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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - PureTilt

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ConvertedFighterBay extends BaseHullMod instead of BaseLogisticsHullMod, so you can install it even if you have 2 logistical hullmods (its replaces last installed logistical hullmod)

Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
« on: February 01, 2021, 03:03:33 PM »

save compatible, you gonna miss on system changes
Unleash devastating biological weapons on your enemies.

Change log
-OP reduced from 400 to 380
-Quantum lunge
--Fixed some interactions with stations (still a bit messed up because, duh, stations)
--Now instead of arcs deals damage in line as it should (still has additional arcs)
--Damage on secondary arcs reduced by 50%

Omni-lunge (VIC-A01 Xaphan, VIC-A33 Moloch, VIC-A58 Valafar):
-Added more visual effects

VIC-X14 Nybbas:
-Added Phase Field and Delicate Machinery hullmods
-DP reduced from 14 to 13

VIC-F04 Sonneilon:
-Now they can't interrupt their burst

All ships:
-Now engine glow changes color if Safety Overrides are installed

Vodyanoy Plasma Minigun:
-New firing sound

-Fixed the bug that caused more flux cost per shot
-Visual effects improved

"Shturm" Overhaul:
-Tier reduced from 3 to 1 (can buy it with lower rep)
-Cost reduced from 25000 credits to 5000 credits

VIC Brand Shield Emitter:
-Fixed speed penalty also been applied to 0 flux boost

PD Arc Emitter:
-Now unlocked from game start

Viral bombardment:
-Stability penalty from Extreme Viral Contamination (EVC) is now permanent
-Ground defense penalty multiplier reduced from x0.3 to x0.25
-Accessibility penalty increased from -25% to -45%
-Now has a fleet size penalty multiplier of x0.5
-Now reduces production quality by 45%
-Grow penalty increased from 10 to (2^(colony size))*25
-Now colonies with EVC can decrease in size if they hit 0% total growth while having negative growth rate
-If colony is size 2, it gets decivilizied the next time it decreases in size
-3 New industries to counteract effects of EVC

-New market themes, all thanks to psiklaw
-Heavy industries were removed from Phlegethon and Purgatory
-Some small fixes in dialogues and descriptions (nothing radical)

Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.1.0
« on: January 21, 2021, 01:02:05 PM »
VIC 1.1.0a Hotfix
-Fixed CTD when trying to learn VIC "Fervor" Protocols hullmod

Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« on: December 30, 2020, 12:58:54 PM »
ayy lmao its me second author download MHM now

i want to make option to change portrait mid game, is it possible to use portrait picking window from new game menu?

Modding / [0.9.1a] Hullmod Guide
« on: October 19, 2020, 09:00:04 AM »
Overview of hullmod.csv

Name displayed in game

ID for game, should be unique, it's recommended to add a prefix of some kind to avoid issues with a lot of mods enabled

This partly controls the store availability of the hullmod. Normal values range between 0-3 with a special case at 5. Tier 0 are ubiquitous & can be bought on the open market; anything higher requires a progressively higher relationship with the faction for purchase on a military submarket. Tier >=5 cannot appear in markets for purchase at all.

Between 0 and 1 with higher being rarer.

mostly for autofit, req_spaceport makes hullmod require functioning spaceport to be able to put it onto a ship

Hullmod tags for refit screen
Look at vanilla's hullmods.csv for tags used by existing hullmods

base value,
Base price in credits

Controls if hullmod is unlock by player by default

If TRUE, hullmod cannot be obtained by player

If TRUE, hullmod cannot be obtained by player and isn't visible on ships

If left empty, its design type will be Common, just like all vanilla hullmods, if you type in something here, hullmod will appear in new tab in refit screen

OP cost per ship size

Path to hullmod's script

Description you see in-game

Short description not used in game

Path to hullmod's icon
For this part you need to have already installed and setup an IDE and have CSV editor like Ron's Editor (Excel's default settings break Starsector's CSV files), without IDE you need to write imports yourself and you can't use some of hullmod's functionality.
All example code taken from More Hullmods

