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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Seafood Shipworks 0.0.8a  (Read 123423 times)

A_Random_Dude

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Re: [0.95.1a] Seafood Shipworks 0.0.7f minor fixes
« Reply #45 on: May 09, 2024, 06:33:14 PM »

Oh, please don't tell me this mod is dead, this is my favourite ship pack...
Same I wish I knew how to make it work with .97

mod's folder > mod_info.json, then open it with a text editor and change the game version to the current one.
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lannnnnnar

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Re: [0.95.1a] Seafood Shipworks 0.0.7f minor fixes
« Reply #46 on: May 10, 2024, 01:47:27 PM »

Oh, please don't tell me this mod is dead, this is my favourite ship pack...
Same I wish I knew how to make it work with .97

mod's folder > mod_info.json, then open it with a text editor and change the game version to the current one.
Well a couple posts back people talk about how the mod didn't work with changes made to .96 so I didn't think it would work with .97 either (if I understood what was being said well which, probably not...)
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A_Random_Dude

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Re: [0.95.1a] Seafood Shipworks 0.0.7f minor fixes
« Reply #47 on: May 10, 2024, 08:18:52 PM »

From what I've read, it's more to do with another mod, Unofficial New Game Plus, kind of breaking when used alongside this one? And even then, the latest UNGP version apparently fixes the issue.

But as a rule of thumb, a "simple" ship pack should usually work with a game update. Only real issue you'll get is the ships use the same spawn frequency as before, so you'll likely need to tweak that if you don't want vanilla faction fleets to spam seafood ships.

To do so, just go in the mod folder > data > world > factions and compare the rates with the ones you find in your game's core folder. It's easy enough, you'll see.
« Last Edit: May 10, 2024, 08:21:11 PM by A_Random_Dude »
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lannnnnnar

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Re: [0.95.1a] Seafood Shipworks 0.0.7f minor fixes
« Reply #48 on: May 11, 2024, 03:57:39 AM »

From what I've read, it's more to do with another mod, Unofficial New Game Plus, kind of breaking when used alongside this one? And even then, the latest UNGP version apparently fixes the issue.

But as a rule of thumb, a "simple" ship pack should usually work with a game update. Only real issue you'll get is the ships use the same spawn frequency as before, so you'll likely need to tweak that if you don't want vanilla faction fleets to spam seafood ships.

To do so, just go in the mod folder > data > world > factions and compare the rates with the ones you find in your game's core folder. It's easy enough, you'll see.
Oh okay thank you
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PreConceptor

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Re: [0.97a] Seafood Shipworks 0.0.8a
« Reply #49 on: June 23, 2024, 09:27:21 PM »

Amazing to see this back  8) ;D
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BigBeans

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Re: [0.97a] Seafood Shipworks 0.0.8a
« Reply #50 on: June 24, 2024, 03:03:29 PM »

The High Tech capital, the Eurus class, is really really nice looking.
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Nick XR

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Re: [0.97a] Seafood Shipworks 0.0.8a
« Reply #51 on: June 25, 2024, 02:27:39 PM »

Great that this is back, every single ship looks good and is interesting!

WolfPriest

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Re: [0.97a] Seafood Shipworks 0.0.8a
« Reply #52 on: June 28, 2024, 04:57:36 AM »

1000 "thanks you"s for updating this, it's one of the best mods out there.
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PreConceptor

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Re: [0.97a] Seafood Shipworks 0.0.8a
« Reply #53 on: July 03, 2024, 08:46:07 AM »

I was poking through the files and I noticed Seafood's Shoebill-class is named 'egret' in the files, maybe it was the original name?

Since High Tech Expansion also has a Shoebill-class, and its had that name for a long time, it might be an idea to change the name of  Seafood's Shoebill to Egret to avoid confusion.

(Unless there's another Egret-class in another mod I'm forgetting)
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lili

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Re: [0.97a] Seafood Shipworks 0.0.8a
« Reply #54 on: July 03, 2024, 07:25:18 PM »

(Unless there's another Egret-class in another mod I'm forgetting)
At first, Egret was already taken by DMC, so I opted for 'Shoebill' as a translation before HTE was released. I'll think of another name for the next update.
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Simbach Vazo

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Re: [0.97a] Seafood Shipworks 0.0.8a
« Reply #55 on: September 03, 2024, 01:57:53 PM »

I have fallen in love with the Nightbreeze. It is my ideal destroyer, thank you very much for making it, it is very fun.
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G r o o v y
We moddin' up in dis 'oe.

SSchorik0101

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Re: [0.97a] Seafood Shipworks 0.0.8a
« Reply #56 on: October 08, 2024, 08:24:40 PM »

So are we just ignoring the fact that one of those Midline ships is just a reskin of the Maelstrom Class Battlecruiser from Diable Avionics?
« Last Edit: October 08, 2024, 08:28:11 PM by SSchorik0101 »
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terminal

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Re: [0.97a] Seafood Shipworks 0.0.8a
« Reply #57 on: October 09, 2024, 04:00:52 PM »

Hi! i love a lot of the ships this mod adds. The Blazer and boulder are both standard in my low tech fleets now. however, some of them could probably do with the rugged construction hullmod, which most vanilla lowtech ships have.
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Cane

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Re: [0.97a] Seafood Shipworks 0.0.8a
« Reply #58 on: December 21, 2024, 03:08:58 PM »

This thread deserves a lot more attention, so I'm giving it some. For me, Seafood Shipworks sits just beneath mods like Tahlan Shipworks and Ship/Weapon Pack on the tier list; the ship designs in here are just that good.

If the ship names and the translated text was better, this mod would be on par with Nia Tahl's work, and I don't say that lightly. There are things in here which remind me of Tahl's Cuchulainn and Castigator ships in all the best ways.

Wonderful sprite work, lili. It's my favourite new-ish kitbash mod.
« Last Edit: December 22, 2024, 09:15:02 AM by Cane »
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Hatter

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Re: [0.97a] Seafood Shipworks 0.0.8a
« Reply #59 on: December 22, 2024, 05:07:12 PM »

So are we just ignoring the fact that one of those Midline ships is just a reskin of the Maelstrom Class Battlecruiser from Diable Avionics?
Change log 0.08-'Added Complex-class Battlecruiser (Thanks again to Tartiflette and Diable Avionics)'
Also, the sprite and ship ID are called 'sf_maelstrom.' I don't really think it is being ignored?
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