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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 - Purple Nebula

Pages: [1] 2
1
Modding / Re: [0.97a] NiteLib v1.1.0 (03/21/2024)
« on: December 01, 2024, 06:05:43 PM »
Hope to see the fruition of this then,  Good luck and stay strong !
Thank you so much! ;D

2
Modding / Re: [0.97a] NiteLib v1.1.0 (03/21/2024)
« on: December 01, 2024, 06:04:57 PM »
I'm looking into dipping my feet into modding myself, by coincidence I arrived at your lib. Would you say it's useable for the current and possibly next iteration of Starsector?

If it helps for your motivation, we do share a nationality. :p
A felow Dutch person?! Didn't think I'd come across any to be honest, that's awesome! :P It definitely is useable for the current and most likely also the next iteration of Starsector, and elsewise I will be updating it down the line to make it working again if need be, which I doubt will be necessary as that would mean Alex changed the complete inner workings of Starsector's system generation which I doubt will happen ;D

I would love to talk about modding and maybe even work on something down the line

3
Modding / Re: [0.97a] Atlas Mk. III
« on: December 01, 2024, 02:39:12 PM »
Interesting ideas, I'll probably use these in my next run. 
May I suggest a small change to the Heavy Valkyrie-making the medium hardpoints visible? 

Something like this, maybe?

No offense to the original deisng but this visible hardpoint is much cooler imo, also a cooler name would be awesome too
I personally like the built-in look of the original one. Not many ships that have that, and with some weapons imo a custom built-in look sometimes looks better than seeing the actual weapon on some ships in certain hardpoints etc. that make it seem like the weapons are just thrown on top of the sprite whenever they're frontal facing mounts.

4
Hey ymfah! Just came across this mod and man do I love this idea!!

I got a question about it; how are the d-mods chosen when the ship is "too large elsewise"? At random or a specific list? Cause I was thinking of the fact you can show like the image of a d-mod in the on-hover tooltip window together with its description, which would be a great addition to this mod as most people don't know what each hullmod/d-mod does :) If you wanna talk about this in more detail let me know, I'd gladly help out!

5
Modding / Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« on: December 01, 2024, 09:41:22 AM »
Seeing someone explore the possibilities and ideas one can come up with, is always refreshing. I really want to try out this mod, but I think I will wait patiently until it has become more stable with other mods such as Industrial Revolution (from what I read there are/were some issues there). If such issues have been fixed already my bad, going through possible mods for my new playthrough while being rather tired, woops.

Otherwise, this looks like a fun and nice mod to have, definitely great work from what I can see and have read/heard.

6
I couldn't help but just laugh and smile while looking at the GIFs and images, adding some solid firepower to the modding grounds, I like it ;D

Keep it up, this mod has high potential!

7
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 21, 2024, 11:58:44 AM »
Joestar, the new hero of robotics.

Thank you for picking up this mod after the absolute ** that was caused to fellow game enjoyers and community members. Lets hope none such antics repeat itself again.

Burn bright fellow Starfarer!

8
Modding / Re: [0.97a] NiteLib v1.1.0 (03/21/2024)
« on: March 21, 2024, 11:07:33 AM »
Reserved

9
Modding / [0.97a] NiteLib v1.1.0 (03/21/2024)
« on: March 20, 2024, 09:51:54 PM »

For users: This utility / library mod is used in my mods and therefor required to be installed along with them.
Note: Currently there are no mods released yet that use this.
For modders: On the modding side of things, this mod has as use rather two simple goals, logical variables & fixing consistency.


All text below is aimed at modders and people interested in how this mod works.
For regular users, you only need to click the download button.


Explanation

The reason for making this was a personal need for consistency, and since I use it in my
own upcoming mod(s) I thought why not upload this one already as it so far won't receive
any updates soon unless I suddenly think of something new to add or someone else has
any suggestions of what I could add in the realm of data retrieval of string id's or other
variables that otherwise need to be manually put it.

Functions
This library adds 5 utility classes for mods & modders to use:

NebulaeTypes:
Contains the 3 nebula types, very straight forward.

PlanetTypes:
Seasoned modders may know that the game's own API also contains this class
in the form of "Planets.java". Same goes for "StarTypes". The reason for revamping
this class is due to for some reason nebulae and other things being present where
you wouldn't expect them. This basically fixes the illogical placement.

SpecialSystemEntityTypes:
This class contains "special stations" such as stellar mirrors & -shades, derelicts, and more.

StarTypes:
As mentioned before, same story as for the planets. However here for some reason
gas giants were put in with the star types. (You may notice yes getting used to
these illogical placements can also fix the issue, for me this just felt better.)

StationTypes:
This class contains all the regular station types, from defensive stations to the
other types such as mining stations, research stations, pirate stations etc.