Copy any vanilla hullmod for basic structure and imports
Main methods:
It's used to change mutable stats of a ship (link stats list)

It's used on hullmods that do something in combat layer

It's used on hullmods that do something in campaign layer

It's used to import values to description, imported values get highlighted

Used to set incompability with other hullmods and ships

Allows you to write why you can't put this hullmod on this ship
Basic hullmod:

package:   path to scripts folder
imports:   stuff needed for script to work
Name of class should be same as file name of the script

example use of applyEffectsBeforeShipCreation method:

   public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
      stats.getProjectileSpeedMult().modifyPercent(id , SpeedBonus);
Description in hullmods.csv file:
Reduces ballistic weapon flux generated by %s. Reduces ballistic weapon damage by %s.
%s is used to import values from script

   public String getDescriptionParam(int index, HullSize hullSize) {
        if (index == 0) return Math.round((1f - FluxUsage) * 100) + "%";
      if (index == 1) return Math.round((1f - ROF) * 100) + "%";
        return null;
Index equals order of %s so first %s = 0 first %s = 1 second %s = 2 etc
Description in game:
Allow you to check ship's stats and change hullmod behavior depending on it:

    public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
        if (ship.getArmorGrid().getArmorRating() * MinArmor > maxminarmor.get(ship.getHullSize())){
            ship.getMutableStats().getMinArmorFraction().modifyFlat(id,maxminarmor.get(ship.getHullSize()) / ship.getArmorGrid().getArmorRating());
        }else {
For hullmods that do something in combat

This increases weapon rate of fire depending on flux level

   public void advanceInCombat(ShipAPI ship, float amount){
      if (!ship.isAlive()) return;
      ship.getMutableStats().getBallisticRoFMult().modifyPercent("Overcharged", ATKSpeedBonus * ship.getFluxLevel());
      ship.getMutableStats().getEnergyRoFMult().modifyPercent("Overcharged", ATKSpeedBonus * ship.getFluxLevel());
      if (ship == Global.getCombatEngine().getPlayerShip())
         Global.getCombatEngine().maintainStatusForPlayerShip("MHMods_FluxOverdrive", "graphics/icons/hullsys/ammo_feeder.png", "Overcharge boost", Math.round(ATKSpeedBonus * ship.getFluxLevel()) + "%", false);
maintainStatusForPlayerShip in combat:
Transfering data between frames:
For when you have to store data in combat layer.
All ships share same instance of hullmod, so they have same variables, which means that if hullmod changes variable while processing one ship, it's going to affect every ship with this hullmod currently deployed in combat. If you want to prevent this behavior you have to store data with following method.

   public void advanceInCombat(ShipAPI ship, float amount){
      Map<String, Object> customCombatData = Global.getCombatEngine().getCustomData();
      float ShieldStart = 0f;      
      if (customCombatData.get("MHMods_ShieldStart" + ship.getId()) instanceof Float)
         ShieldStart = (float) customCombatData.getCustomData().get("MHMods_ShieldStart" + ship.getId());
      [do what you need with stuff]
      customCombatData.put("MHMods_ShieldStart" + ship.getId(), ShieldStart)      
Preventing a hullmod from being put if conditions are met:
If conditions are met, hullmod can't be put on the ship

Disallow hullmod if ship already has Safety Overrides hullmod on it
   public boolean isApplicableToShip(ShipAPI ship) {
      return ship != null &&

This shows text if conditions are met (ADD PIC)
   public String getUnapplicableReason(ShipAPI ship) {
      if (ship.getVariant().hasHullMod("safetyoverrides"))
         return "Incompatible with Safety Overrides";
      return null;

How to prevent hullmod from being put on ship without a shield
   public boolean isApplicableToShip(ShipAPI ship) {
      return ship != null && ship.getShield() != null;

