Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 9 10 [11] 12

Author Topic: [0.98a] Special Hullmod Upgrades v1.6a — Install colony item on ships!  (Read 211540 times)

jonadoe

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #150 on: December 28, 2024, 04:15:26 AM »

fyi to the people upthread (or anyone really) who were wondering about the cross-content hullmods and allowing more than one special mod per hull: those are maybe possibly baked into the jar file, i didn't really look too deep into it, but you could probably go through and tweak the relevant code to your liking
Logged

Mayu

  • Lieutenant
  • **
  • Posts: 63
    • View Profile
Re: [0.97a] Special Hullmod Upgrades v1.5 — Install colony item on ships!
« Reply #151 on: December 29, 2024, 06:00:43 AM »

Special Hullmod Upgrades v1.5a



Download here!

Save compatible.

Not an update but just a long overdue fix for the Nanite Swarm Cluster hullmod. The remaining crossmod contents with AOTD and Sunrider are still on the table. I'm just too busy with other things.

Change Log
Spoiler
[Changes]
Nanite Swarm Cluster hullmod:
- Fixed the passive effect of the N-Repair system, it should work now.
[close]
Logged

DHuangy

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Special Hullmod Upgrades v1.5a — Install colony item on ships!
« Reply #152 on: February 16, 2025, 03:59:25 PM »

Would it be very hard to add in a mod setting option to turn the 1 special hullmod limit on and off? Might be unintentional interactions with multiple active C abilities but other than that, I think it would a great feature.
Logged

earthman1234

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.97a] Special Hullmod Upgrades v1.5a — Install colony item on ships!
« Reply #153 on: February 19, 2025, 12:50:50 PM »

Would it be very hard to add in a mod setting option to turn the 1 special hullmod limit on and off? Might be unintentional interactions with multiple active C abilities but other than that, I think it would a great feature.
seconding this. and also an option to turn off ship size requirements (Coronal tap, etc), please
Logged

Mayu

  • Lieutenant
  • **
  • Posts: 63
    • View Profile
Re: [0.97a] Special Hullmod Upgrades v1.5a — Install colony item on ships!
« Reply #154 on: April 04, 2025, 07:04:08 AM »

Special Hullmod Upgrades v1.6



Download here!

Not save compatible.


Waow! I can't believe SHU's concept has been adapted in vanilla. :^)

[Changes]
- Updated to Starsector 0.98a.
- Adjusted everything inline with the new codex system.
- Refactored, optimized and cleaned every scripts. (Thank you Alex for incorporating the SHU elements in vanilla! It made my life easier.)
- Adapted the new item installation framework provided by the base game.
- The OP cost of SHU hullmods remains 0 but the installed items can still disappear if the ship gets disabled or destroyed in combat. (There's a toggle for this, turn it off if you wish.)
- Fixed existing bugs and typos.
- Removed the unintended hard dependency with LunaLib. It can function now without it.

[New]
- Added new toggle option to disable the mutual exclusivity of Special Upgrade and Armament Support System hullmods. (You can install all of them in one ship!)
- Added new toggle to enable Gacha S-mods which is basically a cheat toggle.
- Added new option to assign different hotkey for the subsystem of certain hullmods.
- Added new cross-mod interaction with the Sunrider mod. Biologic Commodity Replicator and Flux Hypershunt provides additional effect to the Sunrider ship.
- Added a pop-up prompt when purchasing the hullmod specs from Hubert.

 New customizable options:

With or without LunaLib.





[close]

Cross-mod interaction with Sunrider mod:

 Details:

Nothing fancy. Installing the following special upgrade hullmods in the Sunrider ship will unlock additional effects for it.

Sunrider's interaction with Biologic Commodity Replicator

[close]

Sunrider's interaction with Flux Hypershunt

[close]

[close]

PS: I will update the images and information in the front page in the following days. Unfortunately, I have a very limited time as of now.
« Last Edit: April 04, 2025, 07:26:57 AM by Mayu »
Logged

Alex_Sans

  • Lieutenant
  • **
  • Posts: 87
    • View Profile
Re: [0.98a] Special Hullmod Upgrades v1.6 — Install colony item on ships!
« Reply #155 on: April 04, 2025, 04:30:02 PM »

Quote from: Mayu
- Added new cross-mod interaction with the Sunrider mod. Biologic Commodity Replicator and Flux Hypershunt provides additional effect to the Sunrider ship.

