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Author Topic: [0.97a-R7] Salvage Ship Expansion v0.4.5  (Read 68165 times)

Gopsky

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[0.97a-R7] Salvage Ship Expansion v0.4.5
« on: March 03, 2023, 08:33:11 AM »

Salvage Ship Expansion v0.4.5
This is my first mod ever. If there are problems with balancing or the mod itself, please inform me!

A short trailer:
www.youtube.com/watch?v=7HpIWuir7Kk

This mod adds several new salvage ships, hullmods, industries and a drone:

four new ships:

Spoiler
Search Vessel-class Salvage Vessel, a small ship with minor salvage bonus


Collector-class Salvage Carrier, a salvage ship equipped with special salvage drones


Recovery-class Salvage Harvester, a large salvage ship with an integrated scanner for more efficient salvage operations


Converter-class Processor, a converted Colossus with an integrated processing unit and salvaging drones

[close]
one new drone:
Spoiler
salvage drone, increase salvage efficiency but is useless in combat

[close]
six new hullmods:
Spoiler
salvage drones, increase the salvage efficiency


salvage scanner, increase the salvage efficiency


salvage processor, increases the salvage efficiency


improvised salvage gantry, increases the salvage efficiency


tow calbe mesh, increases the salvage efficiency


worker access hatches, increases the salvage efficiency

[close]
two new industries:
Spoiler
salvaging facility, provides low metal income


fuel hauling docks, provides low fuel income

[close]
changelog
Spoiler
v0.4.5
updatet to 0.97a-RC7

v0.4.4
change: the fuel hauling docks industry has now a new icon
change: the salvaging facility industry has now a new icon

v0.4.3
fixed: the game crashes when salvage scanner and salvage processor hullmod tooltip is viewed with frigate or destroyer hull sized ships (thanks to user Arthur_The_Ok)

v0.4.2
(sort of) fixed: the info display when hovering over the hullmod for the values did not show the correct values (thanks to user Chaotic Law)

v0.4.1
fixed: the salvage scanner could not be installed in ships (thanks to user Chaotic Law)
fixed: the info display when hovering over the hullmod for the values did not show the correct values (thanks to user Chaotic Law)

v0.4
added industry: salvaging facility
added industry: fuel hauling docks

v0.3.1
fixed: fixed a spelling error in the description of the Recovery-class Salvage Harvester (thanks to user malis_p)

v0.3
added hullmod: improvised salvage gantry
added hullmod: tow cable mesh
added hullmod: worker access hatches

v0.2.1
updatet to 0.96a-RC10
fixed: the Search Vessel-class Salvage Vessel had no civilian grade hull hullmod (thanks to user Akekho)

v0.2
added ship: Converter-class Processor
added hullmod: salvage processor
change: the Recovery-class Harvester has now shields and a small ballistic weapon slot (thanks to user Dreadnought70)
change: the Collector-class Salvage Carrier sprite has received some slight art rework
change: the salvage drone sprite has received some slight art rework (thanks to user Dreadnought70)

v0.1.1
updatet to 0.96a-RC7

v0.1 initial release
added ship: Search Vessel-class Salvage Vessel
added ship: Collector-class Salvage Carrier
added ship: Recovery-class Salvage Harvester
added drone: salvage drone
added hullmod: salvage drones
added hullmod: salvage scanner
[close]



future plans:
Spoiler
- The Converter-Class Processor should get the ability to explicitly extract metal and supplies from debris fields
- Another ship using similar mechanics is planned to be designed for fuel extraction from debris fields
- Special salvage stations that can be built in permanent debris fields are planned
- Some new hullmods for "normal" ships
- The industries will get a dependency on permanent debris fields in the system

My problem at this point is that I have no idea how to implement my plans. If any of you could give me some helpful advice, I would be very grateful.
[close]
just a little information/insight:
Spoiler
[english]
My code is rudimentary and inefficient at best, but it works. If there are any suggestions for improvement, I would be happy to hear them. Progress on this mod is very slow as I have recently started studying and therefore have little time. Nevertheless, I would like to develop it constantly.