And explaination for ship that has no shield (ADD PIC)
   public String getUnapplicableReason(ShipAPI ship) {
      if ((ship.getShield() == null))
         return "Ship Has No Shield";
      return null;
Logistic hullmods
To make hullmod make properly count as logistic you need to:

Make hullmod class extend BaseLogisticsHullMod instead of BaseHullMod.

and add Logistics to uiTags in hull_mods.csv

Mods / Re: [0.9.1a] More HullMods 1.4.0
« on: September 21, 2020, 08:36:18 AM »
There's a hullmod that increases weapons strength vs armor, does this apply to all weapon types, or only ballistic?

It's does say projectile so probably balistic only.

nope its actually for all weapons (need to change description, apparently its not clear enough)

Mods / Re: [0.9.1a] More HullMods 1.3.0
« on: September 17, 2020, 01:05:48 AM »
I wouldn't use these tbh, its stolen content. But if you do, it probably only works on vanilla ships.

I used HME as example when i started to work on this mod, i left some unused HME script on first release, now all HME code is removed and all is 100% mine 0% stolen content. All hullmods should work on all ships.

Mods / Re: [0.9.1a] Ship Direction Marker 1.1.2
« on: August 23, 2020, 08:55:37 AM »
The Download Link points to an older version.
thanks for pointing it out, link changed for correct version

Mods / [0.95a] Ship Direction Marker 1.3.1
« on: August 15, 2020, 04:11:27 PM »
Requires LazyLib

Add marker to indicate current movement direction of player ship and target ship. Useful for ship with flicker.
you can toggle markers visibility, buttons can be changed in ini file,
default buttons:
for your ship marker "["
for target ship marker "]"
for all ships option " ' "
for fighters in all ships option"\"

-Add option to have marker on all ships
--off by default
--can be toggled with button bind to ' by default
--option to have marker on fighters
---can be toggled with button bind to \ by default
-buttons and default behaviors can be changed in ini fine
update for 0.95a

Now you can set custom colors for marker

add option to have marker in off state in start of combat by default, if you need marker only on some ships, and you dont want to press disable button each time

Add option to disable marker if game on pause, ON by default.

-added marker to targeted ship
-now you can toggle markers visibility,
buttons can be changed in ini file,
default buttons:
for your ship marker "["
for target ship "]"

Mods / [0.97a] More HullMods 1.12.0
« on: May 01, 2020, 11:23:17 PM »
Now 100% free of unlicensed assets.
(all HME assets has been removed)

20 Hullmods to expand your customization options. All of them obtainable through exploration.

List of hullmods:

Some Hullmods in action:
Unstable Shields
Hullfoam Dispenser

Change log
Flux Overdrive
- Bonus increased from 25% to 30%

Fuel Additive
- Maintenance increase reduced from 25% to 20%

Hullfoam Dispenser
- Now reduces at which point it starts to repair ship as hullfoam runs out to a minimum of 50% hull at 0 hullfoam

Integrated Armor
- Reworked
- Now increases minimum armor by 600% but reduces max armor by 50%

Missile Prefabricator
- Fixed it reducing ammo regeneration of build-in weapons

Stiff mounts
- Recoil reduction increased from 30% to 35%
- Turn speed reduction reduced from 15% to 10%
Added Smod bonusses to:
- Emergency Venting System
- Flux Booster
- Hyper Engine Upgrade
- Integrated Armor
- Missile Prefabricator
- Split Chamber
- Unstable Shields

Exploration Refit
- Maintenance and fuel usage reduction increased from 20% to 25%
- Remove effect reduction when installed with Efficiency Overhaul

Stiff Mounts:
- Reduces weapon's recoil by 30%
- Reduces weapon turn rate by 15%

Emergency Venting System
- OP cost reduced from 4/8/12/20 to 3/6/9/15

Exploration Refit
- Now also reduces reduces max fuel and cargo capacity by 15%.