lovely! *chef kiss
Logged

Bishop

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.98a] Special Hullmod Upgrades v1.6 — Install colony item on ships!
« Reply #156 on: April 10, 2025, 03:20:47 PM »

Having an issue with the "Orbital Fillament Anchor" - it has an additional effect "Fullerene tow cable" when installed on a destroyer / frigate it should increase the burn speed of the slowest ship but it doesnt seem to work. It shows an increase in speed in the refit screen but when you go into fleet screen while flying around the bonus is gone
Logged

vicegrip

  • Captain
  • ****
  • Posts: 339
    • View Profile
Re: [0.98a] Special Hullmod Upgrades v1.6 — Install colony item on ships!
« Reply #157 on: April 11, 2025, 12:39:32 AM »

Running into a weird bug where adding the Orbital Fillament Anchor hullmod to a destroyer or frigate will lock the composition of the player fleet, preventing any ships from being sold or scrapped, and preventing any new ships from being added. Doing the action then checking the fleet composition window will reveal the ship has returned.

Mayu

  • Lieutenant
  • **
  • Posts: 63
    • View Profile
Re: [0.98a] Special Hullmod Upgrades v1.6 — Install colony item on ships!
« Reply #158 on: April 11, 2025, 06:59:12 AM »

Having an issue with the "Orbital Fillament Anchor" - it has an additional effect "Fullerene tow cable" when installed on a destroyer / frigate it should increase the burn speed of the slowest ship but it doesnt seem to work. It shows an increase in speed in the refit screen but when you go into fleet screen while flying around the bonus is gone

Running into a weird bug where adding the Orbital Fillament Anchor hullmod to a destroyer or frigate will lock the composition of the player fleet, preventing any ships from being sold or scrapped, and preventing any new ships from being added. Doing the action then checking the fleet composition window will reveal the ship has returned.

Thank you for reporting! Will roll out a fix when I get to it.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2895
    • View Profile
    • Sc2Mafia
Re: [0.98a] Special Hullmod Upgrades v1.6 — Install colony item on ships!
« Reply #159 on: April 15, 2025, 11:40:53 PM »

Be advised: I believe SUStringCodex can leak campaign instances.  I cannot say for sure, because SpecialUpgrades.jar is closed source, but the evidence is here:

Spoiler
[close]
Logged

Mayu

  • Lieutenant
  • **
  • Posts: 63
    • View Profile
Re: [0.98a] Special Hullmod Upgrades v1.6 — Install colony item on ships!
« Reply #160 on: April 16, 2025, 11:03:18 PM »

Be advised: I believe SUStringCodex can leak campaign instances.  I cannot say for sure, because SpecialUpgrades.jar is closed source, but the evidence is here:

Spoiler
[close]

Oh wow, it's DR! I wasn't aware of the codex creating a leak in campaign instances. I will address this very soon and sorry for the inconvenience it caused!
Logged

Reshy

  • Admiral
  • *****
  • Posts: 1280
  • White
    • View Profile
Re: [0.98a] Special Hullmod Upgrades v1.6 — Install colony item on ships!
« Reply #161 on: April 24, 2025, 12:19:25 AM »

Something you might wanna consider as an edge case but if the special modifications are "built in" (like if you're designing difficult bounties for example) the sound will play any time interacting with the fleet or refit screen.  I'd probably suggest adding an exemption that if the special modifications are built in to not check for the special hull mod conflict.
Logged

JustThatGoo

  • Ensign
  • *
  • Posts: 24
    • View Profile


Oh wow, it's DR! I wasn't aware of the codex creating a leak in campaign instances. I will address this very soon and sorry for the inconvenience it caused!

Any news on this update? It's the only reason I don't have this great mod on my 0.98 runs ;p
Logged

Mayu

  • Lieutenant
  • **
  • Posts: 63
    • View Profile

Special Hullmod Upgrades v1.6a



Download here!

Save compatible.


A small patch for fixes.

In the future, I will remake the ship-towing effect script of the Orbital Filament Anchor.

- Fixed the memory leak.
- Fixed the weird fleet sync bug from the Orbital Filament Anchor.
Logged

Calicone

  • Ensign
  • *
  • Posts: 21
    • View Profile

Um... I hate to rain on the parade but it seems the Tow Cable kills performance now. Can't get above 15 FPS. Removing the Tow Cable normalizes FPS. I'm just going to avoid it until it gets completely reworked.

I will say that I can change my fleet now, though, so that's a plus.  :)
Logged
Pages: 1 ... 9 10 [11] 12