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Messages - Fokka

Pages: [1]
1
Mods / Re: [0.95a] Modified Industry Requirements v0.2
« on: April 22, 2021, 02:01:50 PM »
Can you tell me which part of the code is responsible for the hypershunt range? all I really want is raise it by a single lightyear.

The very beginning of modplugin file. Or com.fs.starfarer.api.impl.campaign.econ.impl.ItemEffectsRepo if you want to make your own mod.

(Not sure if the first value is actually needed because alone it doesnt change anything, but just in case I change both)

[attachment deleted by admin]

2
Mods / Re: [0.95a] Modified Industry Requirements v0.2
« on: April 20, 2021, 05:35:17 AM »
By the way - the code for the nanoforge pollution seems to be in the method updatePollutionStatus() of com.fs.starfarer.api.impl.campaign.econ.impl.HeavyIndustry

Thanks, will take a look.

3
Mods / Re: [0.95a] Modified Industry Requirements v0.2
« on: April 20, 2021, 05:30:00 AM »
Spoiler
This small mod is aimed to expand the use area of new Special items, added in 0.95, by changing planet status requirements.

DOWNLOAD v0.2

DOWNLOAD(No requirements version)

Will make "+2 industries from Coronal tap" or any other reasonable version if there will be a request for it.

Note: Flavour text mostly changed, but Coronal Hypershunt activation sequence remains vanilla.

Changes:
Spoiler
  • Coronal tap:
    Range increased 10 -> 80 LY
    Transplutonics demand reduced 10 -> 6 units
  • Fusion lamp:
    Volatiles demand reduced 10 -> 5 units
  • Mantle bore:
    Requirements changed "Not a gas giant, not habitable" -> "Not a gas giant"
  • Soil nanites:
    Requirements changed "No volatiles deposits and no transplutonics deposits" -> "No volatiles deposits"
  • Catalytic core:
    Requirements changed "No atmosphere" -> "Not extreme weather and not extreme tectonic activity"
  • Synchrotron Core:
    Requirements changed "No atmosphere" -> No requirements
  • Biofactory Embryo:
    Requirements changed "Habitable" -> "Not extreme weather and not extreme tectonic activity"
[close]

No requirements version:
Spoiler
- Changed Hypershunt distance to 100 LY
- Changed Hypershunt tap and Fusion lamp resources demand to 1
- Removed all other requirements except Cryoarithmetic engine's (it won't be useful on other planets anyway)
- Changed flavour text accordingly, with the exception of Coronal Hypershunt activation sequence
[close]

Changelog:
Spoiler
- v0.2 - edited flavour text, changed Synchrotron Core reqs, added "No reqs" version
[close]

Compability:will likely cause issues with any mod that alters impl.campaign.econ.impl.ItemEffectsRepo and data/campaign/special_items.csv.
It is not advisable to disable the mod before taking out items that can't be applied to the industry in vanilla.

P.S. Thanks stormbringer951 for making this possible.
[close]
Can you make the cryosleeper facility allow it to produce organs? Also I know this is not the modding section but how can we increase or decrase the volatile or transplutonics demand?

No, I can't. Its my first mod.

If you're asking about orbital lamp and hypershunt tap, then you can set up an IDE and change values in my files, its obvious there. Or wait until I figure out how and will have time to make settings in a separate file.

4
Mods / Re: [0.95a] Modified Industry Requirements v0.2
« on: April 12, 2021, 04:26:00 AM »
you can install a gamma core to lower the demand to 9 but yea still a pain

For me its bugged and gamma core disables the positive hypershunt tap effect.

5
Mods / Re: [0.95a] Modified Industry Requirements v0.2
« on: April 11, 2021, 02:34:07 PM »
would it be possible to make it configurable? Include a plaintext settings file so I ca twek the values as I like, and enable/disable to pre-reqs for specific items?

Next weekend. Maybe. No promises are made.

6
Mods / Re: [0.95a] Modified Industry Requirements v0.2
« on: April 11, 2021, 02:22:03 PM »
Thanks! These are now actually more balanced, especially the ones that required 10 resources (considering the limited number of colonies we can have.....).

There is no limit to colonies if you are brave enough not a luddite. Besides, you only need one colony with 10 transplutonics because of how supply works in Starsector. Still not easy. Iirc its max size refinery + story point upgrade + special item (no atmosphere requirement in vanilla) + Alpha core + Admin skill to reach 10 transplutonics.

7
Mods / Re: [0.95a] Modified Industry Requirements v0.1
« on: April 10, 2021, 11:56:10 PM »
nice mod! but simply changing the requirement will ruin the immersion since the text doesn't change. And also it is better to provide a version in which users can modify all the settings.

Working on it. I would probably do the settings file if this wasnt my first java project and I had more experience.

8
Mods / Re: [0.95a] Modified Industry Requirements v0.1
« on: April 10, 2021, 11:52:26 PM »
Something that I can think of to suggest are removing the forced pollution from the nanoforge

That's a good idea, but I am yet to find where the code for pollution is located.

9
This small mod is aimed to expand the use area of new Special items, added in 0.95, by changing planet status requirements.

DOWNLOAD v0.3

DOWNLOAD v0.3 - no pollution version


Use data/config/settings.json to change requirements. readme.txt has all vanilla reqs listed. More can be found in impl.campaign.ids.Conditions.

Notes:
-Flavour text mostly changed, but Coronal Hypershunt activation sequence remains vanilla.
-Cryoarithmetic engine's reqs are not editable (it won't be useful on other planets anyway).
-Pollution isnt exactly "removed", it just takes 10^36 cycles to develop. Any existing pollution will stay.

I reinstalled my OS and will only update this mod if you guys really need this. I'm checking comments from time to time, tell me if you cant get it working by yourself.

Default settings:
Spoiler
  • Coronal tap:
    Range increased 10 -> 80 LY
    Transplutonics demand reduced 10 -> 6 units
  • Fusion lamp:
    Volatiles demand reduced 10 -> 5 units
  • Mantle bore:
    Requirements changed "Not a gas giant, not habitable" -> "Not a gas giant"
  • Soil nanites:
    Requirements changed "No volatiles deposits and no transplutonics deposits" -> "No volatiles deposits"
  • Catalytic core:
    Requirements changed "No atmosphere" -> "Not extreme weather and not extreme tectonic activity"
  • Synchrotron Core:
    Requirements changed "No atmosphere" -> No requirements
  • Biofactory Embryo:
    Requirements changed "Habitable" -> "Not extreme weather and not extreme tectonic activity"
[close]

Changelog:
Spoiler
- v0.2 - edited flavour text, changed Synchrotron Core reqs, added "No reqs" version
- v0.3 - editable config file, Nexerelin compability fix
[close]

Compability:will likely cause issues with any mod that alters impl.campaign.econ.impl.ItemEffectsRepo, impl.campaign.econ.impl.HeavyIndustry and data/campaign/special_items.csv.
It is not advisable to disable the mod before taking out items that can't be applied to the industry in vanilla.

P.S. Thanks stormbringer951 and Etherlord for making this possible.

10
It's not a carrier, it's a battlecruiser. That's why it's cheaper than a full capital.

It has burn level and supply consumption of battleship\carrier though. And by cheaper I mean that it costs less to produce on my own colony.

11
It's my first time to progress into warships and colonies, and I got Interdictor blueprint. Should I produce it as my fleet's carrier or should I go look for something like Astral? It will be twice as cheap for me, but Im concerned about lack of weapons and figher bays compared to other carriers.

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