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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: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!  (Read 115765 times)

Sottom

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Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
« Reply #90 on: May 18, 2023, 12:19:22 PM »

I hope it gets updated to 0.96a soon.

Same. I need muh core and ship enhancing shenanigans.
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Deftblade

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Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
« Reply #91 on: May 21, 2023, 05:25:09 AM »

I hope that this mod gets back to working soon. Because at this point i need it in my games as much as Nexerelin.
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MattyK

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Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
« Reply #92 on: May 25, 2023, 05:24:49 AM »

Ironically, in the absence of this mod, it's caused me to fish around for other modification-style addons to the game; Exotica Technologies provides a stopgap solution for the OP Reductions to Weapons/Fighters via the "Integrated Alpha AI Core" exotic modification.

Which, might also be worth checking if the two conflict later on, and maybe a compatibility patch between the two to prevent 'OP Stacking Reductions' from making truly-overpowered ships.
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FreonRu

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Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
« Reply #93 on: May 29, 2023, 11:31:47 AM »

Hello.
Is it planned to update the mod for the current version of the game?
Thanks in advance for your reply
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Mayu

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Re: [0.95.1a] Special Hullmod Upgrades v1.3 - Another Update!
« Reply #94 on: June 05, 2023, 04:50:37 AM »

Special Hullmod Upgrades v1.3c - 0.96a update and fixes again.



Download here!

Needs a new save!


Change log:
Spoiler
[General]
- Updated to 0.96a.
- Refactored scripts and fixed the critical issue with Field Repair skill (this time, for sure!).
- Fixed the underlying issue when reloading the current save or loading into another save in-game. The bug makes the item installation and refunding unstable.
- Fixed the bizarre CTD with Plasma-Charged Shield Emitter hullmod in combat.
- Pre-setup for LunaLib's soft integration (For more convenient customization in Custom Stats Mode. Soon.).


[Changes]
Arsenal Autoforge hullmod:
- The reload function does not include the missile ammo bonus from skills and hullmods.
- Added the information above in the hullmod tooltip for clarity.
- Incompatible with Missile Autoloader.

Arsenal Autoforge (Enhanced) hullmod:
- The reload function does not include the missile ammo bonus from skills and hullmods.
- Added the information above in the hullmod tooltip for clarity.
- Incompatible with Missile Autoloader.

High-Throttled Weapon Torque hullmod:
- Fixed the misleading number of the critical damage text pop-out in combat.
- Changed the critical on-hit text in combat.

Nanite Swarm Cluster hullmod:
- Adjusted the hull repair rate of its passive system from 0.2% to 0.4%.


[CROSS-MOD INTERACTION]
United Auroran Federation
- WIP (Sorry, been super busy lately!)
[close]
« Last Edit: June 05, 2023, 06:37:05 AM by Mayu »
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MattyK

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Re: [0.96a-RC10] Special Hullmod Upgrades v1.3c - Update!
« Reply #95 on: June 05, 2023, 06:50:14 AM »

Thanks for the update, Mayu!
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sajberhippien

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Re: [0.96a-RC10] Special Hullmod Upgrades v1.3c - Update!
« Reply #96 on: June 05, 2023, 07:00:58 AM »

Question: Is it still the case that this mod can't be added to an existing save, in any way?

I know the OP says it requires a new save, but I'm asking just to be sure since sometimes opening posts aren't entirely accurate in regards to current iterations of a mod, and also because I'm asking unofficially whether it's possible rather than if it's something supported by the mod creator; I'm fine with risking my save-game (I make backups).
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FreonRu

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Re: [0.96a-RC10] Special Hullmod Upgrades v1.3c - Update!
« Reply #97 on: June 05, 2023, 11:06:48 AM »

Good day.
Thank you very much for updating the modification, it is simply necessary for my new passage.
There is a small question - is it planned to integrate with industrial evolution? A few artifacts are being added there, it will be very interesting to find out what effects they can give to ships. Thanks in advance for your reply.
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Mayu

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Re: [0.96a-RC10] Special Hullmod Upgrades v1.3c - Update!
« Reply #98 on: June 05, 2023, 08:54:16 PM »

Question: Is it still the case that this mod can't be added to an existing save, in any way?

You can try, but to make sure nothing is amiss, I suggest for a new save.

Good day.
Thank you very much for updating the modification, it is simply necessary for my new passage.
There is a small question - is it planned to integrate with industrial evolution? A few artifacts are being added there, it will be very interesting to find out what effects they can give to ships. Thanks in advance for your reply.

You are welcome! There are no plans yet of content integration with Industrial Evolution, however, I do welcome the idea!
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Zr0Potential

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Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
« Reply #99 on: June 05, 2023, 11:07:22 PM »

NEW UPDATE LET'S GO!!!!

Still hoping that we can use multiple upgrades in a ship pretty please with a cherry on top  :)
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Recar

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Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
« Reply #100 on: June 08, 2023, 10:52:18 AM »

Does this mod work with Progressive S-Mods?
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MattyK

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Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
« Reply #101 on: June 08, 2023, 01:40:33 PM »

Does this mod work with Progressive S-Mods?

Can you build in these mods?

Yes, but they're zero cost so there's literally no point unless you've modified Progressive S-Mods to do some kooky stuff with the more built-in's you have.

Does it remove the restriction on equipping more than one AI Core and one Colony Item? Nope.
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Recar

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Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
« Reply #102 on: June 09, 2023, 06:17:38 AM »

I was just wondering because I didn't think you could build in normally when using Progressive S-Mods Mod and didn't know if that would mess with it.
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Recar

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Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
« Reply #103 on: June 09, 2023, 06:19:37 AM »

Oh I see what you mean. I misread that and though it was zero cost PSMod exp. Thank you.
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Aleverette

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Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
« Reply #104 on: June 12, 2023, 08:41:16 PM »

It is a very interesting mod that added tons of utility to duplicate colony items that normally just collecting dust inside player inventory

But hot dayum is it punishing to lose one of those irreplaceable items in a random encounter and usually have to save edit it back

It would be nice for the config file to offer player the option to toggle perma loss off alongside op cost adjustments for those Hullmod, or maybe the ability to build-in those hullmods if it is doable code-wise

Damn blocker script(lol, learn it me filthy casual :(
« Last Edit: June 12, 2023, 09:28:09 PM by Aleverette »
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