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Modding / Re: Misc modding questions that are too minor to warrant their own thread
« on: June 04, 2021, 04:21:49 PM »IIRC it's already set to "hiddenEverywhere" so shouldn't show up!That is great to hear.
Thanks for help.
Cheers.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
IIRC it's already set to "hiddenEverywhere" so shouldn't show up!That is great to hear.
Thanks. That is what I was looking for.Any way to reduce radius or strength or both of explosion of disabled/destroyed ships?
You could give ships the built-in "reduced_explosion" hullmod, or you could write a script that does this dynamically so you don't have to do it to every hull. See ReducedExplosion.java for the relevant stats.
How to add extra industry or structure to a existing market as a mod?I suspect the econ files aren't merging properly; since the entries in star system economy JSONs don't have IDs (they're just placed in an array), the market is being duplicated instead of overriden.
Or change their faction allegiance?
I am taking about modifications that affect campaign start.
I know how to add it by modifying the files in main game folders(and it works well) but when I try to make it a separate mod(by taking file, add extra stuff) then I get wild results.
Like when switching faction ownership say from Path to pirate it still show as Path on big map and still spawn Path fleets instead of pirate one.
If any industry/structure is added it drop both production and accessibility to zero.
You can use the replace tag in mod_info.json (look at Archean Order for an example) to make the game not load the vanilla JSON for the system, so only your file takes effect. The other way is to do the modifications to the market in code.
How to add extra industry or structure to a existing market as a mod?
Or change their faction allegiance?
I am taking about modifications that affect campaign start.
I know how to add it by modifying the files in main game folders(and it works well) but when I try to make it a separate mod(by taking file, add extra stuff) then I get wild results.
Like when switching faction ownership say from Path to pirate it still show as Path on big map and still spawn Path fleets instead of pirate one.
If any industry/structure is added it drop both production and accessibility to zero.
That's going to need more detail as to specifically what you're doing and what you expect the results to be!Also the Galatia system is missing from econ folder.
That's not a question But: the colonies there get added to the economy by code. See TutorialMissionEvent.endGalatiaPortionOfMission()