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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.96] Scrapyard Armories  (Read 79960 times)

Fellout

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[0.96] Scrapyard Armories
« on: August 19, 2022, 11:17:12 PM »

Scrapyard Armories
"Where spacers sees scrap metal, a salvager sees a fleet"
A ship pack of kitbashed and mostly balanced starships, meme tips, and currently a trio of portraits, alongside two high value bounties
Version 0.0.15 I really forogt to update this part 0.97
Download here:
https://github.com/Fellout2/Scrapyard-Armories-0.0.2/raw/main/Scrapyard%20Armories.zip
Features
-A number of salvaged and refit ship designs
-A medium ballistic and medium missile
-Integrations for use with Vayras Sector, Nexerelin, and Combat Chatter
-A player buildable station
Preview of a few more common ships
Spoiler
Kilo Defense Rocks

     

Asteroids with an engine assembly and flak gun bolted on, cheap, clumsy, better than nothing

Kyresh Class Patrol Skiff


A nimble patrol skiff rebuilt for light combat duties

Trocar Class Impact Destroyer


A belt racer built to plow right through obstacles, happens to be quite combat capable

Munin/Hugin Class Smuggler Runners

     

Short range courier ships, with opposing ideals on how to keep contraband from authorities

Scalpel/Scalpel(LP) Class Gunships

     

A nimble mining ship rebuilt for combat roles, with an angry ballistic purist brother

Mobster Class Converted Tanker



Some pirates got jealous of the pathers, and turned the tanks of their tankers into a drive by broadsider platform

Pacemaker Class Missile Cruiser


The core of a slain Onslaught gifted to the Luddic Church and rebuilt into a missile platform, even in death the Onslaught still serves

Splint Class Makeshift Cruiser


The arm of an Onslaught with a ship built around it, for the captains who want a Thermal Pulse Cannon but not the baggage

Lunchbox Class Swarm Carrier


A Colossus MkIII with more bays, a bigger gun, and a severe allergy to taking fire

Elanus Class Railgun Cruiser


A reinforced Falcon with a very big gun down the middle

Skua Class Light Carrier


The twin brother of Elanus, trading a gun for twin bays

Perigee class Cruiser


A less popular offshoot of the Apogee, provides survey equipment to captains that use one

Brace Class Scrapcarrier


Ever wondered what happened to destroyed station batteries?

Cast Class Carrier

Blueprint malfunction or deliberate design? Either way it shoots guns and deploys wings.

[close]

Every spacer has their tall tales, but rumors have surfaced of ghosts from the AI war in the deep space regions, with one popular, alebit heavily censored image finding it's way across tri pads in hushed whispers
Spoiler


Spoiler
Manticore (R)

“Traded its bite for the sting.”

Eradicator (R)

Living up to the name in cold metal hands

Dominator (R)

Beams sold separately

Legion (R)

“I am Legion, for we are many.”
[close]
[close]
Credits and Special Thanks
Thanks to

