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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 - Nicke535

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31
Mods / Re: [0.9a] Sylphon RnD 0.9.2
« on: December 23, 2018, 01:22:46 AM »
I just wish I didn't update this mod.
If an update breaks a save please make a noticeable notice next to the download button.
Now I lost days/weeks of my life because the save game won't load again.
Now I kinda lost motivation to start all over again where I left off.
/...


Adding some fancy new things and removing some things that weren't really needed anymore.

this patch will break saves due to removals

Download can be found in the first post as always
…/
I consider that pretty clearly labelled. Sure, it could have been red-colored too, but the info was clearly there.

32
Look at the Sylphon's Tarima shipsystem. It works as long as the built-in weapons are of a different weapon type compared to the rest of the weapons; it involves some *** with cooldowns combined with increasing beam flux cost to 999999 times its normal value, prohibiting it from firing for even a single frame and thus not being able to charge up at all.

33
Mods / Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
« on: December 03, 2018, 01:21:46 PM »
So? They're loading screen tips. Loading screens kinda ensure you know you're playing a video game by definition. Crying "my immersion" over some quips you'll see for all of a couple seconds while your game is currently reinforcing that it is, in fact, a game is pretty special, guys.
Having something be "immersion breaking" for reasons such as, say, reminding you to drink water or having a joke not fitting for the Starsector lore isn't the problem here, in my opinion. That's of course subjective as well, but that's not something I'm going to comment on further.


What I do have a problem with, however, is "game tips" actively pushing political agendas (and being quite bloody accusatory to add). We don't get the mod to hear your bloody stance on anarchism, nor to hear you accuse all police forces of the world for outright corruption. I don't ask you to stop feeling like that, nor to stop saying it. But I find it more than just a bit distasteful to put that form of content in a mod.

34
@MShadowy
not sure what the issue in the first code piece would be. However, the second code piece fails as you're not getting all the markets in play; you're getting a copy of all markets in play (thus why it's named .getEconomy().getMarketsCopy()). Modifying these copies won't actually affect the markets themselves; they are intended as read-only.

As for the issue with not getting the planet, could that be due to spacestation-esque markets? GetPlanetEntity might return null in those cases, though I haven't tested it thoroughly so I might be wrong on that part.

35
Mods / Re: [0.9a] Sylphon RnD 0.9rc2
« on: November 23, 2018, 08:46:29 AM »
So uh, you remember that bug with the smoke rendering above the purple outline? Yeah its doing it again.
I'm unfortunately aware. Now it actually does this on my device as well, due to switching over to a new render script. I'm currently working on figuring out a solution for it.

36
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 16, 2018, 03:09:01 PM »
Not sure if it's just on my device, but after a clean install of 0.9a (with hotfix) weapons no longer show when damaged visually (or via text [the option for that is turned on, I tried both on and off but neither had an effect]). The sparks and damage overlays simply don't appear.

The "disabled" sound does, though, which tells me the weapons are, in fact, being disabled properly

Engines do not have this issue.

37
Modding / Re: Custom Trail Script (IMPORTANT INFO UPDATE)
« on: November 16, 2018, 07:17:58 AM »
The Custom Trail Script is no longer available, in preparation for 0.9 re-release. All the Custom Trail functionalities will be baked into MagicLib; the "loose" script is as of Starsector 0.9 declared deprecated. Up until the release of Starsector 0.9, the script is still available to use (but not available from this thread as I want to reduce the spreading of the loose script in the 0.9 modding scene as much as possible).

There are multiple reasons for migrating the script in this manner, but here are the three primary ones:
  • Performance improvements for the end-user
  • I can now add new content to the script more often than "each major Starsector update"
  • I can now bug-fix the script, should need arise, without forcing other modders to re-write their implementations

Anyone who wants to spawn these custom trails will have to use MagicLib from this point onward. I apologize for the inconvenience this may cause, but am convinced that it will overall improve this script as it can now receive ongoing support and improvement.

38
Modding Resources / Re: [0.8.1a] LazyLib v2.3 (released 2018-11-12)
« on: November 13, 2018, 06:38:51 AM »
Nice! A lot of good improvements across the board, and quite a lot of practical additions as well. Definitely gonna try and put this to use as soon as I can.

39
Currently playing with the latest Sylphon RnD (0.8.2a), I just got another crash. It happened at the beginning of a battle. My ships where moving towards the middle of the battlefield and had not yet started to fight.

I had an AI controlled Seresvalla in my fleet, and it was using its system - uselessly, because all ship's flux was at 0. Doing so  I think its own flux reach the maximum (or almost), then the game crashed.
...I have no idea how I missed that. The entire code was inverted during the last "fix", making it even less reliable than before. This'll be hotfixed within short. Sorry for the inconvenience.

40
Modding / Re: addPermaMod isn't very permanent
« on: October 27, 2018, 01:14:41 PM »
Huh. What do you know, I was indeed missing something. Alright, that makes things a lot easier.

41
Modding / addPermaMod isn't very permanent [SOLVED]
« on: October 27, 2018, 10:06:29 AM »
As mentioned in the title: any hullmod added via ShipVariantAPI.addPermaMod() seems to have the bad habit of disappearing every time the campaign is re-loaded (so back to main menu and into the same campaign again, or quitting the game entirely and loading a savegame). I presume this isn't intended behaviour, but I might be missing something, here.

42
This is indeed related to Sylphon RnD. I've fixed this issue in the next version; for now, try avoiding to field the Seresvalla, as it is the reason behind the crash. It's not guaranteed to trigger with a seresvalla in the battle, but it's guaranteed to not trigger without one.

43
...or better yet, to the nearest point on its collision bounds
LazyLib has a function for this using CollisionUtils.getCollisionPoint(), which takes in two Vector2f (acting as start and end of a line) and a combatEntityAPI. It returns the first hit location the line would hit on the collision bounds of the target.

44
Suggestions / Re: API request thread (please read OP before posting!)
« on: August 29, 2018, 03:54:30 AM »
Yep, how it works already, with the addition of CoreUITradeMode as a parameter :)
Nice, good to hear.

45
Suggestions / Re: API request thread (please read OP before posting!)
« on: August 28, 2018, 09:01:14 AM »
BaseHullMod.isApplicableToShip(ShipAPI ship, MarketAPI market)
BaseHullMod.getUnapplicableReason(ShipAPI ship, MarketAPI market)

So alternate versions of the existing functions, this is for getting which MarketAPI a hullmod is being mounted at, if any (inspired by this twitter post, since it confirms that certain hullmods needing a drydock is going to be a vanilla feature). Alternatively, these functions could give the SectorEntityToken where the hullmod is installed, if that is easier (since that would allow getting the market via SectorEntityToken.getMarket, and would not need to return Null for in-flight hullmod mounting)


This would allow some special structures/markets which allows special hullmods to be mounted.

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