[german]
Mein Code ist im besten falle rudimentär und ineffizient, aber er funktioniert. Falls Vorschläge zur Verbesserung bestehen, würde ich mich freuen wenn man mir diese zukommen lässt. Der Fortschritt an dieser Mod ist nur sehr langsam, da ich vor kurzen ein Studium begonnen habe und daher nur wenig Zeit habe. Trotzdem möchte ich sie stetig weiterentwickeln.
[close]

I am very unsure about balancing, so feedback would be great!
No other mod dependencies, just unzip in mods folder and start playing
Download 1 (Mega)

Download 2 (Google Drive)
« Last Edit: February 11, 2024, 01:12:38 AM by Gopsky »
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Dreadnought70

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Re: [0.95.1a-RC6] Salvage Ship Expansion v0.1
« Reply #1 on: April 08, 2023, 02:33:14 PM »

I love this mod :D
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Check out Domain Drones+, a mod I have for Starsector!

https://fractalsoftworks.com/forum/index.php?topic=25888.msg385285#msg385285

Gopsky

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Re: [0.95.1a-RC6] Salvage Ship Expansion v0.1
« Reply #2 on: April 08, 2023, 03:32:12 PM »

I love this mod :D

I'm glad you like the mod! Do you have any suggestions for balancing or is it fine the way it is?

Dreadnought70

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Re: [0.95.1a-RC6] Salvage Ship Expansion v0.1
« Reply #3 on: April 19, 2023, 02:52:20 PM »

My only two things I would like would be:
Make the Salvage drone easier to distinquish from other drones as currently they look very similar when browsing markets for them.
Give the Recovery-class shields and a small weapon slot at the front where it shows on the sprite.

Otherwise I have had no issues with the mod!
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Check out Domain Drones+, a mod I have for Starsector!

https://fractalsoftworks.com/forum/index.php?topic=25888.msg385285#msg385285

Gopsky

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Re: [0.95.1a-RC6] Salvage Ship Expansion v0.1
« Reply #4 on: May 21, 2023, 12:00:54 PM »

My only two things I would like would be:
Make the Salvage drone easier to distinquish from other drones as currently they look very similar when browsing markets for them.
Give the Recovery-class shields and a small weapon slot at the front where it shows on the sprite.

Otherwise I have had no issues with the mod!

I have taken your advice seriously and changed this and a few other things!

At the moment I am in a phase of development in which I make only slow progress, because the implementation of my plans for the mod need a deeper understanding of the code and its environment. Unfortunately I don't have this yet. Is there any advice or resources that might be helpful to my plans? As a precaution I have listed the most important points under "fututre plans" and would be very happy about a personal message!

mrpras

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Re: [0.96a-R7] Salvage Ship Expansion v0.2
« Reply #5 on: May 22, 2023, 08:04:01 AM »

Great work, thank you. I always wanted better salvage ships. My modding choices seriously unbalance the game so I can´t give much feedback on that except it´s perfect so far for me.

The only addition I can think of would be colony based, an orbital processing facility that I can dump minerals, ships, weapons into that get processed into other components would be cool. It would be awesome if that orbital facility could somehow gather local wrecks automatically too. Like all battles in the system could general salvage of various types at the orbital facility.

Just a thought, it sounds hard to do and there are already a bunch of forge mods ("ore refinery", "forge production") to do this stuff in your fleet. Maybe a super slow but super big processing facility would be a good combination wth special planetary strip-mining options (like "nomadic survival" planetary options).

To be honest though, the mod is already spot on. Thanks again
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Gopsky

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Re: [0.96a-R7] Salvage Ship Expansion v0.2
« Reply #6 on: May 23, 2023, 11:55:35 AM »

Great work, thank you. I always wanted better salvage ships. My modding choices seriously unbalance the game so I can´t give much feedback on that except it´s perfect so far for me.

The only addition I can think of would be colony based, an orbital processing facility that I can dump minerals, ships, weapons into that get processed into other components would be cool. It would be awesome if that orbital facility could somehow gather local wrecks automatically too. Like all battles in the system could general salvage of various types at the orbital facility.

Just a thought, it sounds hard to do and there are already a bunch of forge mods ("ore refinery", "forge production") to do this stuff in your fleet. Maybe a super slow but super big processing facility would be a good combination wth special planetary strip-mining options (like "nomadic survival" planetary options).

To be honest though, the mod is already spot on. Thanks again

Thanks for your feedback! :)
I plan to add stations that can be built in permanent debris fields. I can't say yet how this will look like in the end, but I have already thought about possible ships that can be bought and/or built on these stations.

Indie Winter

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Re: [0.96a-R7] Salvage Ship Expansion v0.2
« Reply #7 on: June 20, 2023, 12:22:12 AM »

Great work, thank you. I always wanted better salvage ships. My modding choices seriously unbalance the game so I can´t give much feedback on that except it´s perfect so far for me.

