as it can solo 3 Paragons if not more...
Where does one get this magical ship?

Modding / Re: Ideas for faction mod?
« on: April 24, 2021, 03:11:34 PM »
I made a ship (frigate) that IS the weapon... but it's a little too powerful at the moment as it can solo 3 Paragons if not more...

Modding / Re: "Automated" Hull Mod
« on: April 24, 2021, 06:37:18 AM »
As far as I can tell, it is merely a label for a hullmod and not a true hullmod since it doesn't seem to do anything to the ship itself.  If you look in any of AI ships, you will see that they have a built-in hullmod called "automated" and it does not exist as a traditional hull mod.

What are you trying to do?  Make more ships automated or remove the automated hull mod from the AI ships?

Modding / Re: [0.95a] Sputnik Labs 0.2 (Ship pack)
« on: April 24, 2021, 01:08:51 AM »

Released version 0.5, but it is throwing what should be a stupidly easy error to fix and yet I can't fix it.  I am hoping someone could lend a hand to see what I'm missing.

Error is:
28571 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.sputLabsHullmod]
java.lang.RuntimeException: Error loading [data.hullmods.sputLabsHullmod]
   at com.fs.starfarer.loading.scripts.ScriptStore$ Source)
   at Source)
Caused by: java.lang.ClassNotFoundException: data.hullmods.sputLabsHullmod

Modding / Re: Overload Speed Debuff
« on: April 21, 2021, 10:58:36 PM »
So something like this then?

package data.hullmods;

import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.FluxTrackerAPI;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;

public class SlowOverloadedShip extends BaseHullMod {

   public final float OverloadReduction = 0.7f;

   public void advanceInCombat(ShipAPI ship) {

      MutableShipStatsAPI stats = ship.getMutableStats();

      if (ship.getFluxTracker().isOverloaded() == 1) {
         stats.getMaxSpeed().modifyPercent("SlowOverloadedShip", OverloadReduction);

      } else {





I'm extremely new to modding this game so I figured this would be something simple to see if I understand the structure correctly.

Modding / Re: [0.95a] Sputnik Labs 0.2 (Ship pack)
« on: April 20, 2021, 07:06:05 PM »
Sorry, wasn't aware of that.  I did say it was shameless though...  I'll only add posts when I add more to it or reply to someone else, such as right now.

Modding / Re: [0.95a] Sputnik Labs 0.2 (Ship pack)
« on: April 20, 2021, 05:40:07 PM »
Shameless bump

Oh, yeah, i should go ahead and do that. How do you do the spoiler drop down thing?
(spoiler)Your Stuff(/spoiler), but use brackets instead of parenthesis.

Or highlight what you want to put in the dropdown and click the 'Sp' button.

Modding / [0.95a] Sputnik Labs 0.6.3 (Faction)
« on: April 19, 2021, 07:04:01 PM »
I'm working on a new faction, and I thought I'd throw it on the forum to get some feedback.  The descriptions of the ships should explain some of the insani... I mean... the thought process behind some of them.


I will be offering two flavors of it once I get more content made.

- Standard balanced vanilla  (No Pinata and the Stinger can't solo 3 paragons at the same time.)
- Borked up party time version.

Currently, this is both of them rolled into one since it only has 7 ships.
  - The version of Stinger included is the ridiculously OP version meant for enjoyment.  It is not balanced, and it will not be hard to figure out why.  Use at own risk of ruining hard-won games.
  - The Pinata is exactly what the name says it is.  It's just meant to get in the way after death, that is all.


  • Plenty of armor
  • High max speed
  • Above average ordnance

  • Low flux capacity
  • Horrible agility
  • Low hull points
  • Weak rear coverage
  • Rarely has energy mounts

Playstyle:  Most ships play with a classical broadside style.  They rely on speed to dodge, but they're usually better off just slugging it out with other larger ships.

      UHC            UHC Carrier                  Model 324                          Yellow Beetle





Party time version only:


Change Log:
  • Faction created
  • Unique Hullmods created
  • Faction System created
  • Extra commodity that is currently pointless created

0.1 - Initial Release, just ships

TO-DO List:
  • Add unique hull mod(s)(Partially Done!)
  • Add unique weapons to match faction doctrine
  • More Ships
  • Faction Planets (Might request help)(Might be done!)
  • A Flag  (Done!)
  • Balancing (Never done)

General Discussion / Re: What are some of your favorite text snippets?
« on: April 17, 2021, 11:47:04 PM »

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