GJdude for the Staros sprite
Banano for salvaging an old sprite into the Munin and it's pirate variant Hugin, as well as providing parts of the scrapship sprite, Ebirah's module components, and assisting in Gorget's design
#Spriter Club (now # Advanced Spriting) for making my garbage boats look like pretty garbage
Fully Automatic Waffle Press for helping with balance a great deal as well as massively aiding with descriptions
Mayu for helping out with Anomalous IPDAI's code, alongside the Ebirah and the lobster tank hullmod frame
 Spiraled Arms for providing the base sprite used by Ebirah
ParadoxConduit for greatly aiding in turning the lobster tank into a realtime system.
Unit9461 for the Candela resprite
Pyrophage for the Scalpel(LP) variant
AxleMC131 for helping out with respriting Grunder and the torpedo variant
Sikair for allowing use of the Cricket sprite
Everyone who's helped me out on the unofficial starsector discord with adjusting it all, as well as providing names, ship ideas, and massive amounts of help, seriously, this mod likely wouldn't exist without em.
Changleog
Spoiler
0.0.15 Uhh something funny here idk
Added Lockjaw class cruiser
Added Lunchbox(A)
Added Chandelier Class Assault Carrier
-Massive help from Sleepyfish and the folks in advanced spriting on this one
Added Monarque Class Stealth Frigate
Rebalancing
Lunchbox DP Changed from 17 DP to 15 DP
0.0.14 Behold a Pale Horse
Added Anaktora Class Battleship
Added Ceudar Class Cruiser
More attempts at spawnrate fixing
0.0.13 Lost in the Peripehery
Temporarily changed Ingot's shipsystem to Maneuvering Jets
Added Grendel to faction configs
Added Ulysses Class Battlecruiser
Added Rhino Naval Cannon
Trocar Nerfed
Fixed Joust Drive not recharging, this has been broken since mod release
Hopefully fixed spawnrates across all factions
Fixed Gaia Autofit having useless Ballistic Rangefinder
0.0.12 Starlit Fires Update
Full Gaia rework
Added Grendel Heavy Fighter
Adjusted Ebirah shield positioning
Ingot-Added B-Deck
Munin-Replaced Reserve Deployment with Maneuvering Jets
Reworked some Nexerelin config files
Probably more I forgot as per usual
0.0.11 Forgot the changelog again
Added more Combat Chatter Characters
Added Cavern Class Converted Droneship
Added Pangolin Class Carrier
Added Ocypote Class Augmented Frigate
Added Elanus LG
Revised Ebirah modules mounts
Twilight changed to account for vanilla Brilliant changes
Nerfed Ebirah's Core OP from 300 to 250
Scrapyard Armories 0.0.10 Luddmas Day Update
Added Ingot Class Carrier
Added Murk class Converted Droneship
Added Gloam class Converted Droneship
Added Aberrant Class Frigate
Added Pillbox Class Modified Freighter
Gaia
`Replaced High Resolution Sensors with Advanced Ground Support
Mobster
-Medium Ballistics upgraded to Large Ballistics
Cast
-Sprite updated
-Supplies and DP reduced from 50 to 42
Removed from Diktat spawnlist to account for upcoming vanilla changes
Scrapship
-Supplies a month and deployment points reduced from 20 to 15
Made Aegis hvb more fun
0.0.9a Hotfixings
-Fixed overscaled mount on Shoggoth
-Attempted to fix Linux crashes again
0.0.9 I Don't Like Code Edition
Fixed faction files
(Hopefully) Fixed Linux crashes due to inconsistient capitalization
Added Polyphemus Class Augmented Cruiser
Added Panoptes Class Bomber Wing
Almas
-Added Automated Subsystems
-Armor reduced from 950 to 800
-Hull reduced from 6500 to 6000
Shoggoth
-Added Automated Subsystems
Added Automated Subsystems hullmod, massive help from Harmful Mechanic, Lukas04, Wisp, and Lortus on making it run
Added Infernium Ejector, a hybrid slot radition cannon utilized by pirates and pathers
Added Hypermatter Condenser, An extremely energetic crystal used as the focal point of a laser assembly to shred armor
[close]
If you have any issues or suggestions please message me here or on discord, the latter I am far more active on

« Last Edit: March 17, 2024, 05:23:45 PM by Fellout »
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Great Wound

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Re: [0.95.1a] Scrapyard Armories
« Reply #1 on: August 20, 2022, 05:33:51 AM »

Brace Class Scrapcarrier
Beautiful!

PasDeBras

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Re: [0.95.1a] Scrapyard Armories
« Reply #2 on: August 23, 2022, 10:00:37 AM »

Thanks man, can't wait to try it out !
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lllaxmatist

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Re: [0.95.1a] Scrapyard Armories
« Reply #3 on: September 14, 2022, 11:43:04 AM »

On Linux system mod is broken.

1) Game tries to load sa_syringe(p).png, while there are sa_syringe(P).png (yes it is case sensitive).
A simple rename can fix that.

2) Game tries to load [graphics/weapons/sa_elanus_barrel.png]. There is Weapons folder. Rename is not fixing that. Game uses Weapons folder for other png-s.
To fix:
a)Rename Weapons to weapons.
b)change in sa_earthshaker.wpn (in /Scrapyard Armories/data/weapons/)
c)change in sa_erbe.wpn
d)change in sa_loki.wpn
« Last Edit: September 14, 2022, 11:44:56 AM by lllaxmatist »
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Fellout

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Re: [0.95.1a] Scrapyard Armories
« Reply #4 on: September 16, 2022, 02:16:40 PM »

On Linux system mod is broken.

1) Game tries to load sa_syringe(p).png, while there are sa_syringe(P).png (yes it is case sensitive).
A simple rename can fix that.

2) Game tries to load [graphics/weapons/sa_elanus_barrel.png]. There is Weapons folder. Rename is not fixing that. Game uses Weapons folder for other png-s.
To fix:
a)Rename Weapons to weapons.
b)change in sa_earthshaker.wpn (in /Scrapyard Armories/data/weapons/)
c)change in sa_erbe.wpn
d)change in sa_loki.wpn
I've known about this one for a bit after the update came out, it should be fixed in the next when it come out, sorry for the issues, if it doesn't get fixed next update please let me know!
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Moth

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Re: [0.95.1a] Scrapyard Armories
« Reply #5 on: September 29, 2022, 11:52:59 AM »

This mod look beutyfull and i can't wait to try it out<3
btw can i add/remove this mod mid campaing? or will there be any problems?
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Just a random Moth

