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Messages - Kelaris

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Mods / Re: [0.96a] Pirate Mini Mod (1.6.0)
« on: January 28, 2024, 12:04:05 AM »
I'm about 10 years in to a pirate themed/commissioned playthrough, and enjoying a lot of ships from this mod. Really fills out the pirate lineup. Thanks for making it. :)

I saw it was mentioned earlier in this thread, but the Master class drone is probably way more powerful than it should be for its DP/size. After losing half of a heavily armed exploration fleet to one during a domain probe automated defenses battle, I always check if there's one in the enemy lineup and just avoid the fight if I spot it.

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Mods / Re: [0.95a] Console Commands v2021.04.10
« on: June 30, 2021, 06:36:03 AM »
I don't know of a way to add d-mods to existing ships, but you can use this to add a new d-modded ship to your fleet and then manually scuttle the old one you want to replace. Just change the "kite_Hull" to "whatever_you_want_Hull" and the 5 to how many d-mods you want.

runcode FleetMemberAPI ship = Global.getFactory().createFleetMember(FleetMemberType.SHIP, "kite_Hull"); com.fs.starfarer.api.impl.campaign.DModManager.addDMods(ship, false, 5, MathUtils.getRandom()); Global.getSector().getPlayerFleet().getFleetData().addFleetMember(ship);

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Where would I start looking if I wanted to change the quantity/variety of different weapons, fighters, and ships available at markets?

I've been poking at things in com.fs.starfarer.api.impl.campaign.submarkets (BaseSubmarketplugin, BlackMarketPlugin, MilitarySubmarketPlugin, and OpenMarketPlugin) without successfully changing anything, as far as I can tell. I'm not sure if I'm digging in the wrong place, or if I've made some mistake in packaging my mod. First time messing with Starsector modding and I'm a complete novice with java, so any mishap is possible.

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