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

Author Topic: [0.98a] A Fleet Testing Mod (v1.0.0)  (Read 20995 times)

Tranquility

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[0.98a] A Fleet Testing Mod (v1.0.0)
« on: June 19, 2023, 11:41:09 AM »


A Fleet Testing Mod

Console Commands and MagicLib recommended!



Safe to add to existing saves, and safe to remove from existing saves







Mod Details

This mod introduces target practice variants of vanilla ships to the simulator, provides two main menu missions for fleet/station versus fleet tests, adds several Console Commands commands that help with testing fleets in the campaign, and includes a few test-only MagicLib bounties in Asharu featuring the [REDACTED]. Nothing else too fancy; this is just to make it easier for people to theorycraft and test out their ships or fleets, especially against the current vanilla end-game enemies.



List of Commands
To see all the commands added by this mod in-game, type 'help fleettesting' into the Console Commands prompt.
  • InitiateFleetTest - Sets up the player fleet for fleet testing, removes all current ships and officers, and teleports the player to the Abandoned Terraforming Platform in Corvus. If MagicLib is enabled, also allows the test-only [REDACTED] MagicBounties to appear.
  • SpawnRemnantStation - Spawns on your location a Remnant station, which generates a specified number of fleets with a specified initial Fleet Points. Also sets relationship with Remnants to Inhospitable. If no arguments are entered, initial FP for spawned fleets is 128 and max number of fleets is 10.
  • ShowFleetStats - Shows fleet stats for a specified fleet within the current location. If no arguments are entered, defaults to showing player fleet stats.
  • ShowFleetComposition - Shows the overall fleet composition numbers for each faction within the current location.
  • ShowPlayerDMods - Shows all D-Mods and their distribution within the player's fleet.
  • AddMaxRandomDMods - Applies the maximum number of D-Mods to all ships in the player fleet. Does not include any destroyed D-Mods, like Structural Damage. Can specifiy a hull ID to only add D-Mods to matching player ships.
  • AddSMods - Applies specified S-Mods to all player ships matching a specified hull ID. Can specify any number of hullmods to S-Mod at once.
  • ClearAllSMods - Clears all S-Mods from all ships in the player fleet. Can specifiy a hull ID to only remove S-Mods from matching player ships.
  • ShowHullIDs - Shows the hull IDs of all ships in the player fleet.
  • ClearAllDMods - Clears all D-Mods from all ships in the player fleet, restoring them to pristine condition. Can specifiy a hull ID to only remove D-Mods from matching player ships.
  • AddPresetOfficers - Adds a number of preset officers to the players fleet. If no arguments are entered, lists all available preset officer IDs. Preset officer IDs and configurations can be modified in AFleetTestingMod/data/config/presetOfficers.json.
  • ShowExceptionalPodOfficers - Shows the location of all exceptional pod officers in this sector.
  • SpawnFactionFleets - Spawns a number of faction fleets with the specified patrol type or base combat FP. Uses stats from either the faction's best market or, if none exist, a fake market. Also supports a few additional options.
[close]

