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Mods / Re: [0.95.1a] Better Deserved S-Mods 1.5
« on: May 11, 2022, 09:26:02 PM »Is it safe to replace the old version in an ongoing save?Always!
Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)
Is it safe to replace the old version in an ongoing save?Always!
-5% flux generated by missiles... what? thats quite possibly the most minimal improvement of any of the mods nowI knew I forgot something, thanks for the catch! Will re-update soon!
Thank youSince all the files are in their uncompiled form, you could edit the text directly within the data.hullmods as well as the hull_mods.csv. I'll look into using external text but I am unfamiliar with it for the time being.
And have you considered using external text? I found some problems during the translation process, for example, the original S-mods description were replaced by English, but I can only edit the text added by the mod, couldn't change those original descriptions that changed back to English
Really love the idea of changes. Btw, could I post your mod to Chinese Starsector forum? I'll keep the author information and original link.Of course you can!
It feels really weird that Expanded Missile Racks doesn't have a S-mod effect, to the point I initially thought I had a mod conflict.Expanded Missile Rack is powerful enough to not require an S-Mod Bonus.
Perhaps something like doubling the rate at which missile recharge (should only affect the Pilum in vanilla, but it feels better than nothing)?
I'm seeing built-in hullmods that don't have the S-mod bonus, and can't acquire it.
Is that intentional?
You may go into setting.json and set BuiltInSMod to true. This is left false by default because it would buff some ships with built-in mods.I'm seeing built-in hullmods that don't have the S-mod bonus, and can't acquire it. Is that intentional?
Yes. Built In is a step below S-Mod. [HM [BI [SM]]]
Found a small bug:
Armoured weapon mounts description has the values for recoil and armour swapped before s-modding (that is, it says 25% armour instead of 10% armour, and 10% recoil instead of 25% recoil)
Found what I think is a bug, if you s mod hardened subsystems the 50% increase from the base mod is replaced with the 30 flat second increase from the s mod, easily fixed by adding stats.getPeakCRDuration().modifyPercent(id, PEAK_BONUS_PERCENT); to the s mod portion of the code
Thanks for making this mod, its a good idea and makes using a story point alot more impactful.Thank you! Please redownload!
I tried the mod out and found out that Militarized Subsystem doubles ship supply consumption, is this intended?An accidental edit which will be fixed promptly.
Might be a strange question but these S mods are for the human player only yes?If AI can use S-Mods, they get the same benefits here.
Good day, thanks for the mod.1. I have only plans to expand the mod to vanilla hullmods that are lacking in OP when S-modded (Roughly 30 OP accordingly). Only Adaptive Phase Coils and Ballistic Rangefinder will be added for the next update. The logistic hullmods are difficult to expand since they're a go-to on logistic ships already.
1 Are there any plans to expand the mod to all hullmods? Expanding payload / fuel capacity / sensor array?
2 Are there any plans to hullmods other modders? I understand that it is probably not always easy to agree, but for a simple user it would be very exciting.
Seriously, what you did with Better Deserved S-Mods, which I had a chance to look at all the screenshots of just recently, is very impressive, and it's an elegant approach. The idea of making cheaper s-mods more appealing by giving them better s-mod effects is just *chef kiss*.
(And, ah, I'd hate to step on its toes! I mean, I can't exactly not do things in vanilla for fear of duplicating mod functionality - but it'd still feel bad - which, if we're honest, is a large part of the reason I don't generally delve into mods too deeply.)
It seems to me that the solution here is to change how S-mods work. Instead of making them free, they improve what the mod does. Hardened Shields for example, as an S mod, still costs normal OP but might grant a slight decrease in flux per damage over the normal, or maybe just extend the shields a little bit.
I'll just say two things here!
1) I don't think that "you generally only build in the most expensive hullmods, and they tend to be the same couple of hullmods" is particularly a *problem". It might be more interesting if this wasn't the case, but it's also not actually a negative that it currently is.
2) I really, really, like this idea, whether or not that'd be coupled with also making the mods free or not.
I do have a question though. Is there any chance that this mod could include hull mods from other mods? With permission, of course.
For some reason Adjusted Sector also modifies(?) Heavy Armor, no idea why, the .java files in AS and base Starsector are identical (I also know nothing about coding so...). So Better Deserved Smods looks to be incompatible with Adjusted Sector but only for the Heavy Armor changes.I do not know why that is the case if there is no difference, you could bring it up with the author of Adjusted Sector!