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Messages - 123nick

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16
Modding / [0.95.1a] Payout Tweaker
« on: November 16, 2022, 08:15:48 AM »


its about time i put this mod on the forums after putting it on the discord.

Lets you multiply the rewards from missions you get from contacts (and maybe others), like credit rewards and stuff like that.

Default value is 2.5x the default.  you can do higher or lower. i wouldnt do anything below or equal to 0 though. i tested up to 20x and it works if you want almost 1 million for deploying a spy sattelite

REQUIRES LAZYLIB AND MAGICLIB!


1.0.0 Changes:
First release! hopefully nothing goes wrong


ping me/DM me  ON DISCORD (123nick#1234) if anything is broken OR if you have feedback. im on the unofficial starsector discord and 2 other similar starsector focused discords.

If you think smth should be increased in payout but isnt, DM ME! or PING ME!

credits to ruddy and wisp and many others, whomst i owe my life to, and y'all owe this mod to for their help.
ESPECIALLY wisp for his mod template
download: https://www.dropbox.com/s/ou7ux504436vcyk/PayoutTweaker.zip?dl=1
forum: <soon>
source code: <included in the zip>

License: Creative Commons Attribution-ShareAlike 3.0 Unported License , found here: https://creativecommons.org/licenses/by-sa/3.0/

basically, the license says do whatever u want with my code, just make sure if u fork it other people can also do whatever they want with what is now YOUR code.if you are reading this, you have my permission to do anything to the mod btw. really i just put the license here cause some forums require you have a license with your mod.





17
Mods / Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« on: September 22, 2022, 01:51:32 PM »
i think i found a bug! i used an edict :forced reelocation on the first colony, and the second colony (which is in system) doesnt get the buff, while the first one DOES get the debuff to growth, and all get stab penalities

here is the colony with the senate and where i enacted the edict:


and second colony:


Loge: https://gist.github.com/0510f128bc0f2daeca8e4378ccceeb70

18
Mods / Re: [0.95.1a] Space Truckin' [v0.2a] - under development
« on: September 12, 2022, 04:22:26 AM »
i dont think the cost multiplier is working correctly- i started a game, played it a bit with default settings, and i wanted to increae the reward payout. so i changed the variable from 0.5f to 1.2f, then i started a new game. but the new payouts actually look like there less than what they were originally. it might just be seeing things, or some other mod messing with it (im running with like 140 mods), but it might be worth  checking out

19
Mods / Re: [0.95a] Autosave v1.1c (released 2021-03-26)
« on: September 09, 2022, 01:23:53 PM »
Version 1.2 is up, get it here (mirror). Still requires LazyLib.

Changelog:
Quote
1.2 (July 12, 2022)
=====================
Updated to be compatible with Starsector 0.95.1a
Added the following to saves/common/config/lw_autosave_settings.json.data:
 - "forceSaveAfterMapChange", forces a save after every hyperspace jump
 - "saveAsCopy", if enabled, every autosave creates a new save
Removed autosave_settings.json.default as it was confusing new players
Updated config loading logic to autopopulate any missing entries
Updated autosave to use API's cmdSave() instead of simulating keypresses



Can there be an option to autosave _before_ starting a battle, or going into one? like, if an enemy fleet that is pursuing is like 10 pixels away from your fleet then autosave pre emptively? so its easier to just reload a save and restart a battle which idk how to do any other way.

There's no good way to do this, unfortunately, otherwise I'd have added it in this release. Sorry!

Thanks for replying, itd be nice to have but i understand why itd be hard to implement

Could it be possible to have an option to NOT force autosaves if youve already had a forced autosave less than 5 minutes ago (configurable)?

20
Mods / Re: [0.95a] Autosave v1.1c (released 2021-03-26)
« on: May 26, 2022, 01:00:13 PM »
Can there be an option to autosave _before_ starting a battle, or going into one? like, if an enemy fleet that is pursuing is like 10 pixels away from your fleet then autosave pre emptively? so its easier to just reload a save and restart a battle which idk how to do any other way.

21
why did Apex lose its TPC for large energy mount? i kinda liked how it filled a niche in the modiverse of a TPC on something that isnt strictly lowtech.

22
Modding / Re: [0.95a] Plight of the Valkyries
« on: December 05, 2021, 10:52:23 PM »
Have you considered using a different web hosting service that doesnt have a time limit on links? maybe something like drop box or mega?

23
When i got a LP blueprint package, all the ships had SO as a default built in

EXCEPT ONE

the rhino (LP) DOESNT HAVE SO INBUILT!

imo i think itd be great for consistency if the LP blueprint package (on a save with many mods that add ships too it) instead of having 70 ships with SO and 1 that doesnt just had 71 ships with SO.

so if the rhino (LP) could get SO inbuilt, like....basically every other ship modded by the luddic path, i think itd be a nice consistency change.

24
Modding / Re: [0.95a-RC15] Charmingly Wearisome Additions [ver 0.5.1]
« on: September 18, 2021, 11:53:00 AM »
can there be hullmods inbuilt on the smaller capital frigates that have bays? like, maybe a max OP limit on stuff like the excursion class for their hangar bay, and/or a replacement rate recovery penalty or smth. so that an excursion and sidreal dont have identical fighter capacity?

25
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: September 14, 2021, 11:59:19 AM »
Can i install this mid save if i intend too disable the terraforming features and just have station construction?

26
Mods / Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« on: September 11, 2021, 03:10:55 AM »
Is the update name a reference to Wargame: AirLand Battle?

27
is the vow class supposed too look like this in the simulator? and its ability cant be used. maybe it has to do with the systems expertise skill integration? but idk whats causing it. it definitely doesnt look right though

Spoiler
[close]

28
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.2)
« on: May 23, 2021, 11:42:27 PM »
Would it be possible too add a compatability option for use with DIY that makes DIY industries have a little consumption of Domain Artefacts commodity? most of them already need specialized items for them too be of use, but a little domain artefacts usage too both help synergize with this mod and also for lore reasons (stuff too support the artefacts function perhaps? like infrastructure/power supply) could also help balance out the structures, and encourage getting an archeology up when using both mods.

29
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.1)
« on: May 18, 2021, 10:35:58 AM »
You were looking for ideas too buff the solar shades/reflectors when they get improved with a story point or an alpha core? why not, for example, have them deal with more colony conditions? like improvements on a solar shade now makes it deal with extreme weather, alpha core lets it deal with extreme heat and cold, etc.

30
Mods / Re: [0.95a] Capture Officers and Crew
« on: May 16, 2021, 11:37:44 AM »
Can you add a config option too determine how much reputation is gained from repatriating an officer?

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