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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 - AdmiralRem

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16
Thank you so much! This is really helpful. I was apparently WAY off and now realizing there is a lot more to it than I thought. I’ll have to just start from scratch I guess. Man I wish I just had someone who knew what they were doing over my should for just one ship! Anyways I appreciate it. Oh and when I opened the data file I’m always sure to return it as normal and not alter and save. It’s just what the tutorial suggest…. I think.
Do you Discord? From this page: https://fractalsoftworks.com/forum/index.php?topic=11488.0 there is a link https://discord.gg/a8AWVcPCPr which adds you to the unofficial discord. From there, hang out in the modding channel and ask your questions conversationally.

Go to this mod : Starseeker Enclave - Baby's first mod edition and save a copy https://drive.google.com/file/d/1HdY0QQQYnwumEX9Z9_XdBwox90cd7mfh/view?usp=sharing. That mod describes itself as 'Baby's first mod' because it only adds 3 ships and does nothing else. It removes all the excess of other mods so there is much less confusion.

Thanks for the resources! I hopped on Discord  :D

17
General Discussion / Re: Suggestion: There's a mod for that...
« on: January 06, 2022, 10:15:33 AM »
Alex is awesome and I don’t know how he has time to follow all the media around the game AND make a game. He does a great job listening to people. I’ve made multiple suggestions that have been since implemented. And I’m not even on here a ton.

18
Spoiler
So I can’t get a ship to load in game, I tried adding my ship to an existing mod to circumvent the “creating a faction” part. But no luck. I think I’m having trouble with the .data sheets. So I got the free spreadsheet program it suggested (even though it seems confusing compared to others I’ve used) now in the tutorial it’s saying to open an existing similar ship to compare numbers and edit. But I though you could create a new set of .data through the ship editor? So if I open the ship editor set bounds, shields, ship data etc. Then save it, should that be the ship data I need for in game?
When I go to load a mod like I’m the tutorial none of the ships show up. I can only see “skins” in the folder and that’s for variants right? Speaking of variants do I NEED a variant for it to show up in game? Or if I do the base ship can I just summon it with console commands?
So to summarize I think I’m having issues with whatever the spreadsheet program is called. Any different recommendations? And any suggestions for editing and saving the ship data would be amazing because it’s frustrating and if I screw something up and the game won’t load (this has happened) I can’t fix it because I know nothing of code. I just have to reinstall the mod haha….. ohhh sad face.
Thanks y’all!
[close]
I feel like a school teacher. All the stuff that I marked in red are areas that you need to learn more.
  • There are at minimum 4 files required to define what a ship is: ship_data.csv , shipnameplaceholder.ship , variantnameplaceholder.variant , and pngnameplaceholder.png . They are found in /data/hulls , /data/variants and /graphics/ships folders respectively.
  • There is 1 file required to define to the AI what to expect from a ship in context to fleet composition: default_ship_roles.json . It is found in /data/world/factions .
  • There is 1 file per faction required to add the ship to that faction: factionplaceholdername.faction . It is found in /data/world/factions as well.
now in the tutorial it’s saying to open an existing similar ship to compare numbers and edit
This line makes me worried that you opened a ship that already existed, made your changes and saved it. If true, you modified an existing ship instead of created a new one.
But I though you could create a new set of .data through the ship editor?
I don't know. Never tried to change .csv through that tool. I had thought the tool was supposed to create a .ship and .variant file only.
I can only see “skins” in the folder and that’s for variants right?
No, a skin is a separate hull that bases itself on another hull, then defines its own changes from its base. Like XIV is based on normal ships but with bonuses and different png. The variants are in a different folder.
When the tool is trying to Load a Mod, it only needs a pointer to the parent folder of that mod. I.E. a folder that, at minimum, includes mod_info.json file, data folder and graphics folder.
Speaking of variants do I NEED a variant for it to show up in game?
Absolutely. The .csv entry line is the first part of a ship, the .ship file is a part, the .png is a part but a ship is not complete until it has at least one .variant file.

Thank you so much! This is really helpful. I was apparently WAY off and now realizing there is a lot more to it than I thought. I’ll have to just start from scratch I guess. Man I wish I just had someone who knew what they were doing over my should for just one ship! Anyways I appreciate it. Oh and when I opened the data file I’m always sure to return it as normal and not alter and save. It’s just what the tutorial suggest…. I think.

19
Hey all! Looking for some input. Disclaimer I’m super new to this. I’m decent at spriting and really enjoy that but am having a lot of trouble with the data side of things.

