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Modding / Re: [0.9.1a] Placeholder 0.2
« on: February 13, 2021, 08:19:48 PM »
I never knew I need this mod in my life. Amazingly done, truly impeccable and ingenious.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Im liking the mod but i do have a couple of questions
1. What is the persuasion rate for Officers? It seems very low
2. How does one actually change the rate? I dont see like a setting/config for it in the mod files.
The persuasion rate changes based on level. A level one novice is almost certain to be successfully broken, while you have around a 5% chance to break a level 20 veteran. There's currently no config setting to change this but I can add one if there's sufficient interest.
changeCodetoindustry.getDemand(Commodities.VOLATILES).getQuantity().modifyFlat(id + "-2", 0);
Code"" denotes a string (also called text) in java. You just modified the id by adding a "-2" to it, while the actual modifier was 0.industry.getDemand(Commodities.VOLATILES).getQuantity().modifyFlat(id, -2);
consider using an IDE; it will make your life easier.
package data.scripts.campaign.econ;
import com.fs.starfarer.api.campaign.econ.Industry;
import com.fs.starfarer.api.impl.campaign.econ.BaseHazardCondition;
import com.fs.starfarer.api.impl.campaign.ids.Commodities;
import com.fs.starfarer.api.impl.campaign.ids.Industries;
import com.fs.starfarer.api.util.Misc;
public class amfuel extends BaseHazardCondition{
private final int FUEL_BONUS=2;
public void apply(String id) {
Industry industry = market.getIndustry(Industries.FUELPROD);
if(industry!=null){
industry.getDemand(Commodities.VOLATILES).getQuantity().modifyFlat(id + "-2", 0);
}
industry = market.getIndustry(Industries.FUELPROD);
if(industry!=null){
if (industry.isFunctional()) {
industry.supply(id + "_0", Commodities.FUEL, FUEL_BONUS, "Central Fuel Production");
} else {
industry.getSupply(Commodities.FUEL).getQuantity().unmodifyFlat(id + "_0");
}
}
}
runcode Global.getSector().getStarSystem("System Name").autogenerateHyperspaceJumpPoints(true,true)
// the first true statement is for Gas Giants
// the second true statement is for generating Fringe Jump Points
Is this mod compatible with [0.9.1a] Planetary Shield: Access Control (1.2) ?
Dumb question here but can I use this portrait mod in conjunction with another portrait mod? Will this cause compatibility issue?
Usually - no. But some people reported slow behavior in some situation (like character creation) if too many portraits are in a game. However this takes no (or minor) effect on general gameplay, and require more than couple portrait pack installed.