Flux Booster
- Now makes engines fade to purple while boost is active
- Fixed crash on some ships

Hyper Engine Upgrade
- OP cost increased from 4/7/10/16 to 4/8/12/20

Hullfoam Dispenser
- Repair speed reduced from 2/1.5/1/0.5 to 1/0.8/0.6/0.4
- OP cost increased from 3/6/9/15 to 5/10/15/25

Torpedo Spec
- OP cost reduced from 4/8/12/20 to 3/6/9/15
- Speed bonus reduced from 35 to 30
- Maneuverability penalty reduced from 30 to 25

Flux Generator
- Generates flux while ship below 50% flux
- Can be used to get flux depending effects on ships with too much dissipation

- Add more hullmods to more factions

Updated several icons
Updated several descriptions

- Anti Armor Ammunition:
- - Armor penetration increased from 20% to 25%
- - Now reduces damage to shields by 5%
- Hyper Engine Upgrade:
- - Now compatible with Safety Overrides
- - Now active only at 5% flux
- - Fixed wrong speed in description

New Hullmods:
- Hullfoam Dispenser:
- - Slowly repairs hull in combat
- - Limited total repair amount

- Missile Prefabricator:
- - Turn reloadable missiles into limited ammo missiles, allowing for better performance in short combat

- Split Chamber:
- - More bullets, less damage per bullet
- - More DPS against shields, lower armor penetration

Bombardment Package
-Ground support increased from 10/30/90/120 to 25/50/100/150
-Now not compatible with Ground Support Package and Advanced Ground Support

Emergency Venting System
-Full rework
-When overloaded for more than 2 seconds reduce overload duration to 2 seconds
-Force vent when overload stops
-Flame outs ship when triggered
-OP cost 4/8/12/20

Flux Overdrive
-Now increases damage and flux cost instead of rate of fire

Hyper Engine Upgrade
-Changed speed formula from "(zero flux boost - (ship base speed/4)) + 10" to "(zero flux boost - (ship base speed/3)) + 20"
-Changes in formula results in more speed for slow ships and less speed for fast ships
-Maneuverability reduction while zero flux boost active removed
-OP cost reduced form 4/8/12/20 to 4/7/10/16

Integrated Armor
-Changed wording
-Now actually gives +5% min armor as it should instead of +10%
-OP cost reduced from 6/12/18/30 to 4/8/12/20

Torpedo Spec
-Health bonus increased form 10% to 15%
-Maneuverability reduction reduced from 40% to 30%

Weapon Inhibitor
-Now also reduces damage by 10%

Anti Armor Ammunition:
-Icon has been updated

Exploration Refit
-Now correctly reduces effect if installed with efficiency overhaul

Fuel Additive
-Fuel consumption reduction reduced from 25% to 20%
-Maintenance increase increased from 20% to 25%
-Icon has been updated

Torpedo Spec:
-Icon has been updated

Unstable Shields
-Time to get 100% stable increased from 3 to 6 seconds
-Now shield starts to get charge only after 3 second of being disabled

Weapon Inhibitor
-Now correctly reduces rate of fire for ballistic weapons

Anti Armor Ammunition
-Description clarified that it affect all weapons

Flux Booster
-Fixed description

Flux Overdrive
-Rate of fire bonus increased from 30% to 40%

Unstable Shields
-Damage taken reduction and increase increased from 25% to 30%

Voltage Regulation System
-OP cost reduced form 3/6/9/15 to 2/4/6/10
-Now unlocked by default

Weapon Inhibitor
-OP cost reduced form 3/6/9/15 to 2/4/6/10
-Now unlocked by default

Exploration Refit
-Reduced effect reduction if installed with Efficiency Overhaul from 25% to 20%
--This now doesn't affect sensor range bonus

Flux Booster
-Now always give speed boost for 3 second
-Now formula for bonus is (full bonus * flux when you start venting)
-Now Venting bonus reduced by 50% if Resistant Flux Conduits installed

