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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!  (Read 167696 times)

TheDapperDoge

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Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
« Reply #105 on: June 15, 2023, 08:21:27 AM »

Is there a way to make the Gacha hullmods obtainable without the mod installed? Preferably without console commands.
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Light Dimf

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Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
« Reply #106 on: June 20, 2023, 03:06:15 PM »

What about some more hullmod variance for AI-core hullmods?
Like hullmod that for partial logistical automation of the ship that can reduce required skeleton crew, somewhat reduce maintenance, etc?
Or hullmod that can add smart controls for the systems like shields and will be able to reduce their soft flux generation and do some other things?

It won't hurt balance of the mod since only one hullmod of such kind can be installed, but will give some more space for customization where to put that AI-cores.
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Mayu

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Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
« Reply #107 on: June 24, 2023, 04:51:37 PM »

Is there a way to make the Gacha hullmods obtainable without the mod installed? Preferably without console commands.

There isn't, unfortunately.

What about some more hullmod variance for AI-core hullmods?
Like hullmod that for partial logistical automation of the ship that can reduce required skeleton crew, somewhat reduce maintenance, etc?
Or hullmod that can add smart controls for the systems like shields and will be able to reduce their soft flux generation and do some other things?

It won't hurt balance of the mod since only one hullmod of such kind can be installed, but will give some more space for customization where to put that AI-cores.

More variation for AI cores, huh... I'll give it a thought.
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lustfull

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Hello , I had an idea to make the mod less punishing but still strict.

When a ship with an item upgrad get destroy , you would have to go on a
Colony ( size six minimum , for more salt)
And refit to repair the item ( with cost or not).
 The item would be lock on the ship and wouldn't work at all until dock at a station and to be repair . And if you deploy  the said ship to battle again without repairing it , the item would be lost for ever.

Or  to be more flexible the ship could battle  a certain number of time before the item get destroy. 1/2/3/4  allowed battle per size category.

Have a nice day a thanks for the mod.
« Last Edit: June 28, 2023, 09:03:34 AM by lustfull »
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Desudesudesu

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Re: [0.96a] Special Hullmod Upgrades v1.3c - Update!
« Reply #109 on: June 25, 2023, 05:32:36 PM »

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
The mod author won't do it because they think it makes it balanced or something and they have made it clear they will not add that feature despite requests. In reality the mod is still imbalanced and it just encourages savescumming or other methods. Personally I use the console command mod and just add the items back. The problem is if you use a lot of ships and items you have to remember what to replace in the first place. It's pretty bad. I wish I knew how to code so I could just change it myself lol.
« Last Edit: June 25, 2023, 05:38:20 PM by Desudesudesu »
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sawert42

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Hey chief, i get it that you don't want to change that and i'm not gonna preasure you to do that, but can you tell me if i can disable by myself the destruction of the item when a ship gets destroyed, like which file i need to change to disable that, and is it hard-coded into the mod that disabling it would require more work ?

Also i second that, this is a really good idea
What about some more hullmod variance for AI-core hullmods?
Like hullmod that for partial logistical automation of the ship that can reduce required skeleton crew, somewhat reduce maintenance, etc?
Or hullmod that can add smart controls for the systems like shields and will be able to reduce their soft flux generation and do some other things?

It won't hurt balance of the mod since only one hullmod of such kind can be installed, but will give some more space for customization where to put that AI-cores.
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Aziraphale

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I noticed a bug. I had the same kind of hullmod (Quantum Heatsink) into two ships. One ship got destroyed (but recovered) and the mod was lost, which is correct. So I wanted to remove the hullmod from the non-destroyed ship and move it to the previously destroyed one, but when I removed the mod from the non-destroyed ship the mod was lost, nowhere to be found. Same thing happened again when I loaded and tried again.
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Kwaize

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Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
« Reply #112 on: August 19, 2023, 12:11:29 PM »

When in custom stats mode, the description for Variable Fusion Capacitors lies and displays default values.
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hawknight

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Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
« Reply #113 on: August 28, 2023, 07:14:34 PM »

First things first, thanks for this amazing mod. I love it.


Now, is there any chance you would upload the java project on github or something? There's some change I've made for the previous version by decompiling the code, but I lost the decompiled files... Of course, I can decompile again, but I decided to ask because other people might be interested in changing some stuff as well.
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anhkhoa3302

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Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
« Reply #114 on: September 13, 2023, 06:49:42 PM »

Can elite fleet/bounty have ship with these hullmods ?
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OrariusTempus

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Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
« Reply #115 on: November 12, 2023, 01:53:08 AM »

Bug: The nanite repair effect only works if the ship is being piloted by the player or was previously piloted by the player when the ship was below 50% hull. Additionally, the visual effect only occurs when piloted by the player.

Have not tested if other in-combat passive systems are bugged or not.
« Last Edit: November 12, 2023, 01:54:53 AM by OrariusTempus »
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coolphoton

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Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
« Reply #116 on: November 30, 2023, 05:24:10 AM »

I love the mod. In fact, I cant play without it.
My only request is to allow a second colony item at once, even at drastically reduced efficiency
I am forever torn between adding a nanoforge or literally anything else. I find regenerating missiles just that important.
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Fusion

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Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
« Reply #117 on: December 15, 2023, 06:30:11 AM »

Hello
Bug: Editing stats of Variable Fusion Capacitors in sphmu_options, don't change them in game. Other mods can be edited normally.
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Mayu

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Re: [0.96a] Special Hullmod Upgrades v1.3c — Install colony item on ships!
« Reply #118 on: December 18, 2023, 06:53:45 AM »

Special Hullmod Upgrades v1.4a - United Auroran Federation Collaboration Update



Download here!


Change Log
Spoiler
[General]
- Polished some scripting.
- Added a new toggle option to turn off the item destruction penalty when the ship is destroyed or disabled in combat.

[CROSS-MOD INTERACTION]
United Auroran Federation:
- The collaboration content is now available.
- New six special hullmods have been added.

[How to get]
- UAF mod must be present in your modlist.
- To obtain the collaboration hullmods, you must be at least 50~ relationship level with Nia Auroria, she's located at Vermillion Station.

[Changes]
High-Throttled Weapon Torque hullmod:
- Adjusted hit strength of weapons to armor from 15% to 10%.

Nanite Swarm Cluster hullmod:
- Fixed the visual repair animation bug when not piloted by the player.

Orbital Filament Anchor hullmod:
- Blocks Monofilament Tow Cable hullmod.

Variable Fusion Capacitors hullmod:
- Fixed the stats description when in Custom Stats Mode.
[close]

 New Collaboration Hullmods:

To obtain the collaboration hullmods, you must be at least 50~ relationship level with Nia Auroria, she's located at Vermillion Station.

Drive Field Actuator

[close]

Dynamic Utility System

[close]

Fighter Autoforge

[close]

Flight Control Transmitter

[close]

Logistic Analyzer

[close]

Magnetic Sensor Jammer

[close]

[close]

The mod will now enter its maintenance mode. This might be the last update of SHU for the foreseeable future. It will still receive patches if there's something that needs to be addressed. So yeah, have a good one!
« Last Edit: December 18, 2023, 08:09:33 AM by Mayu »
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Mayu

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Re: [0.96a] Special Hullmod Upgrades v1.4b — Install colony item on ships!
« Reply #119 on: December 23, 2023, 02:53:15 AM »

Special Hullmod Upgrades v1.4b - Small hotfix

Save compatible!



Download here!


Change Log
Spoiler
[Changes]
Magnetic Sensor Jammer hullmod:
- Increased the radius of the jamming range from 800su to 1200su.
- Fixed the NPE.
[close]
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