Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - nathan67003

Pages: 1 ... 13 14 [15]
211
Modding / Re: How to declare blueprints?
« on: July 15, 2021, 07:15:22 AM »
I'll try and see if a blueprint package could work, just for the thought of it.

EDIT: Nvm, you need to first have an item that has a blueprint...

212
Modding / Re: How to declare blueprints?
« on: July 14, 2021, 08:29:20 PM »
Tried; no indication it worked as far as I could determine with ConsoleCommands. Short of playing for X hours with it tagged rare_bp until I find one, I've no clue how to verify it.

As far as I can tell, I have to create a new bp subsystem for items that aren't ships, weapons or figher wings.

213
Modding / Re: How to declare blueprints?
« on: July 14, 2021, 07:25:32 PM »
That might work, but I have absolutely no idea how to test it/give myself the item to make sure it's working, as I don't know the id it would have (it wouldn't be ship_bp, weapon_bp, wing_bp or industry_bp).

214
Modding / Re: How to declare blueprints?
« on: July 14, 2021, 04:44:35 PM »
So I've tried just adding the tag and it didn't work. If what I'm getting from my attempts at using ConsoleCommands to add the bp item to my inventory is correct, there's no _bp that exists for special items (ex. corrupted_nanoforge) or commodities (ex. alpha ai core).

So, uh, how would I go about making such a thing as special_bp?

215
Modding / Re: How to declare blueprints?
« on: July 14, 2021, 03:28:59 PM »
Oh and just noticed your question about custom production; ideally I'd shove it into a new tab and it'd work like it does with any ship, weapon, etc.

216
Modding / Re: How to declare blueprints?
« on: July 14, 2021, 03:25:14 PM »
Unorderable? As in it's impossible to acquire?

217
Modding / Re: How to declare blueprints?
« on: July 14, 2021, 03:18:12 PM »
Oh, so just the same way you add tags to ships and weapons? So if I didn't want the blueprint to drop on exploration or raiding I'd do no_bp_drop as the tag in special_items.csv? Or would it be no_drop?

To be more clear, I want the blueprint item to exist but to not be obtainable via salvage or raiding.

218
Modding / How to declare blueprints?
« on: July 14, 2021, 02:51:33 PM »
I've used a small portion of a tutorial and was able to do the mod_info.json easily, but I want to make a bunch of blueprints (not blueprint packages) for a dozen or so items and I can't figure out how to do it from the tutorial. Could anybody point me to (or show me) an example?

The tutorial showed how to do it for a blueprint package, which involved a settings.json to point to the package graphics and a specialitems csv to set up the package's properties.

EDIT: Just checked the wiki and it only talks about ship, weapon and fighter wing blueprints (and mentions industry blueprints, but says nothing more so I don't even know what those are), which doesn't really help in my case (I want to add blueprints for alpha, beta and gamma cores as well as for all special items (ex. soil nanites)).

219
Modding / Re: Modding idea: utter luddite needs some guidance
« on: July 14, 2021, 01:57:36 PM »
Sure hope I didn't come off as impolite, certainly wasn't my intention.

Duly noted everything, though. Thanks a lot!

220
Modding / Re: Modding idea: utter luddite needs some guidance
« on: July 14, 2021, 10:02:50 AM »
Yeah, that's what I wanna do, make you able to produce nanoforges at the usual credits/month limit of your heavy industry.

221
Modding / Re: Modding idea: utter luddite needs some guidance
« on: July 14, 2021, 08:23:49 AM »
Would it be possible to add it as a main "landing menu" option? Kind of how when you want to modify a star's hyperfield or repair your ships at a dockyard, except the conditions would be 1) is player's colony 2) has heavy industry 3) has unresearched Special Item 4) has Alpha Core in cargo or local storage.

The production aspect, if possible, would be to use custom production like one usually does for ships and weapons.

EDIT: I cannot for the life of me figure out how to add single-blueprint items. The only tutorials I found add blueprint packages.

222
Modding / Modding idea: utter luddite needs some guidance
« on: July 13, 2021, 06:31:09 PM »
Hello!

I want to create a (probably small?) mod. The mod would allow the player, at the (temporary) cost of one Alpha Core, a Special Item and a cycle (365 days) to reverse-engineer a blueprint for said Special Item at one of his colonies that has Heavy Industry.

Is this even possible? How would I get around to it? Where do I even start? (I checked the modding resources and some linked tutorials, but they basically all focus on ships, so I'm still at a loss...)

Thank you for your time!

223
Sweet, exact response I was looking for. Tyvm!! ;D

224
Hello, hello; just popping by to check a thing. Beyond level 20, I'm not restricted to the exclusive binary choices for skills, correct? For instance, I could take both of the level 1 combat skills without issue instead of having to choose one or the other.

Thank you for your time!

Pages: 1 ... 13 14 [15]