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Modding / Re: Misc modding questions that are too minor to warrant their own thread
« on: May 21, 2023, 06:24:13 PM »
Hi, is there a way to stop a mod from being built-in via s-mod?
Starsector 0.96a is out! (05/05/23); Blog post: Narrative in 0.96 aka Movie Night With David (06/02/23)
Could you add some sort of ability to turn on/off production for the Forge hullmods on demand? Similar mods already have this sort of capability.Hi, all forges that produce resources are mods that can be added and removed even without a dock, and is intended to be how you control your production level, at the cost of the ship's CR per tweak.
I don't know if you will have this fixed for the next version, but something yuri can crash the whole computer if it's done on the main menu.Hi! I checked the class and it seems it's something I can remove since it's basically redundant (the same class already appears in MagicLib, which is already a requirement to run YRXP).
273556 [Thread-3] INFO data.scripts.everyframe.yrxp_moduleRetreatCleaner - Clearing orphaned modules from deployed list for side PLAYER: 2
Yuri ship combat on the main menu blue screened my computer.
So, how's the Interstellar Mall hullmod? Have you fixed the uninhabited system error?Uhh, I believe I have. Thanks for reminding me, I'll give that a test too.
That. Is. Awesome!Thank you very much!
don't kill us with too much anticipationSorry for the wait, but I would like to proceed at my own leisurely pace this time to avoid a quick burn-out.
Neat! Will manufacturing bay hullmods have additional effects for carriers and missile ships?Ah, at the moment, no, Manufacturing Bay, from YREX is still the same as it always has been - but you mentioning carriers does give me the idea to add in a replacement buff for carriers with a manufacturing bay. It makes sense after all.
maybe he can do it by changing the facing of the module itself instead of the slotThis worked, thank you very much!
ship.getPhaseCloak.yadayada(), alternate defence systems are just phase cloaks in a janky trench coatThis works, thanks!
SHIELD_MODULE.getStationSlot().setAngle(baseFacingRight+this.facingOffsetRight*smoothedAnimLast);
Oh, I meant that if you decided to release the assets and code, someone else might be able to finish them up. Or at least get them working.Sorry, I'm not up for the responsibility of debugging the mod and addressing player feedback at the moment, and pushing it off onto someone else would be unfair.
What's the status of the preview ships featured in the last couple videos? I don't know too much about Starsector modding but maybe someone could slap them into the current working build somewhere?Most of them are either completely new or full overhauls of existing ships (sprites and all) that I have not released yet, so unless someone tries to reverse-engineer what they saw in the videos into a full ship, it wouldn't be possible.
Publicly posting links to unofficial builds is heavily frowned upon in this forum. If anything, you should make these requests through private messages.I don't mind if people want to post links to custom builds of my mods, no worries.
A unofficial updated version of a mod but good luck finding it.Oh, I don't think I'll be coming back to modding starsector anytime soon, so if someone has a link to this update, I'm sure people would appreciate it!
I was playing the new RYAZ update and fought Knight Templar ships. It would seem their unique shield type does not react well with the new boarding mechanic as I get a Fatal: null error occasionally when using the skill. Sadly, I'm not sure how to consistently replicate the CTD.Oh, unfortunately I don't know how knight templar ships work as I've never played with them. But you are likely talking about the lightning strike power right? If their special shield system somehow insisted that the ship has shield, but doesn't actually have a shield that I can reference for its effective arc, then that *might* cause a crash. I'll keep it in mind when updating this in the future, thanks!