Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

Pages: 1 ... 4 5 [6]

Author Topic: [0.95a] Luddic Enhancement Mod 1.2.4d  (Read 134129 times)

MesoTroniK

  • Admiral
  • *****
  • Posts: 1681
  • I am going to destroy your ships
    • View Profile
Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #75 on: April 27, 2021, 05:13:42 PM »

LazyLib and MagicLib have zero performance cost.

I'm aware of that, it's how the mods use the Libs that affects performance.

Besides, there's nothing wrong with liking my mods Vanilla compatible so they don't break after every major update.
They would break regardless. Also removing the reliance on those libs would just require recreating those functions in the mod itself. Which at best will cost exactly the same CPU / GPU time. And at worst, cost more since duplicated plugins in some cases.

Tartiflette

  • Admiral
  • *****
  • Posts: 3275
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #76 on: April 27, 2021, 11:10:18 PM »

At worst worst it will have a much bigger performance impact since MagicLib and LazyLib are for the most part very well optimized.
Logged
 

Great Wound

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #77 on: April 28, 2021, 09:58:13 AM »

They would break regardless. Also removing the reliance on those libs would just require recreating those functions in the mod itself. Which at best will cost exactly the same CPU / GPU time. And at worst, cost more since duplicated plugins in some cases.

That may be the case but I did say I'm happy for features to be culled in the name of a Lite edition.

The mod wasn't originally built on Lazy/Magic Lib, so it's more a question of what's been added that's dependant on it.
Logged

Arcagnello

  • Admiral
  • *****
  • Posts: 958
  • Arguably Heretical, Definetly Insane
    • View Profile
Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #78 on: April 28, 2021, 10:41:19 AM »

I am considering installing this great mod once again for 0.95 , but I also remember myself having an issue with the IED Drams: Is there a way for me to disable their plethora of explosion effects driving my poor hamster wheel cooled laptop to its knees, asking for sweet release from his existence of infinite suffering?

I reiterate: is there a way for me to tone down the IED Drams explosion effects?

I'm also interested in the possibility in a "lite" version of the mod by the way!
Logged
Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Great Wound

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #79 on: April 28, 2021, 03:54:45 PM »

I reiterate: is there a way for me to tone down the IED Drams explosion effects?

I'm also interested in the possibility in a "lite" version of the mod by the way!


Check your inbox. I sent you a LazyLibLess, Dram-free version. No Prometheus either but I'll be looking to re-add it at some point.
Logged

th3boodlebot

  • Commander
  • ***
  • Posts: 128
    • View Profile
Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #80 on: April 28, 2021, 04:03:54 PM »

its that guy again
does anyone know if luddic path colonies can be targeted by sleeper cells?
more specifically, if you are commissioned for lp and have colonies can they be targeted by sleep cells or bases?
thanks!
Logged

Arcagnello

  • Admiral
  • *****
  • Posts: 958
  • Arguably Heretical, Definetly Insane
    • View Profile
Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #81 on: April 29, 2021, 08:38:29 AM »

I reiterate: is there a way for me to tone down the IED Drams explosion effects?

I'm also interested in the possibility in a "lite" version of the mod by the way!


Check your inbox. I sent you a LazyLibLess, Dram-free version. No Prometheus either but I'll be looking to re-add it at some point.

Oh! Praise be! Ludd save you!
Logged
Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Great Wound

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #82 on: May 04, 2021, 08:46:42 AM »

At worst worst it will have a much bigger performance impact since MagicLib and LazyLib are for the most part very well optimized.

Well it turns out cutting out LazyLib/Magic Lib has resulted in a significant performance increase because of the additional visual effects created through those libs.

I've had to cut Dram missiles/IEDs and some hullmods/systems, some of which I can probably add again if I don't want to be lazy, but it's been worth it for potato rigs. Had to adjust the P3 accordingly, gave it a few tweaks including a hammer rack and missile autoforge in place of the Dram missile:



Not making this public without the King's blessing but if happy to PM a copy to people if they want it it.


I was also going to copy across the Luddic Onslaught and Liberator-class Pocket Battleship across from Ship/Weapons pack (which Alfonzo had a hand in making) and add in my own Knights of Ludd/Path Hullmods but this is taking a step-away from the original LibLess concept and may as well be a complete fork, something else that'll need the Kings blessing.


Logged

Warnoise

  • Commander
  • ***
  • Posts: 150
    • View Profile
Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #83 on: May 12, 2021, 11:09:08 AM »

I am planning to start a luddic path playthrough and I stumbled upon this mod. I couldn't ask for a better timing!
Logged
Pages: 1 ... 4 5 [6]