Flux Overdrive
-Reduced OP cost from 6/12/18/30 to 5/10/15/25

Particle Accelerator
-Increased OP cost from 2/4/6/10 to 3/6/9/15
-Reduced projectile speed increase from 35% to 30%

Torpedo Spec
-Increased missile speed bonus from 20% to 35%
-Increased missiles maneuverability decrees from 25% to 40%

Unstable Shields
-Increased stable time from 2 sec to 3 sec
-Increased time to 100% instability from 8 sec to 9 sec
-Reduced recharge time from 4 sec to 3 sec

Voltage Regulation System
-Reduced OP cost from 5/10/15/25 to 3/6/9/15

Weapon Inhibitor
-Reduced OP cost from 5/10/15/25 to 3/6/9/15

-Emergency Venting System
changed description

-Exploration Refit
Added "All effects reduced by 25% if Efficiency Overhaul is installed"

-Flux Booster
Changed - now gives a large, but quickly disappearing speed boost

-Particle Accelerator
Projectile travel speed increase Increased from 25% to 35%

-Unstable Shields
changed description to be more clear
fixed "Color parameter outside expected range" bug

-Weapon Inhibitor
fixed incorrect description

-Emergency Venting System
OP cost changed from 10/17/24/38 to 8/16/24/40
removed jitter from shield

-Exploration Refit
OP cost reduced from 5/10/15/25 to  3/6/9/15
Sensor strength increase Increased from 25% to 50%
Maintenance cost reduction Increased from 15% to 20%
now also reduce CR recovery rate by 25%

-Flux Booster
OP cost reduced from 5/12/19/31 to 4/8/12/20
Venting rate increased form 10% to 25%
Maneuverability increase increased from 30% to 40%
Top speed  increase increased from 30% to 40%

-Hyper Engine Upgrade
OP cost reduced from 7/14/21/35 to 4/8/12/20
Maneuverability reduction reduced from 50% to 25%

-Integrated Armor
OP cost increased from 4/10/18/30 to 6/12/18/30

-Particle Accelerator
OP cost reduced from 5/10/15/25 to 2/4/6/10

-Unstable Shields
OP cost reduced from 10/15/20/30 to 3/6/9/15

-Voltage Regulation System
Range reduction reduced from 15% to 10%
Flux usage redaction increased from 15% to 20%

-Weapon Inhibitor
OP cost reduced from 10/15/20/30 to 5/10/15/25
Rate of fire reduction reduced from 15% to 10%
Flux usage redaction increased from 15% to 20%

>Anti Armor Ammunition
  OP cost increased from 3/8/13/23 to 5/10/15/25
>Bombardment package
  value increased from 10/20/30/40 to 10/30/90/120
>Emergency Venting System
  OP cost reduced from 10/18/26/44 to 10/17/24/38
  amount of charges changes from 2/3/4/5 to 5/4/3/3
  vent time increased from 0 seconds to 0.5 seconds
>Exploration Refit
  CR redaction increased from 20% to 30%
  now also reduces maintenance cost for 15%
>Unstable Shields
  OP cost reduced from 14/20/26/40 to 10/15/20/30
  minimum damage taken reduced from 0.5 to 0.75
  maximum damage taken reduced from 1.5 to 1.25
>Voltage Regulation System
  range reduction reduced from -20% to -15%
>Weapon Inhibitor
  now reduce rate of fire instead of damage
  now affect only ballistic weapons

Add hullmods to vanilla factions and some modded factions

Add Version Checker Support
Scripts minor adjustments

SarenSoran beta tester, desc and balancing
King Alfonzo unstable shield desc (sorry Alfonzo i use new one)
Avanitia balancing and descriptions
Phoenix original idea and some of the (now removed) scripts used as reference
If you like what I am doing and what to support me.

reticle doesn't drawn if you use not your flagship (nvm traumtanzer bugs some effects)

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