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Messages - Alluvian

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31
Modding / Re: Help with mod tweaking
« on: April 12, 2020, 07:16:32 PM »
Making hullmods requires compiling the *.java files into class files and packaging them in a *.jar file.

The following thread ha some good info on this process: https://fractalsoftworks.com/forum/index.php?topic=10057.0

32
Modding / Re: Any mod add a "midtech" supership?
« on: April 04, 2020, 10:13:34 PM »
For some 'super' Midline ships, check out the Missing ships mod: https://fractalsoftworks.com/forum/index.php?topic=16160.0

The Legio or Great Houses ships from Tahlan Shipworks may also fit the bill. In particular some of the specialist ships of the Great Houses rely very strongly on maneuvering and positioning: https://fractalsoftworks.com/forum/index.php?topic=14935.0

33
new thicc af update! as always its a save breaker, if anythings wrong hmu.

Warwagon seems to be MIA. Only the entry in descriptions.csv, the ship image (and meme) seem to be present in the folder structure.

34
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.6 - Let them Fight!
« on: March 24, 2020, 05:40:43 PM »
Might we in the future see custom-made stations specifically from this mod?

That is the plan. Current (short-term) I am learning how to put together class files (from the *.java) so I can setup custom hull mods, ship systems and so forth. After I have that figured out, I'll be taking a look at the ship editing tools.

Prior to pure custom (net new) content, expect to see variants of the Midline and High Tech stations. Oh, and other terrible abominations of course.

35
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.6 - Let them Fight!
« on: March 18, 2020, 05:12:32 AM »
Was working on something... not really related, but thought of something: the Shared Flux Sink hullmod on the station body assumes there's only one station deployed in battle, and will adjust flux dissipation rates oddly if there are multiple. So you probably want to either remove it or provide a modified version, if you aren't already!

Interesting. I've taken a look at SharedFluxSink.class and it seems the entire functionality is wrapped within 'advanceInCombat', which works on one ship at a time. However, the use of only a single SINK_DATA_KEY does seem to present a problem.

A modded version would require a key that is unique for a specific ship & its submodules. I wonder if this is why Dark.Revenant chose to do flux for their Cathedral in SWP without sharing.

As my intent is to try and make the mobile stations a bit more diverse than the static ones, I will need to determine what solution path to take. Thank you for bringing this issue to my attention.

36
Modding / Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.0.5
« on: March 17, 2020, 07:39:07 PM »
Evening Alluvian I think you are uh... Overestimating the user base, most normal players are not going to be setup to run Python scripts and even if all were that is janky to say the least. And those that are setup to run scripts like that, could just as easily go into the files and make all the required changes in barely anymore time required. Also, modifying other mods unless their license allows for this? Is generally frowned upon. This is of course doesn't apply to personal mods made by end users that they keep to themselves. But distributing mod mods is not that at all, even if it requires a script to do it which again is really funky!

Issue resolved. Mod now does not require Python scripts, nor does it make changes to other mods or core files. Instead it functions due to the existing 'derelict' and 'remnant' tags in the various CSV files (ship_data, etc.).

37
Modding / Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.0.5
« on: March 17, 2020, 07:29:08 PM »
Mod update: New version 0.1.0. Removed the need for Python scripts (and thus editing other mods / end-user complexity). Instead, the two blueprints are generated using the pre-existing "derelict" and "remnant" tags found in the "ship_data.csv" files. On the plus side, this also tags in the wings & weapons that have these tags.

38
I'm looking for a way to make an industry require two industry slots.
My hackjob solution is to make it unavailible if there are less than two open, and auto-place an secondary industry on build, wich causes issues I would rather not have to account for since it can be removed...

is there a better way?
Thanks :)

One alternative would be to still require 2 slots to start, but on build to reduce the total slots available by one. However, this means you would need to restore the reduced slot if/when the industry is removed.

Another would be to add a planetary condition (or other similar non-industry slot addition) that has the -1 reduction effect while present.

39
Modding / Re: [0.9.1a] Transparent planetary shield v1.1
« on: March 16, 2020, 02:26:36 PM »
I'm gonna stop you right here!

It's not a good idea to clutter the colony menu with more things to build, as per your suggestion, it would take 2 slots to get a blue planetary shield, that's complete madness.

As shown in my prior post, it can be coded to replace the shield using "removeIndustry"; thus only taking one slot.

