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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Progressive S-Mods (1.1.0) — gain XP for ships, spend it on S-mods  (Read 292761 times)

Alex_V69

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When I leave a detachment of ships with S-mods acquired through this mod and later return for them, the detached ships lose their S-mods. It appears this process is gradual since at first I thought they lose them completely, but when I tried to reproduce it, I noticed that a single ship from the detachment managed to preserve one of its S-mods.
PSM does not have any code to remove S-mods from ships outside of when you manually remove them. Since detachments are neither a PSM nor vanilla feature, I suspect there is very little I can do about this.

Thank you for your quick reply. I just left a message in the Industrial Evolution discussion thread. I really hope these mods can be made compatible.

Upd. Interestingly, if I disable this mod via the in game mod-menu, restart the game, create a detachment, leave it for a while, then merge the fleets together – I don't lose any S-mods. Afterward, if I enable this mod again and restart the game, I see that each ship still has exp.
« Last Edit: April 08, 2025, 11:18:01 AM by Alex_V69 »
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float

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Do the ships lose the XP tracker hullmod too then? If you don't do the disabling thing, they lose their XP as well?

Edit: does the same behavior happen with special task groups from Nex?
« Last Edit: April 08, 2025, 12:21:57 PM by float »
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Alex_V69

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Do the ships lose the XP tracker hullmod too then? If you don't do the disabling thing, they lose their XP as well?

Yes, they do, in fact, I just loaded the save file with the aftermath of this bug and I see that affected ships lost their: S-mods, XP-tracker hull mods, and, surprisingly, D-mods as well!  :D



Edit: does the same behavior happen with special task groups from Nex?

I'm yet to find out that. For now, I tried to reproduce this bug but failed for some reason, even though, as I mentioned, I still have the save file that proves that I'm not imagining things... :P So, maybe, creating a detachment has nothing to do with this problem but everything else was vanilla actions: completing a spy-sat mission, visitation of the local bars on Hybrasil and interstellar travel to the Galatia sytem...
« Last Edit: April 08, 2025, 01:49:25 PM by Alex_V69 »
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float

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Do the ships lose the XP tracker hullmod too then? If you don't do the disabling thing, they lose their XP as well?

Yes, they do, in fact, I just loaded the save file with the aftermath of this bug and I see that affected ships lost their: S-mods, XP-tracker hull mods, and, surprisingly, D-mods as well!  :D



Edit: does the same behavior happen with special task groups from Nex?

I'm yet to find out that. For now, I tried to reproduce this bug but failed for some reason, even though, as I mentioned, I still have the save file that proves that I'm not imagining things... :P So, maybe, creating a detachment has nothing to do with this problem but everything else was vanilla actions: completing a spy-sat mission, visitation of the local bars on Hybrasil and interstellar travel to the Galatia sytem...
If they lost their d-mods then PSM definitely isn't involved. I'd check to make sure that if you create a detachment, go somewhere far away, save the game, and then reload, the detachment fleet is saved in its entirety. It's possible the game is just saving a goal variant and some "inflater" (what the game uses to turn a skeleton ship into an actual variant with weapons and hullmods) specs to save space, since a detachment would be considered an NPC fleet and therefore might be "deflated" (when the game removes hullmods and weapons from a ship variant, turning it into a skeleton ship, to save space). In that case all the unique data about the fleet would be lost (in particular, the fleet member id, which PSM uses to track unique ships, and the variant, which stores the actual hullmods, d-mods, and S-mods).
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Alex_V69

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It wasn't a problem on your side, it seems...
From the latest Industrial.Evolution change log:
Quote
Fixed - Making a detachment no longer reverts ships to a random autofit
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Metropolisz

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Don't know whether to report this on RAT mod page or here but a bug appears when I tried to build in S-mod on the settlement refit menu. Here's a rundown of what happened.

1. Use settlement menu to refit ships
2. Build in S-mods using the center top button in refit menu
3. Using other planets/stations will not allow you to build in S-mods anymore and says "[hullmod] can't be built in"
4. Can still build in S-mods but must do it at the settlement refit menu

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Uther Phobos

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Don't know whether to report this on RAT mod page or here but a bug appears when I tried to build in S-mod on the settlement refit menu. Here's a rundown of what happened.

1. Use settlement menu to refit ships
2. Build in S-mods using the center top button in refit menu
3. Using other planets/stations will not allow you to build in S-mods anymore and says "[hullmod] can't be built in"
4. Can still build in S-mods but must do it at the settlement refit menu
There's something about the settlement refit that is different from the regular. Unthemed Weapons Utilities doesn't work on it, either.
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Alcomancer

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I love the modular nature of this mod. It can be as overpowered or as  balanced as you want it to be with changes in the settings. One option I would love is the ability to sacrifice storypoints for ship experience for starfarers who want to get their early S mods on things like their logistics ships up to the starting maximum. I've found that in a standard game of starsector I really will just burn my early game story points on my first atlas/prometheus combo getting expanded cargo holds/insulated engine assemtly or militarized subsystem so I can enjoy the game while still having all the cargo and fuel space I need. Being able to do that on my non combat ships would be so significant.

Its one of the few things I dislike about this mod is how long it takes to get my logistical train up and running because I actually have to engage in combat just to get my supply/fuel ships to a point where I consider them acceptable.
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Forlorn Hope

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Sorry if this has been asked before somewhere in the thread, but how does this mod interact with the "best of the best" skill?

I'm just getting started with modding and this one seems like a good one to add that adds a bit of challenge/progression to the mechanics without changing the experience too drastically.
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FortunaDraken

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Sorry if this has been asked before somewhere in the thread, but how does this mod interact with the "best of the best" skill?

I'm just getting started with modding and this one seems like a good one to add that adds a bit of challenge/progression to the mechanics without changing the experience too drastically.
It ups the s-mod count by one like it normally does. It'll still add on even if you've already increased the limit with story points. So if you've s-modded in two things, upped the limit to 3 with a story point, then take Best of the Best, the cap on the ship will be 4.
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Jihelu

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Don't know whether to report this on RAT mod page or here but a bug appears when I tried to build in S-mod on the settlement refit menu. Here's a rundown of what happened.

1. Use settlement menu to refit ships
2. Build in S-mods using the center top button in refit menu
3. Using other planets/stations will not allow you to build in S-mods anymore and says "[hullmod] can't be built in"
4. Can still build in S-mods but must do it at the settlement refit menu

I’m getting the same bug, if you use the smod at something like a settlement (in my case it was the exoship) you’re now blocked from installing or uninstalling smods from stations. Very strange.
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Raz62

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Don't know whether to report this on RAT mod page or here but a bug appears when I tried to build in S-mod on the settlement refit menu. Here's a rundown of what happened.

1. Use settlement menu to refit ships
2. Build in S-mods using the center top button in refit menu
3. Using other planets/stations will not allow you to build in S-mods anymore and says "[hullmod] can't be built in"
4. Can still build in S-mods but must do it at the settlement refit menu

I’m getting the same bug, if you use the smod at something like a settlement (in my case it was the exoship) you’re now blocked from installing or uninstalling smods from stations. Very strange.

Ah, thanks I had the same issue (exo ship), I went into the lunalib settings page disabled, reloaded the game and then enabled it again and that fixed it!
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float

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Issue with exo-tech stations acknowledged, not sure if I'll have the time or desire to fix, but yeah, it's because the check for "is the player in the refit screen right now" is a bit finicky due to not actually having much vanilla support, so mods that add their own refit screens might have issues with it.
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Modo44

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It would be nice if you could completely disable the ability to remove built-in hullmods. More than once have I accidentally clicked the wrong button.
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