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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - JAL28

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16
Does anyone know how to make a module turn around properly? I tried putting axial rotation and anchor rotation on it but it refuses to turn around like the shield modules on high tech stations

also how to make ship visual appear before obtaining a ship? like how bar missions do it, preferably without using mem flags

17
Mods / Re: [0.95.1a] Diktat Enhancement 1.2.0f
« on: March 16, 2023, 06:37:48 AM »
Thought you should know: Diktat Enhancement is now incompatible with Industrial Evolution.
Yeah I know exactly what is happening here, will be fixed in next update alongside a plethora of other bugs

I forgot to proofcheck for DE lite mode and it's trying to add stuff to a nonexistent Andor

18
how do I make a hullmod apply an effect only to weapons of a certain size?
eg. apply a range and damage buff to only mediums and debuff smalls

19
Modding Resources / Re: Kitbash Database
« on: February 18, 2023, 07:43:27 AM »
The weaponless eradicator on the database has far more weathered plating than the vanilla one, so here's one with more conventional, clean plating:
Spoiler

[close]

20
Mods / Re: [0.95.1a] Diktat Enhancement 1.2.0e
« on: February 12, 2023, 05:07:55 AM »
how do i get rid of the lobster content?
If you go to the data/world/factions folder and look into the pirates and lions_guard faction files you can remove homarus and langusta from spawning(will not remove them from bps, and there is no way to remove them entirely without crashing)

nephrops and metanephrops are somewhat more difficult, you will have to go into data/scripts and enter DE_ModPlugin and find the lines of code that give diktat the bp and comment or remove them(comment preferable incase something breaks), they should be nearer to the top of the file

Is there a way to actually remove the "Patriotic Fervor" modifier from Diktat planets in an ongoing save?
Some sort of project in game, or through config editing?
I don't believe there's a way to get rid of the modifier other than decivving the planet(I believe it should go away by then), though I'll go put that in the bucket list and maybe I'll add a better way of removing that modifier when I have time

21
Is there a way to prevent a specific ship and it’s bp from generating in salvage/as derelicts during a new game start as part of a settings.json Boolean?

22
Is there a way for a shipsystem to automatically regenerate ammo for ballistic/ammo weapons constantly while it is activated? I know that there is missile auto forge for missiles but there doesn’t seem to be code connected to it so I’m not sure what to do here.

23
Is it possible for a shipsystem to instantly kill a ship after its activation uptime runs out? Bonus if it can make it unrecoverable

I know there are stuff like the Titan or IEDs that can explode but those don’t seem to be timer based or otherwise don’t seem to work for some odd reason

24
Is there a way to give a ship a hullmod that changes the damage types of the weapons on it? Also if there is a way to change the hullmod dynamically without making it a modular

(eg. a hullmod on a ship that changes weapon types on it from energy to HE; and can be switched to kinetic or frag, or back to energy)

25
How do I make a rule/condition that displays the amount of times it’s been chosen? For example a value that adds 1 to itself every time you complete an interaction and can be shown again in a text box(like how many times you've done it).

26
Mods / Re: [0.95.1a] Diktat Enhancement 1.1.1e
« on: August 05, 2022, 09:25:36 PM »
I'm trying to find the Immigration Station and the L4 Asgard complex, but I they don't seem to show up on the map. Did I do something wrong?

Hi Terran Allias, that is definitely a bug. I already knew about it and the Discord releases should be okay but it seems I forgot to patch them on the forum release. I’ll try to release the updated bug-free version on the forums when I have time sometime today.

Until then, if you have Discord, it is recommended to grab the latest DE release from the unofficial starsector discord and start a new game, as changes don’t apply on existing saves.

EDIT: It should be fixed by now as long as you update and then start a new save. Plus the forum update should be updated to the latest version by now.

27
I don't really know what is wrong with this code:

(It's supposed to delete an entity and replace it with a similar entity in the same location with a unique marketplace data)

Spoiler
        // Replacing Drakon with Ravaryea analogue
        LocationAPI hyper = Global.getSector().getHyperspace();
        String amazing = "mamamia"; // 11000, -7500(Naraka), -4400,-4500(Askonia) +- 200
        for (SectorEntityToken e : hyper.getAllEntities()) {
            if (e.getLocation().x > -4200 && e.getLocation().x < -4600 && e.getLocation().y > -4300 && e.getLocation().y < -4700) {
                amazing = e.getId();
            }
        }
        Global.getSector().getHyperspace().removeEntity(Global.getSector().getEntityById(amazing));
        system.removeEntity(Global.getSector().getEntityById("drakon"));
        PlanetAPI drakon = system.addPlanet("drakon_fortress", system.getStar(), "Drakon", "terran-eccentric", 280, 150, 12000, 1000); //formerly 450 and 650
        if (!isPAGSM) {
            drakon.setCustomDescriptionId("planet_drakon_fortress");
        } else {
            drakon.setCustomDescriptionId("planet_drakon_fortress_PAGSM");
        }
        MarketAPI drakon_fortress_market = addMarketplace(
                "sindrian_diktat",
                drakon,
                null,
                "Drakon",
                5,

                new ArrayList<>(
                        Arrays.asList(
                                Conditions.POPULATION_5,
                                Conditions.HABITABLE,
                                Conditions.VERY_COLD,
                                Conditions.DARK,
                                Conditions.FARMLAND_ADEQUATE,
                                Conditions.ORGANICS_PLENTIFUL,
                                Conditions.VOLATILES_DIFFUSE,
                                Conditions.OUTPOST
                        )
                ),

                new ArrayList<>(
                        Arrays.asList(
                                Submarkets.SUBMARKET_OPEN,
                                Submarkets.SUBMARKET_STORAGE,
                                Submarkets.SUBMARKET_BLACK
                        )
                ),
                new ArrayList<>(
                        Arrays.asList(
                                Industries.POPULATION,
                                Industries.SPACEPORT,
                                Industries.PATROLHQ,
                                Industries.MINING,
                                Industries.FARMING,
                                "commerce",
                                Industries.ORBITALSTATION,
                                Industries.GROUNDDEFENSES
                        )
                ),
                //tariffs
                0.18f,
                //freeport
                false,
                //junk and chatter
                true);
        drakon.setMarket(drakon_fortress_market);
        drakon.getMarket().getIndustry(Industries.POPULATION).setSpecialItem(new SpecialItemData(Items.ORBITAL_FUSION_LAMP, null));
        Misc.setAllPlanetsKnown(system);
[close]

The market seems to spawn deformed; it fails to spawn conditions properly(no effect on hazard, or fail to show up on market screen) and has no admins or people on its comms boards. Does anyone know what's up?

28
Suggestions / Actually do the TODO stuck in Penelope Star’s code
« on: July 22, 2022, 09:41:14 PM »
Apparently there’s been a TODO on Ithaca for like 6 years that claims that it could potentially get abandoned infrastructure or something like that. So I believe that this TODO should actually be worked on or if not at least give a reason for why it was never worked on.

Hell, maybe even tie it into new update lore. I dunno.

29
Is there a way to make a missile not disappear when hitting shields/fighters? Also optionally how to make a missile bypass shields entirely?

For example, the missile moves to fighter 1 and hits it, but it’s still alive and can move on to target fighter 2.

30
Modding Resources / Re: Kitbash Database
« on: July 20, 2022, 08:21:15 AM »
will this be updated for 0.95.1a ships/update of midline stuff?

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