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Messages - Inventor Raccoon

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Warmfix to resolve the Anomalous Shift issue and add an ini option to disable the quest if you want to.

Modding / Re: "Automated" Hull Mod
« on: April 24, 2021, 11:34:27 AM »
Some hullmod scripts, such as the one for Automated Ship, can be found inside the API at com/fs/starfarer/api/impl/hullmods. It's included in a zip file in starsector-core.

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.
Yes and no. Some effects are triggered by code that looks for the hullmod's presence, like the ability to install AI cores as officers. It also has a few effects applied by the hullmod itself (zero crew, no transfer-command, CR penalty that Automated Ships skill compensates for)

Hi all, 1.5.4a is up with some quest related bugfixes and such.

The Banner link works fine. You need to change the Download Link further down from the Banner.
Good catch, fixed.

Hi all, 1.5.4a is up with some quest related bugfixes and such. Changelog below.

- Quest ship d-mods no longer considered built-in, reduced VFX
- Quest station can't be the target of analyse entity missions
- Fixed issue where quest would break when done out of order
- Request Assistance - now displays cooldown in tooltip

Mods / Re: [0.95a] Internal Affairs v1.0 - One-Mission Minimod
« on: April 15, 2021, 06:59:11 AM »
Hi, released version 1.1 with a fix for this issue, apologies for any inconvenience.

Mods / Re: [0.95a] Internal Affairs v1.0 - One-Mission Minimod
« on: April 03, 2021, 05:01:47 PM »
I vaguely recall this being a bounty issue in general, but I had this magically complete about halfway to the first objective. Hopefully I didn't miss much juicy writing, at least?
Oh, hmm, this might be an issue on my end. Uploaded a quick hotfix.

Mods / [0.95a] Internal Affairs v1.1 - One-Mission Minimod
« on: March 31, 2021, 11:48:23 AM »

Internal Affairs is a lightweight minimod that adds one new simple event found in Tri-Tachyon bars, that you can complete once per playthrough. You'll be tasked with tracking down a disgraced executive. Good hunting!

This mod was created using the new 0.95a method of creating quests and missions, and is primarily created as a proof-of-concept and an example for modders.
The source code is included and you're free to use it to better understand how to make your own campaign content. I've done my best to comment the mission's plugin thoroughly.

Click on the big banner above to download. This mod doesn't require any others. Should be save compatible.

Here's a screenshot:


Please report any issues you find. I have no intention of expanding further on this minimod.

- Version of accumulated bugfixes - rule ID bugs, quest-not-ending bugs, mission appearing from contacts, etc

- Release

Bug Reports & Support / [0.95a-RC12] Impossible survey mission
« on: March 31, 2021, 09:23:12 AM »
Post made on behalf of someone without a forum account. PL issuing a survey mission for Alpha Site which
A. can't be surveyed
B. probably shouldn't be the target of survey missions considering its location
C. has the description repeat itself

Screenshot below

can you recover the [REDACTED] ships in this mod with the [REDACTED] skill ?
Yes, they're all set to be recoverable with the Automated Ships skill.

Also, issued another hotfix for a potential crash during the quest.

Issued a hotfix for a potential crash when refitting the Vow.

Hey, love your mod, I was wondering if you could at least link older versions of the mod at some point? I'd love to play with it in 9.1 again. Think you could update that Nexus page a bit?
I'll consider it sometime. In the meanwhile you can click here for a link to version 1.5.3i.

Hi, all. New update out that adds compatibility with Starsector 0.95a. It also includes a couple of balance changes, tweaks to the quest, a few removals, and a major adjustment of a certain ship. It should feel more unique and powerful now.

Plans for Arsenal Expansion at the moment have not changed - at some point during this update cycle it will be deprecated and its campaign content (and potentially a few specific ships/weapons) split off into Secrets of the Frontier. Content additions will be minimal but I will do my best to support it with bugfixes and the like until the next major Starsector update.

Changelog below.
- 0.95a compatibility
- Minor quest updates, major updates to the quest's reward
- Theseus - reduced flux capacity (22500 > 20000) and dissipation (1350 > 1150)
- Cackle - reduced EMP emitter energy damage (50 > 25) and increased cooldown (3.5s > 6.5s)
- Reaver - reduced shield health (1400 > 1200)
- Daemon - no longer equipped with a Graviton Lance
- Removed: Asgard station, Pawn frigate, Vatinae fighter, Anti-Ship Mine Bays hullmod

There is a specific bug that I am aware of in this release but is pending a fix by Alex, concerning the ship adjustment:
You can set the Vow as your flagship, which will cause unintended behavior. Swap back with the ship's existing officer to fix this. If you want to pilot the Vow, use Transfer Command after the battle has begun (if the option is greyed out and unusable, tell me, it's a bug)

And while I'm here, kudos for this mod! Very nice indeed.
Thanks! As for that issue, I've just released another hotfix that should fix this - all emplacements will now self-destruct if there's no more fighting to be done (either you have no ships on the field and are in full retreat, or the enemy fleet has no ships on the field).

Bug Reports & Support / Re: The Typo Thread
« on: March 29, 2021, 03:36:57 PM »
Xyphos description still states that it is capable of supporting ships other than its carrier, despite its support range now being 0.

Okay, admittedly, this could be because there's a line of code or a memory flag that needs to be in place that I've missed, but... Ships with an officer who is set as unremovable (through Misc.setUnremovable) still seem to be able to be set as your flagship, which causes your character to swap with them. They will then become "permanently assigned" to your old flagship.

If the ship is the only one in your fleet, they'll become unassigned. If you gain another ship after that, you can now freely assign the officer to a new ship where they'll be (not so) permanently assigned.

You can't transfer command to them before battle, so that's working as intended. Other officers cannot swap with an unremovable one, so that's also fine.

Before/after screenshots below.


Quick update - issued a hotfix in response to a CTD when no valid objective types are found. Working on a fix for no valid objectives being found in the Core Worlds - my apologies! Will edit this post when I've issued a hotfix for that.

EDIT: Issued a second hotfix that should resolve all battle objective issues

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