Credits:

Fractal Softworks - For the original code and id's of the different entities to choose from.

                 
Requirements
Absolutely nothing, it's a lonesome utility mod :P





How To Use (Modders)

Wherever your code requires an identifying string
regarding Campaign Entities, you can use this library to quickly
insert the wanted string for the wanted station/entity.

Code Example:
PlanetAPI planet= system.addPlanet(
                "planetId",
                whatToSurround,
                "planetName",
                PlanetTypes.GAS_GIANT, // < This mod
                angle,
                radius,
                orbitRadius,
                orbitDays
);
[close]


NiteLib is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA

10
Modding Resources / Re: [0.97a] MagicLib v1.4.1 (2024/03/01)
« on: March 13, 2024, 02:37:28 PM »
Is this HMI content or MagicLib content?

https://i.imgur.com/TxnZymV.jpg

Whichever it is, it is not only terrible writing, it's terrible for my immersion.  If this is going to be part of MagicLib going forward, I'm not going to be playing mods that use MagicLib.  No HMI, no Covenant, no Luddic Enhancement, no GMDA, no Xhan?  Well, for the price I paid for the mods I guess I can't complain.
Hold on to your horses there cowboy. Let me explain something to you to clear up the biggest misunderstanding I take out of your message.

There was a chance that this isn't even a part of H.M.I. as ANY mod can add to the bounty board as long as it's in your game's modlist. I have never come across this bounty before and I play heavily modded Starsector and have been for as long as I can remember. Now as Psykose said it's apparently from the HMI mod. I personally don't use that mod. No particular reason, but that explains why I have never come across it.

What kinda bugs me is how easily you let a relatively small thing have you immediately come to MagicLib and basically say you're willing to ruin/change your entire modded Starsector experience and lowkey immediately blame MagicLib without first just asking the source respectfully before letting the bull out immediately, by something that has an extremely easy solution, that being to just, not interact with that bounty as it can only bug you if you yourself click on it, OR get rid of HMI and test out if that makes that specific bounty disappear since you already had just the 2 options of HMI or MagicLib. But since you now know it's HMI once you check up on this thread again, I hope it calms you down and you find serenity in knowing MagicLib is not to blame.

11
Modding Resources / Re: [0.97a] MagicLib v1.4.1 (2024/03/01)
« on: March 10, 2024, 04:02:21 PM »
Heyoo Wisp, I've come across a bug regarding the paintjob system.

When a paintjob is applied, the hullmod in the refit screen shows the applied paintjob. Now this is supposed to happen. Buuut I don't think it's supposed to tell you that all possible paintjobs for that ship are simultaneously applied huh? (Check the attachment lol)

12
Modding Resources / Re: [0.97a] MagicLib v1.4.0 (2024/02/22)
« on: February 25, 2024, 02:36:48 PM »
Heyoo I got a question regarding the paintjob system.

I was working on a livery-switching mod that allows you to switch between liveries, but due too mod-compat problems I asked around and came out to MagicLib's paintjob feature.
I now successfully put all those liveries in the paintjob system, but run into a problem.

Since the UI to select a paintjob is only 2 columns wide, when you have more than 8 paintjobs for 1 ship, the rest disappears off screen. Is there a way to change this or to have like some sort of scrollbar within the popup paintjob selection screen?

Thought I'd check the code but you literally wrote (lol):
Quote
To anybody reading this code: I'm sorry. Please don't try to understand it or learn from it.
Deepest apologies,
Wisp

P.S. Attached a screenshot of it to the post idk how else to add an image

13
Mods / Re: [0.96a] Nes's SAW 1.9h
« on: February 18, 2024, 08:28:43 AM »
I got a question regarding the "livery system", I was looking through your code and in it you use a deco weapon with the id "NES_DECO_COUNTER". What does that do exactly, why did you do it that way and how is it used? Cause I want to make a livery system for my WIP mod as well and since your mod has that feature I thought of looking into your code but stumbled across this.

14
Modding / Re: [0.96a-RC10] Enhanced Sprites v. 0.08 + Hull Livery
« on: February 18, 2024, 07:46:28 AM »
Download page doesn't seem to be working @CapnHector

Hey sorry! Time had run out on the download site. Here's a new link: https://filetransfer.io/data-package/N1k3uOr6#link

And a raw civilian Invictus...
Spoiler
[close]
That hosting site is far from the usual used hosts and once again down.

A tip, use either Github (most common), Dropbox or Google Drive. No need to pay, no timer, no hassle, and no constant need to re-upload files or whatever as once it's there it's there :)

15
Mods / Re: [0.96a] Neoteric Advent - 0.1.5
« on: February 17, 2024, 07:57:56 AM »
That Super Ship looks absolutely insane in gameplay, seems so much fun! You know if it works for 0.97?

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