The only addition I can think of would be colony based, an orbital processing facility that I can dump minerals, ships, weapons into that get processed into other components would be cool. It would be awesome if that orbital facility could somehow gather local wrecks automatically too. Like all battles in the system could general salvage of various types at the orbital facility.

Just a thought, it sounds hard to do and there are already a bunch of forge mods ("ore refinery", "forge production") to do this stuff in your fleet. Maybe a super slow but super big processing facility would be a good combination wth special planetary strip-mining options (like "nomadic survival" planetary options).

To be honest though, the mod is already spot on. Thanks again

Thanks for your feedback! :)
I plan to add stations that can be built in permanent debris fields. I can't say yet how this will look like in the end, but I have already thought about possible ships that can be bought and/or built on these stations.

This is a fantastic idea! Just wanted to add (and I don't know how feasible this is given your goals and the capacity of the game to be modded) that maybe you can include something in the mod settings that if enabled would make these fields disappear after a while, having been "cleaned up"? this would allow neat-freaks like me to tidy up a system they want to colonize!
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legion499

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Re: [0.96a-R7] Salvage Ship Expansion v0.2
« Reply #8 on: July 10, 2023, 08:30:58 AM »

In my opinion this mod is perfect the way it is right now. Simple and straight forward. Salvage ships... that salvage. The end. I really don't know why the base game has such a lack of these things. The additions that make salvaging even better are a nice touch without being too much.
The only way you could make this better is by improving the ship sprites.
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Gopsky

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Re: [0.96a-R7] Salvage Ship Expansion v0.2
« Reply #9 on: July 17, 2023, 02:27:59 AM »

This is a fantastic idea! Just wanted to add (and I don't know how feasible this is given your goals and the capacity of the game to be modded) that maybe you can include something in the mod settings that if enabled would make these fields disappear after a while, having been "cleaned up"? this would allow neat-freaks like me to tidy up a system they want to colonize!

In my opinion this mod is perfect the way it is right now. Simple and straight forward. Salvage ships... that salvage. The end. I really don't know why the base game has such a lack of these things. The additions that make salvaging even better are a nice touch without being too much.
The only way you could make this better is by improving the ship sprites.

Thank you for the kind words!

Fact is that besides the temporary debris fields, which are created after battles, there are also permanent fields, which are apparently so large and/or dense that they do not disappear without effort. Therefore the idea is to "recycle" these fields to get metal or maybe even a small amount of transplutonics and weapons.

A dedicated station, as opposed to a planet-based industry, would be the more reasonable approach here, in my opinion, as it offers more options for the individual specifics of these from the get-go. Maybe some special cheap low tech ships?

Spriting is a task I'm only partially up to. I do have some experience with Gimp and Photoshop, but I haven't found the time to transform the ships to my satisfaction yet. In general, I want to try to make the ships as fitting as possible to the ones from Vanilla, so there will be a lot of work to do on this front.

Akekho

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Re: [0.96a-R7] Salvage Ship Expansion v0.2
« Reply #10 on: August 19, 2023, 10:29:57 AM »

Hello love the mod, just what i was looking for, simple and not bloated with random ships.

One question, seems like Search class vessel does not have civilian systems mod, is that intentional?
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edixo

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Re: [0.96a-R7] Salvage Ship Expansion v0.2
« Reply #11 on: August 20, 2023, 01:19:15 AM »

+1 for digging this mod, always love meself some more salvage rigs.
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Gopsky

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Re: [0.96a-R7] Salvage Ship Expansion v0.2
« Reply #12 on: August 21, 2023, 02:24:57 AM »

Hello love the mod, just what i was looking for, simple and not bloated with random ships.

One question, seems like Search class vessel does not have civilian systems mod, is that intentional?

In fact, it shouldn't be like that. It seems to have slipped through my fingers when I was revising the ships.
Thanks for pointing that out, I've fixed it.

+1 for digging this mod, always love meself some more salvage rigs.

Yeah me too, that's why I made this mod ;D

Ash and dust

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Re: [0.96a-R10] Salvage Ship Expansion v0.2.1
« Reply #13 on: September 10, 2023, 03:47:29 AM »

Can you add some salvage hullmod which can be installed on other ships
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Gopsky

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Re: [0.96a-R10] Salvage Ship Expansion v0.2.1
« Reply #14 on: September 11, 2023, 08:08:54 AM »

Can you add some salvage hullmod which can be installed on other ships

I've been considering this from the beginning, but as of the last update to v0.2, I haven't thought about it again.
Basically I have already planned some hullmods for "normal" ships, these should come with the next update.  :)
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