40
Modding / [0.9.1a] Derelict and Remnant Blueprint Mod v0.1.0
« on: March 16, 2020, 02:22:59 PM »
Derelict and Remnant Blueprint Mod
0.1.0

Description: A small Starsector mod that enables two blueprint packages, one for Derelicts and the other for Remnants. These respectivbe blueprints include all of the ships, weapons and fighter wings (vanilla or added by mods) as blueprints. These blueprints operate based on the pre-existing 'derelict' and 'remnant' tags that exist. Tested against (almost) all mods on the forum successfully. Blueprints, as implemented, have a drop rate of 0.01 for Remnants and 0.02 for Derelicts.


Screenshots:
Spoiler




[close]

Version Info:
Spoiler
  • 0.1.0 - No longer needs Python scripts. Hulls, Wings & Weapons in each BP.
  • 0.0.5 - Initial release
[close]

[attachment deleted by admin]

41
I was wondering if a total random universe was possible?
I know Nex adds random core worlds, but would something like the below be possible?

Have the entire map be random in terms of placing starting inhabitant worlds, with a faction grouped together in the same constellation.
So when you meet other factions, it's almost like discovering a new species out there. Would make exploration interesting/rewarding.

I'm assuming there is something in the game mechanics that prevent this?

Possible, but would take some work. Might be possible as a Scenario. You could leverage the clustering of star systems (constellations) and only add planets for a faction in the same constellation; with the minimum overlap being Pirates.

42
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.6 - Let them Fight!
« on: March 16, 2020, 05:18:47 AM »
I want to say it clear: it is an interesting idea, but I will never use this mod, as it is not fit in a game I want to play.

That's the joy of mods, you can use whichever ones you like to create a game to fit your tastes, or for specialized playthroughs / campaigns!

That was posted only because "DAKKA" is very orcish thing.
I respect orcs.
[close]

P.S. If you really want "MORE DAKKA" try to create ram-attack variant with ridiculously hight armor, minor firepower and no fighters or shield at all. Make it red, cos red=fast.

In progress actually. I have a subvariant (currently called 'Ramtouch') that I have been experimenting with using a burn drive. I actually want to put together an engine module (skin to the Cathedral Hubship one from SWP). Even thinking of a custom burn drive variant, with more speed, less control and increased chance for fun things occuring.

43
Modding / Re: [0.9.1a] Transparent planetary shield v1.1
« on: March 16, 2020, 05:11:05 AM »
Very interesting mod! I do have one suggestion at this time.

How about adding a (non industry) buildable option at the colony, that depends upon the presence of the Red Shield (original) version; when present a list of alternative color options are available. When one of those is built, it replaces the original (and then precludes the others from showing up).

You would need some code like this to remove the original shield:
Code
    protected void buildingFinished() {
        super.buildingFinished();
        this.market.removeIndustry("PLANETARYSHIELD", (MarketAPI.MarketInteractionMode)null, false);
    }

The new 'Industries' would just need to be copies (variations) of the original PLANETARYSHIELD, save with a different link to the color option.

You could then add entries to a custom settings.json:
Code
"industry":{
"shield_texture_pink":"graphics/planets/planetary_shield_pink.png",
"shield_texture_blue":"graphics/planets/planetary_shield_blue.png",
}

And then you would need the industry itself (copy pasta from the original, region of interest shown below):
Code
public class PlanetaryShield_Blue extends BaseIndustry {
[stuff]

# changes go here, otherwise would be the same as class PlanetaryShield
   public static void applyVisuals(PlanetAPI planet) {
      if (planet != null) {
         planet.getSpec().setShieldTexture(Global.getSettings().getSpriteName("industry", "shield_texture_blue")); # blue version
         planet.getSpec().setShieldThickness(0.1F);
         planet.getSpec().setShieldColor(new Color(255, 255, 255, 175));
         planet.applySpecChanges();
      }
   }


44
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.6 - Let them Fight!
« on: March 16, 2020, 04:34:32 AM »

Indeed! Definitely interested in getting a space hulk with guns added in some fashion; either Pirate-themed (or generic with a pirate variant).

Currently learning how to use the ship editor tool, among other things. Hoping to be able to add some more interesting options to this collection as time goes on.

45
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.1 - Let them Fight!
« on: March 15, 2020, 09:32:34 PM »
You should call this one "The Hornet's Nest"

Thank you for the suggestion. Naturally, as the mod is still in development, the names for stations / ships / variants are subject to change.

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