Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Hi, I'm new to the modding scene, currently working on a mod that modifies the bounty rewards. It works for vanilla but before I release I was hoping to make it react dynamically to bounties added by other mods such as MagicLib. Is there a way to modify the bounty credit rewards in a blanket way, i.e. for all bounties added by MagicLib?
I've noticed that unlike in job_description, the job_comm_reply and job_intel_success fields will not render \n new lines correctly.
Is it safe to ongoing game if I update to latest version?
// Long createFleet methodMagicCampaign.createFleetBuilder() .setFleetName() .setFleetFaction() .setFleetType() .setFlagshipName() .setFlagshipVariant() .setFlagshipAlwaysRecoverable() .setFlagshipAutofit() .setCaptain() .setSupportFleet() .setSupportAutofit() .setMinFP() .setReinforcementFaction() .setQualityOverride() .setSpawnLocation() .setAssignment() .setAssignmentTarget() .setIsImportant() .setTransponderOn() .setVariantsPath() .create();// Shorter createFleet methodMagicCampaign.createFleetBuilder() .setFleetName() .setFleetFaction() .setFleetType() .setFlagshipName() .setFlagshipVariant() .setCaptain() .setSupportFleet() .setMinFP() .setReinforcementFaction() .setQualityOverride() .setSpawnLocation() .setAssignment() .setAssignmentTarget() .setIsImportant() .setTransponderOn() .create();// createCaptainMagicCampaign.createCaptainBuilder() .setIsAI() .setAICoreType() .setFirstName() .setLastName() .setPortraitId() .setGender() .setFactionId() .setRankId() .setPostId() .setPersonality() .setLevel() .setEliteSkillsOverride() .setSkillPreference() .setSkillLevels() .create();
import data.scripts.Magic -> import org.magiclib.Magicimport data.scripts.util.Magic -> import org.magiclib.util.Magicimport data.scripts.terrain.Magic-> import org.magiclib.terrain.Magicimport data.scripts.ai.Magic-> import org.magiclib.ai.Magicimport data.scripts.bounty.Magic-> import org.magiclib.bounty.Magicimport data.scripts.campaign.Magic-> import org.magiclib.campaign.Magicimport data.scripts.hullmods.Magic-> import org.magiclib.hullmods.Magicimport data.scripts.plugins.Magic-> import org.magiclib.plugins.Magicimport data.scripts.weapons.Magic-> import org.magiclib.weapons.Magic
Something broke, that link downloads an empty zip
Quote from: Zuthal on May 07, 2023, 11:35:09 AMSomething broke, that link downloads an empty zipSorry! It should be fixed now. I relied on my automatic process to create the .zip, it broke, and I didn't double-check it :|
hello I keep getting this error when playing and I think it might come from MagicLib.1172137 [Thread-9] INFO sound.H - Playing music with id [battle_ambience_01.ogg]1172181 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Texture [trails_trail_zappy] from category [fx] not foundjava.lang.RuntimeException: Texture [trails_trail_zappy] from category [fx] not found at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source) at com.fs.starfarer.settings.StarfarerSettings.class(Unknown Source) at com.fs.starfarer.settings.StarfarerSettings$1.getSprite(Unknown Source) at org.magiclib.plugins.MagicAutoTrails.createTrailSegment(MagicAutoTrails.java:147) at org.magiclib.plugins.MagicAutoTrails.advance(MagicAutoTrails.java:136) at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source) at com.fs.starfarer.combat.super.new.super(Unknown Source) at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) at com.fs.state.AppDriver.begin(Unknown Source) at com.fs.starfarer.combat.CombatMain.main(Unknown Source) at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) at java.lang.Thread.run(Thread.java:750)