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 [2] 3

Author Topic: [0.95.1a] Everything Recoverable (v1.1.2)  (Read 28064 times)

DerpIsGud

  • Ensign
  • *
  • Posts: 5
    • View Profile

Another note, it seems that stations (aside from being able to move at a horrifying speed LMAO), seem to spawn similar to a ship, in which they spawn in the players/enemies side when deployed. I'm not familliar with modding but if this is of any help, I can somewhat recall that it's one of the tags in a station that allow it to immediately spawn in the middle of a map, since its a station.

Now that I type this though I reckon that would make things extremely awkward when you deploy your station to an enemy station and they both spawn in the middle of the map right on eachother. Maybe the ability to salvage and deploy stations can be off by default and have them work normally as unrecoverable ships? I understand this technically goes against the mod but I think this would make for an okay exception since they simply have special mechanics.
Logged

jujuteux

  • Ensign
  • *
  • Posts: 43
    • View Profile

Another note, it seems that stations (aside from being able to move at a horrifying speed LMAO), seem to spawn similar to a ship, in which they spawn in the players/enemies side when deployed. I'm not familliar with modding but if this is of any help, I can somewhat recall that it's one of the tags in a station that allow it to immediately spawn in the middle of a map, since its a station.

Now that I type this though I reckon that would make things extremely awkward when you deploy your station to an enemy station and they both spawn in the middle of the map right on eachother. Maybe the ability to salvage and deploy stations can be off by default and have them work normally as unrecoverable ships? I understand this technically goes against the mod but I think this would make for an okay exception since they simply have special mechanics.

Hi! version 1.1.2 is out, it should have fixed the station issue with moving along with other fixes
in the next version, 1.2.0, i will make it so that stations, both on the allies and enemies spawn depending on how many stations there are
Logged

sanya02

  • Lieutenant
  • **
  • Posts: 78
    • View Profile

Thanks for the mod) Now everything works! I don't need history points if I put "onlyCleanRecovery":1.0. One more request, it's better not to move away from the original! Make the percentage of recovery ships as in the original, otherwise why do we need cranes to collect trophies!
Logged

DerpIsGud

  • Ensign
  • *
  • Posts: 5
    • View Profile

Another note, it seems that stations (aside from being able to move at a horrifying speed LMAO), seem to spawn similar to a ship, in which they spawn in the players/enemies side when deployed. I'm not familliar with modding but if this is of any help, I can somewhat recall that it's one of the tags in a station that allow it to immediately spawn in the middle of a map, since its a station.

Now that I type this though I reckon that would make things extremely awkward when you deploy your station to an enemy station and they both spawn in the middle of the map right on eachother. Maybe the ability to salvage and deploy stations can be off by default and have them work normally as unrecoverable ships? I understand this technically goes against the mod but I think this would make for an okay exception since they simply have special mechanics.

Hi! version 1.1.2 is out, it should have fixed the station issue with moving along with other fixes
in the next version, 1.2.0, i will make it so that stations, both on the allies and enemies spawn depending on how many stations there are


Oh damn, this is a workaround I haven't thought of, that actually looks like a neat way to implement multi-station fights! (For the players who want to throw a station at the enemy).

Thanks for responding with adjustments of this mod so quickly! It's highly appreciated and I hope you'll able to improve this and other mods in the future.
Logged

jujuteux

  • Ensign
  • *
  • Posts: 43
    • View Profile

Thanks for the mod) Now everything works! I don't need history points if I put "onlyCleanRecovery":1.0. One more request, it's better not to move away from the original! Make the percentage of recovery ships as in the original, otherwise why do we need cranes to collect trophies!

alright, this is a simple one, it's just that the removal is completely random and even affects trophy ships, so even if you have all the gantries in the world, that setting will always make full recovery a non 100% chance wich kinda beats the point of that mod
anyways i'll just clone the 3 settings the game has and put them in my mod.

Oh damn, this is a workaround I haven't thought of, that actually looks like a neat way to implement multi-station fights! (For the players who want to throw a station at the enemy).

Thanks for responding with adjustments of this mod so quickly! It's highly appreciated and I hope you'll able to improve this and other mods in the future.
thanks!
Logged

TheProtagonists

  • Ensign
  • *
  • Posts: 22
    • View Profile

Seems like a possibly unintended side effect of the "unhide everything" option is that the illegal arms dealer is able to build every single hull in the game, including parts of multi-module ships and unimplemented ships that doesn't appear in the campaign at all. Not really game breaking and changing the option will fix it, but still wanted to report this.
« Last Edit: October 19, 2022, 06:11:22 AM by TheProtagonists »
Logged

sanya02

  • Lieutenant
  • **
  • Posts: 78
    • View Profile

Tested the mod. It puts a VERY heavy load on the video card! There are lags on the card.
Logged

jujuteux

  • Ensign
  • *
  • Posts: 43
    • View Profile

Tested the mod. It puts a VERY heavy load on the video card! There are lags on the card.
that's weird, all the mod does is change tags around at loadtime and gives station a ligthweight hidden hullmod
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 25904
    • View Profile
Re: [0.95.1a] Everything Recoverable (v1.1.2)
« Reply #23 on: October 24, 2022, 12:19:06 PM »

Edited the thread title for reasons that should be obvious.
Logged

nooder

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.95.1a] Everything Recoverable (v1.1.2)
« Reply #24 on: December 07, 2022, 02:36:09 PM »

do i need to start a new game if i change anything in the config file or it takes effect in next time i load up the game ?
Logged

Spacejunkhauler

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.95.1a] Everything Recoverable (v1.1.2)
« Reply #25 on: December 28, 2022, 05:27:54 PM »

Got a bug, or at least something very annoying: A station was where ships enter the combat area, like immieditaly infront of it. Several ships rammed it at 200+ su and exploded XD.
Logged

vicegrip

  • Captain
  • ****
  • Posts: 334
    • View Profile
Re: [0.95.1a] Everything Recoverable (v1.1.2)
« Reply #26 on: January 04, 2023, 12:01:53 AM »

Out of curiosity, is SalvageEverything.jar supposed to be over 10 mb? That's almost twice the size of starfarer.api.jar and seems to include all the core game's .class files in there. That doesn't seem right.

TheWanderer

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.95.1a] Everything Recoverable (v1.1.2)
« Reply #27 on: January 15, 2023, 01:41:21 AM »

Just started using this mod after finding out that an incredibly overpowered ship in a high-level bounty fleet I fought was unrecoverable normally. Very fun stuff! My only question would be: Is there any way to make it so that recovered stations move (in hyperspace and in real-space, not in combat) at a speed higher than 0? Without it I can only move a fleet containing one at a semi-acceptable rate if I run a constant emergency burn, which is a bit of a pain. Thanks, and great job on the mod!
Logged

TheWanderer

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.95.1a] Everything Recoverable (v1.1.2)
« Reply #28 on: January 16, 2023, 05:04:55 AM »

Also, it appears that this mod stops AI cores from dropping from [REDACTED] fleets. I've just fought five full-size remnant ordos and haven't gotten a single core of any kind.
Logged

not a luddic path member

  • Ensign
  • *
  • Posts: 19
    • View Profile
Re: [0.95.1a] Everything Recoverable (v1.1.2)
« Reply #29 on: February 07, 2023, 12:51:12 AM »

This mod causes a memory leak in every playthrough I have it enabled.
Logged
is that an alpha core in your pocket or are you just excited to see me
Pages: 1 [2] 3