Fellout

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Re: [0.95.1a] Scrapyard Armories
« Reply #6 on: September 30, 2022, 08:45:14 PM »

This mod look beutyfull and i can't wait to try it out<3
btw can i add/remove this mod mid campaing? or will there be any problems?
It should be safe to add mid save, but removing it would break saves I'm afraid.
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Damonvi

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Re: [0.95.1a] Scrapyard Armories
« Reply #7 on: October 04, 2022, 09:09:59 PM »

what are the drop/recovery rates for the [R] Legion? i've killed a few fleet with them in my current run, but i haven't seen them recoverable, even with story points. i have the perk skill to have automated ships, inb4 that's asked.
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Fellout

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Re: [0.95.1a] Scrapyard Armories
« Reply #8 on: October 05, 2022, 08:07:20 AM »

what are the drop/recovery rates for the [R] Legion? i've killed a few fleet with them in my current run, but i haven't seen them recoverable, even with story points. i have the perk skill to have automated ships, inb4 that's asked.

It should drop relatively frequently, my only guess on why you haven't been able to get one to drop is bad ship loot rng, I have it set to have a slightly lower than normal break chance too. Hopefully one shows up in the recovery list for you soon.
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Damonvi

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Re: [0.95.1a] Scrapyard Armories
« Reply #9 on: October 05, 2022, 08:29:12 PM »

what are the drop/recovery rates for the [R] Legion? i've killed a few fleet with them in my current run, but i haven't seen them recoverable, even with story points. i have the perk skill to have automated ships, inb4 that's asked.

It should drop relatively frequently, my only guess on why you haven't been able to get one to drop is bad ship loot rng, I have it set to have a slightly lower than normal break chance too. Hopefully one shows up in the recovery list for you soon.

my man! i'll keep trying. its been a B**** and a half trying to get a fleet with a legion to space far enough away from the fleets with 1/2 Radiants. and with all the mods i've installed that add to remnant fleets, they're hella deadly if they get a bigger deployment over me.

i'm running a high tech/ energy playthrough, so outfitting ships with enough kinetic to overwhelm remnants has been tough. i've been toying with hullmods that give energy weps bonus damage, plus give beams hard flux. anything but a Remnant capitol ship pops in seconds to my Odysseys running dual Tachyon lances.

Lance go BYOOOM
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lance34

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Re: [0.95.1a] Scrapyard Armories
« Reply #10 on: November 04, 2022, 01:05:58 PM »

Very nice looking ships, the "Brace Scrapcarrier" is especially appealing to my aesthetic tastes.
The "Trocar" class is also very fun, loadout and design wise.

A question regarding the "Scalpel" design, based on its codex it is a repurposed mining vessel, all of its stats fit well, except for "Flux dissipation" which at 700 is unfathomable.
400 is premium destroyer, 500-600 is superdestroyer level, at 700 I'd expect the ship to have some arcane ultrafluxcore built by a domain omega AI.
Is this intentional or simply a misinput?
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Fellout

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Re: [0.95.1a] Scrapyard Armories
« Reply #11 on: November 06, 2022, 07:04:44 PM »

Very nice looking ships, the "Brace Scrapcarrier" is especially appealing to my aesthetic tastes.
The "Trocar" class is also very fun, loadout and design wise.

A question regarding the "Scalpel" design, based on its codex it is a repurposed mining vessel, all of its stats fit well, except for "Flux dissipation" which at 700 is unfathomable.
400 is premium destroyer, 500-600 is superdestroyer level, at 700 I'd expect the ship to have some arcane ultrafluxcore built by a domain omega AI.
Is this intentional or simply a misinput?

Glad to hear you've been enjoying Trocar, always felt a bit weird about that one. As for Scalpel, that one's been pretty weird for a while now, initially I gave it so much dissipation due to the slots on the ship, but I probably should nerf that down into the 500s range, in short, it was intentional but becoming a focus to be changed.
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ShpunkY

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Re: [0.96] Scrapyard Armories
« Reply #12 on: June 08, 2023, 08:33:08 PM »

The github page is missing
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travhill20

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Re: [0.96] Scrapyard Armories
« Reply #13 on: June 08, 2023, 11:24:50 PM »

Linky no worky. Beautiful ships.. I want to use them! I especially love spinal mounted integral mega guns!
« Last Edit: June 09, 2023, 12:58:21 AM by travhill20 »
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SolowingWitch

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Re: [0.96] Scrapyard Armories
« Reply #14 on: June 09, 2023, 03:54:20 AM »

Remove everything past Scrapyard-Armories-0.0.2 on the link and it works, but yes, still needs to be fixed. That's just a quick way to get around it.
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