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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Uomoz

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16
General Discussion / Re: Starsector Repo - Starsector Modding Repository
« on: January 13, 2020, 08:16:30 AM »
My plan is to add most of the mods I can find myself (giving full credit and "ownership" of the page to the modmaker of course) and give off the mod edit page ownership if the mod owner wants to control the process himself.

17
General Discussion / Re: Starsector Repo - Starsector Modding Repository
« on: January 13, 2020, 06:25:29 AM »
Login wouldn't absolutely be necessary :).

18
General Discussion / Re: Starsector Repo - Starsector Modding Repository
« on: January 13, 2020, 05:23:31 AM »
Hi,

well it would be easy to bookmark to mods, receive updates via email periodically if necessary, set up easy ways to have mods requirements fulfilled etc. It's not something I want to make to replace anything already existing. I wouldn't personally use Discord to download a mod, I'd love to have it properly documented on a proper website. It would be properly set up for SS, so it would have tags and categories specifically made for SS. I want to set up a way for the system to upload data for spaceships and such automatically from the mod files so you could have an online resource/DB with all the stuff of the mods you are subscribed to.

I have plenty ideas :)

19
General Discussion / Starsector Repo - Starsector Modding Repository
« on: January 13, 2020, 04:03:12 AM »
Hello everyone,

I'm developing a small sideproject to test a few new things for myself and I decided to make a Mods/Package repository for Starsector, with features like bundle packaging and proper tagging in mind.

For Modders:

You can let Starsector Repo make your mod available to download/tag/etc including a small snippet of code in the main post of the mod forum thread.

The system automatically checks the forum post of each mod and finds the download link/images etc by default, but everything the crawler does can be customized by the configuration code.

By default your mod WON'T be included in the repo. You need to add the repo_crawl = true configuration to allow the repo to interact with your mod.

Here's the base configuration. The only needed part for each config are the anchor tags and their content. The only required config is repo_crawl and it must be set to true.

Just add all or some of the code below in the main post of the mod forum thread and you are done!

Code
[color=transparent][size=1pt]
[anchor=repo_crawl]true[/anchor] Choose if Starsector Repo should crawl this page or not. [Default]: false. [Optional]: NO
[anchor=repo_category]mod[/anchor] Choose one between totalconversion, mod or utility. [Default]: Mod. [Optional]: YES
[anchor=repo_tags]exampletag1,exampletag2[/anchor] Mod tags separated by a comma. for the full list of possible Tags see http://fractalsoftworks.com/forum/index.php?topic=17654.0. [Default]: N/A. [Optional]: YES
[anchor=repo_title]Title[/anchor] Overrides the title/name found in the mod_json/version files. [Default]: Parsed from version or mod_json file. [Optional]: YES
[anchor=repo_abstract]Lorem ipsum dolor sit.[/anchor] Overrides the description found in the mod_json file. [Default]: Parsed from the mod_json file. [Optional]: YES
[anchor=repo_image]https://www.example.com/image.gif[/anchor] The main mod image (I like a gif here). [Default]: Parses the page for cool images. [Optional]: YES
[anchor=repo_config]data/exampleModConfig.json[/anchor] Specify the config file location of the mod in the main mod folder so it can be edited before downloading it from the repository. [Default]: N/A. [Optional]: YES
[anchor=repo_changelog]Lorem ipsum dolor sit.[/anchor] Specifies the changelog for the latest version. [Default]: N/A. [Optional]: YES
[anchor=repo_link]https://www.example.com/link-dl.zip[/anchor] The current version download link (must be direct). [Default]: Parses the page for probable download links. [Optional]: YES
[/size][/color]

Cleaned up for final implementation:

Code
[color=transparent][size=1pt]
[anchor=repo_crawl]true[/anchor]
[anchor=repo_category]mod[/anchor]
[anchor=repo_tags]exampletag1,exampletag2[/anchor]
[anchor=repo_title]Title[/anchor]
[anchor=repo_abstract]Lorem ipsum dolor sit.[/anchor]
[anchor=repo_image]https://www.example.com/image.gif[/anchor]
[anchor=repo_config]data/exampleModConfig.json[/anchor]
[anchor=repo_changelog]Lorem ipsum dolor sit.[/anchor]
[anchor=repo_link]https://www.example.com/link-dl.zip[/anchor]
[/size][/color]