Latest Changelogs
v1.0.0 (Update for Starsector 0.98a)
  • Compiled for Java 17
  • Updated "ShowFleetStats" XP calculations to account for the vanilla XP bugfix
v0.8.1
  • Updated "SpawnFactionFleets" command
    - "fp" argument now accepts floating-point values
    - Added 'i' option to ignore market fleet size multiplier when spawning fleets
    - Added 'o' option to make fleets spawn without officers
    - Added "qualityOverride" argument to override market ship quality
  • Updated "ShowFleetStats"
    - Now shows officer levels and counts
    - Now shows flight deck counts as well as fighter wings types and counts
v0.8.0
  • Added "SpawnFactionFleets" command
    - Spawns a number of faction fleets using their best faction market or, if they have no markets, a fake (good) market
    - Also supports options like printing the spawned fleets' aggregated stats and composition data
  • "ShowFleetStats" now also displays the following:
    - Average max CR
    - Total officers
    - Average d-mod count
    - Total frigates/destroyers/cruisers/capitals
    - Auto-resolve strength (similar to effective strength, except civilian ships count for far less)
  • Updated "ShowFleetComposition" command
    - Now shows faction and hull IDs rather than their display names
    - No longer considers (D) hulls as separate hulls; they will simply be grouped with their pristine versions
    - Also displays for each hull the percentage of the hull count divided by the total number of ships
  • "ShowPlayerDMods" now shows hull IDs instead of the display name
  • Some code refactors
v0.7.1
  • Added to the main menu mission descriptions a note regarding officer generation for certain factions
  • Minor code refactors
v0.7.0
  • Added 2 main menu missions
    - Inspired by the Station Tester mission from Dark.Revenant's Interstellar Imperium mod
    - First mission is a fleet vs. fleet battle for testing faction strength relative to another
    - Second mission is a station vs. fleet battle for testing station strength
    - Adding factions/stations to the missions can be done via mergeable .csv files in AFleetTestingMod/data/config/afleettestingmodConfig
  • Moved all Console Commands code to compiled source folder
v0.6.0
  • Added 6 Target Practice-esque variants of vanilla ships to the simulator
      - Inspired by Tartiflette's Target Practice mod
      - Similar to Target Practice's cubes, these ships cannot move and are teleported to the map center for easier testing
  • Removed dependency on Console Commands (although it is still a major part of this mod)
v0.5.0
  • Added "ShowExceptionalPodOfficers", which will show the locations and skill sets of any exceptional pod officers in the Sector
  • Renamed "AddPresetOfficer" command to "AddPresetOfficers"
    - Can now accept a "numOfOfficers" argument for spawning multiple officers at once
    - Added "isMercenary" option for presetOfficer.json, which sets a preset officer as a mercenary
    - Renamed "isSleeper" option to "isExceptional"
  • "ShowFleetStats" now also show the base XP for defeating a fleet.
v0.4.0
  • Adjusted the "InitiateFleetTest" command
    - Now teleports directly to the Abandoned Terraforming Station
    - Adds a Spaceport to the Abandoned Terraforming Station, allowing dock repairs and refits for dock-only hullmods
    - Increased the amount of added credits and SPs
  • Adjusted the Remnant test bounties
    - Adjusted fleet/ship skills to account for 0.97 Remnant skills changes
    - Now no longer appears unless the "InitiateFleetTest" command is executed (i.e. no more test bounties during normal gameplay).
  • Added all level 7 sleeper officer presets to presetOfficers.json, replacing the sole "sleeper" preset
  • "AddPresetOfficer" now prints all available preset officer IDs if no arguments are entered
v0.3.0 (Update for Starsector 0.97)
  • Updated to Starsector 0.97
  • Added "AddPresetOfficer" command, which can spawn preset officers from a JSON file
  • "InitiateFleetTest" now also clears the player inventory; adds max supplies, crew, and fuel; and repairs the fleet/ship
  • Added another MagicBounty for dueling against a single Remnant ship
  • Reduced likelihood the testing bounties will be shown over other bounties
[close]



Credits
LazyWizard - For the Console Commands mod!
Tartiflette - For the inspiration in the Target Practice mod!
Dark.Revenant - For the inspiration in the Station Tester mission from the Interstellar Imperium mod!
Starsector Forums - For the helpful modding tutorials and information
Unofficial Starsector Discord - For the helpful modding information and tips
Alex and the Fractal Softworks team - For the amazing game that is Starsector!

« Last Edit: March 29, 2025, 10:44:54 PM by Tranquility »
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Dadada

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Re: [0.96a-RC10] A Fleet Testing Mod (v0.1.0)
« Reply #1 on: June 20, 2023, 07:56:47 AM »

Neat, thank you!
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Tranquility

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Re: [0.96a-RC10] A Fleet Testing Mod (v0.2.0)
« Reply #2 on: June 26, 2023, 11:25:02 PM »

Update v0.2.0 is out, adding a few more commands and expanding the current command set to further help with fleet testing.

v0.2.0
  • Added "ShowHullIDs" command, which shows the hull IDs for all player ships.
  • Added "ClearAllSMods" command, which removes all S-Mods from either all player ships or ships with a specified hull ID
  • Added "ClearAllDMods" command, which removes all D-Mods from either all player ships or ships with a specified hull ID.
  • "AddMaxRandomDMods" can now optionally specify a hull ID to only apply D-Mods to matching player ships.
    - Now also sets all affected ships to their D-Modded variants
  • Expanded "ShowFleetStats" to show ship number count and fleet size count.
  • Fixed some command error messages being superseded by early RuntimeExceptions

Tranquility

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Re: [0.97a] A Fleet Testing Mod (v0.3.0)
« Reply #3 on: February 03, 2024, 10:10:28 AM »

Update v0.3.0 is out, adding one new command and another MagicBounty (But really, I'm just updating this so it works with Starsector 0.97)

v0.3.0 (Update for Starsector 0.97)
  • Updated to Starsector 0.97
  • Added "AddPresetOfficer" command, which can spawn preset officers from a JSON file
  • "InitiateFleetTest" now also clears the player inventory; adds max supplies, crew, and fuel; and repairs the fleet/ship
  • Added another MagicBounty for dueling against a single Remnant ship
  • Reduced likelihood the testing bounties will be shown over other bounties

Tranquility

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Re: [0.97a] A Fleet Testing Mod (v0.4.0)
« Reply #4 on: September 05, 2024, 12:42:27 PM »

Update v0.4.0 is now out, with some notable adjustments, including preventing the test bounties from appearing in normal gameplay (because that never really was intended, honestly). Save-compatible, as usual.