So I can’t get a ship to load in game, I tried adding my ship to an existing mod to circumvent the “creating a faction” part. But no luck. I think I’m having trouble with the .data sheets. So I got the free spreadsheet program it suggested (even though it seems confusing compared to others I’ve used) now in the tutorial it’s saying to open an existing similar ship to compare numbers and edit. But I though you could create a new set of .data through the ship editor? So if I open the ship editor set bounds, shields, ship data etc. Then save it, should that be the ship data I need for in game?

When I go to load a mod like I’m the tutorial none of the ships show up. I can only see “skins” in the folder and that’s for variants right? Speaking of variants do I NEED a variant for it to show up in game? Or if I do the base ship can I just summon it with console commands?

So to summarize I think I’m having issues with whatever the spreadsheet program is called. Any different recommendations? And any suggestions for editing and saving the ship data would be amazing because it’s frustrating and if I screw something up and the game won’t load (this has happened) I can’t fix it because I know nothing of code. I just have to reinstall the mod haha….. ohhh sad face.

Thanks y’all!

20
Modding / Re: Help with creating a custom faction
« on: January 03, 2022, 05:37:33 AM »
It’s a lot of work. I’m working on just trying to figure out ships. There are a lot of resources in the “Mods resources” sub section.

21
So I think I have most of the program figured out but I cant figure out how to save the ship/data in a way so that I can use it in game. I even tried adding one to an existing mod so the paths needed were already there. But i'm no programmer. Super noob. Is there a thread that covers all this so I can learn? Thanks!

22
Modding Resources / Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« on: December 31, 2021, 08:44:41 PM »
Is there a full walkthrough for this somewhere? I want to make a ship start to finish. I have my sprite and I can figure some things out like hit box and weapon mounts but it gets a big complicated and I think the resolution is off or something because when I’m typing in values for the ship things don’t line up it’s weird and I can’t seem to fix it. THANKS!

23
Ya I’m not a fan of doing math to figure out differences and especially on ranged things where you can’t notice the difference until you just try it out. Upvote!

24
WTF..... I came here to vent and see if I can learn because I'm getting so *** off and after reading the deployment point BS I'm even more mad. No wonder they always have so many f-ing ships. Even if I get 240 points I cant get enough ships. I brought extra ships to sacrifice, tons of kinetics, lots of alpha strike carriers a few tanks and still getting wiped. Sometimes not even from Radiants because they can field so many stinking Brilliants. And contrary to what you're saying about their AI they almost never come forward out of line long enough for me to get decent hull damage. This is so damn frustrating because I don't even care about fighting them but of course these viruses are in every good colonizable system, I just want them gone.

Rant over.

25
Bug Reports & Support / Re: Game hangs when leaving colony
« on: December 29, 2021, 12:27:22 PM »
I’ve noticed if I play too long or make too many saves (yes I’m a save scummer) the save and load times get REALLY long and other stuff seems to bust slow down. But if I quit and re-load, no problems. I think it’s Alex’s way of letting us know it’s time for a break haha.

Hmm - is this vanilla or with mods? It kind of sounds like a likely modded issue, so wanted to make sure. It might also help to know how long is "too long" :)

Ya I’ve been playing with mods for quite a while now. That being said not many. Nexerelin a few faction mods. 3 at a time at most, sometimes only one. Most of the others are mostly QOL that I can think of. And I would say maybe after…. 3-4 hours? If it happens is there a way to capture the issue or are you confident it’s a mod issue?

26
Bug Reports & Support / Re: Game hangs when leaving colony
« on: December 29, 2021, 05:00:28 AM »
I’ve noticed if I play too long or make too many saves (yes I’m a save scummer) the save and load times get REALLY long and other stuff seems to bust slow down. But if I quit and re-load, no problems. I think it’s Alex’s way of letting us know it’s time for a break haha.

27
If you lose your home planet with all your stuff and take it back is it gone gone?
Resources in stockpile are probably gone but ships and weapons in storage are still there. You would probably need come here with transponder off though if they are still hostile to you.

Oh ok because i'm about to put everything in my home planet and I swear I lost everything one time.....

28
If you lose your home planet with all your stuff and take it back is it gone gone?

29
You sure you don't see the "Surface Battle" item on the left pane, immediately after activating the invasion?
https://i.imgur.com/iyZdqXU.jpg

Interesting. When I initiate it, it would bring me to the "factions" part of the intel screen. Soooo i'll have to try again and see if that works.

30
Mods / Re: [0.95a] Diable Avionics 2.64rc1 (2021/12/11)
« on: December 16, 2021, 01:30:10 PM »
This mod is great, I like the design. Tho I didn't expect all the ships and most of the weapons in this mods to be so underwhelming. I felt like I been doing a challenge run with pirate ships. Nevertheless, I had fun.

Maybe give it time? After a run with them I was thinking how they seemed almost OP and I could easily wreck entire fleets without losing any ships.

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