Absolute Barebone Config, but perfectly working:

Code
[color=transparent][size=1pt]
[anchor=repo_crawl]true[/anchor]
[/size][/color]

Possible Tags (WIP, just for test, they will be changed/deprecated soon)

General:
Code
graphics,configurable,humorous,vanillafriendly,missions,library,devtool
Campaign:
Code
campaignfeatures,secrets,factions,quests,industry,planets,starsystems
Combat: 
Code
combatfeatures,ships,weapons,hullmods,shipsystems

WIP interface


20
Mods / Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
« on: December 27, 2019, 07:40:23 PM »
Nice

21
Modding / Re: "The Infrastructure" [mod]
« on: May 29, 2017, 05:02:13 PM »
Cool idea! Good luck with the learning!

22
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 21, 2017, 01:28:47 PM »
Installing right now. Also streaming. Will be fun!

23
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: December 04, 2016, 04:10:47 PM »
SS 2.0! Thanks Alex :)

24
87 days, 15 hours and 37 minutes.

25
Blog Posts / Re: Fighter Redesign
« on: August 27, 2016, 04:28:27 AM »

Recall Device... mhh. Mayyybe something to force fighters to dock for repairs? Don't know if that would be useful, though.


Maybe a teleportation device to immediately call back all the fighters?

26
Mods / Re: Project Titan
« on: August 12, 2016, 04:37:27 AM »
I was actually thinking about getting back to this :D

27
General Discussion / Re: Anyone else miss old Starfarer?
« on: June 12, 2016, 12:01:52 PM »
I don't miss the old game at all, but I do miss Uomoz's Sector and its modified Omnifactory. The one with the neat blueprint and scrap mechanic.

Another ancient mod I quite liked was the Shadow Order. Pretty overpowered, but still.

Oh and Tore Up Plenty of course. Though that one's probably gonna get updated at some point.

Thanks! :)

28
Lore, Fan Media & Fiction / Re: Starsector Streaming Channels
« on: March 09, 2016, 01:04:05 PM »
Updated via request

29
General Discussion / Re: Update on the Update
« on: October 06, 2015, 08:33:31 PM »
From and including: Monday, February 16, 2015  (release date of 0.65.2a)
To and including: Tuesday, October 06, 2015 (present day of post)
Result: 236 days (total days since)

i updated the clock above in the quote. someone poke alex to see if hes even alive.

Alex blogged the progress like 3 days ago, go check it out in the appropriate section :)

30
Blog Posts / Re: Expanded Battles
« on: October 02, 2015, 05:44:57 PM »
For situations like the above maybe there could be a "scramble fleet" option at the start of combat that costs a ton of CR/autodeploys everything but allows us to fight just the original fleet, no allies or enemy support.

Hmm, maybe. On the other hand, this is a "get out of jail for (not) free" card, where there's already an option to do that where you just play out the escape. This feels like yeah, it'd add a choice, but it's a muddy choice because the two options feel similar.

Hmm, retreat is "I can't win this, so I have to escape with as much of my fleet as I can", whereas I would see scrambling as "I can only win against the foe I'm currently facing, and am willing to fight them at a disadvantage to do so before their allies arrive". Retreating would be best for fast fleets, scrambling for powerful ones. Right now a slow fleet is dead if they have to run from an opponent they can't defeat, and that will become more common once fleets can gang up on you. This would give them an option that allows survival.

If scrambling your fleet also blocks retreat for your side (lore-wise it could be explained as attempting to punch through the enemy fleet before their allies arrive, so you're effectively surrounded once battle starts), the two options become even more distinct.

On the other hand one can say that giving a big player-owned fleet an actual threat to think of in the late game is actually a good idea!

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