v0.4.0
  • Adjusted the "InitiateFleetTest" command
    - Now teleports directly to the Abandoned Terraforming Station
    - Adds a Spaceport to the Abandoned Terraforming Station, allowing dock repairs and refits for dock-only hullmods
    - Increased the amount of added credits and SPs
  • Adjusted the Remnant test bounties
    - Adjusted fleet/ship skills to account for 0.97 Remnant skills changes
    - Now no longer appears unless the "InitiateFleetTest" command is executed (i.e. no more test bounties during normal gameplay).
  • Added all level 7 sleeper officer presets to presetOfficers.json, replacing the sole "sleeper" preset
  • "AddPresetOfficer" now prints all available preset officer IDs if no arguments are entered

Tranquility

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Re: [0.97a] A Fleet Testing Mod (v0.5.0)
« Reply #5 on: October 02, 2024, 11:31:47 AM »

Update v0.5.0 is now out, which, among other things, adds a way to check for the existence of those mythical level 7 officers in your game. Update should remain save-compatible.

v0.5.0
  • Added "ShowExceptionalPodOfficers", which will show the locations and skill sets of any exceptional pod officers in the Sector
  • Renamed "AddPresetOfficer" command to "AddPresetOfficers"
    - Can now accept a "numOfOfficers" argument for spawning multiple officers at once
    - Added "isMercenary" option for presetOfficer.json, which sets a preset officer as a mercenary
    - Renamed "isSleeper" option to "isExceptional"
  • "ShowFleetStats" now also show the base XP for defeating a fleet.

Tranquility

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Re: [0.97a] A Fleet Testing Mod (v0.6.0)
« Reply #6 on: October 06, 2024, 08:25:21 PM »

Update v0.6.0 is now out, which adds some Target Practice-inspired ship variants to the simulator. Due to this, the enforced dependency on Console Commands has been removed, though that mod is still highly-recommended. Save-compatible, hopefully.

v0.6.0
  • Added 6 Target Practice-esque variants of vanilla ships to the simulator
      - Inspired by Tartiflette's Target Practice mod
      - Similar to Target Practice's cubes, these ships cannot move and are teleported to the map center for easier testing
  • Removed dependency on Console Commands (although it is still a major part of this mod)

Tranquility

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Re: [0.97a] A Fleet Testing Mod (v0.7.0)
« Reply #7 on: October 20, 2024, 04:21:44 PM »

Update v0.7.0 is now out, adding two new main menu missions geared towards fleet/station vs. fleet battles -- similar to the Station Tester mission in Interstellar Imperium, but with more options and more control over the strength of faction fleets. Save-compatible as usual.

v0.7.0
  • Added 2 main menu missions
    - Inspired by the Station Tester mission from Dark.Revenant's Interstellar Imperium mod
    - First mission is a fleet vs. fleet battle for testing faction strength relative to another
    - Second mission is a station vs. fleet battle for testing station strength
    - Adding factions/stations to the missions can be done via mergeable .csv files in AFleetTestingMod/data/config/afleettestingmodConfig
  • Moved all Console Commands code to compiled source folder

Edit: Instead of bumping the thread, I'm just appending the notes for update v0.7.1 here, as this is a really minor update with no functional adjustments.

v0.7.1
  • Added to the main menu mission descriptions a note regarding officer generation for certain factions
  • Minor code refactors

« Last Edit: November 02, 2024, 09:45:02 PM by Tranquility »
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SirStargateur

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Re: [0.97a] A Fleet Testing Mod (v0.7.1)
« Reply #8 on: December 25, 2024, 09:03:55 PM »

This cause the classic run simulation ship to not fire at all 0.7.1. I have no idea why.
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Tranquility

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Re: [0.97a] A Fleet Testing Mod (v0.7.1)
« Reply #9 on: December 30, 2024, 02:42:51 PM »

This cause the classic run simulation ship to not fire at all 0.7.1. I have no idea why.

The target practice simulation ship variants added by this mod are not meant to fire anything but missile weapons (and only one of them has missile weapons equipped for testing your PD). They're basically meant to be target dummies for things like testing weapon behavior or DPS. This mod doesn't and shouldn't change the behavior of the vanilla ship variants already present in the simulation.

Tranquility

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Re: [0.97a] A Fleet Testing Mod (v0.8.0)
« Reply #10 on: February 23, 2025, 04:04:49 PM »

Update v0.8.0 is now out, adding a new command called "SpawnFactionFleets", which spawns fleets that - unlike  Console Commands' "SpawnFleet" command - are affected by the ship quality and fleet size of either the faction's best market, or if the faction has no markets, a fake market with the best possible vanilla ship quality and fleet size. More importantly, it has optional parameters that let you collect fleet data from several hundred, if not thousands, of spawned fleets - useful for anyone looking to get an idea of a faction's average fleet!

As always, this should be save-compatible.

v0.8.0
  • Added "SpawnFactionFleets" command
    - Spawns a number of faction fleets using their best faction market or, if they have no markets, a fake (good) market
    - Also supports options like printing the spawned fleets' aggregated stats and composition data
  • "ShowFleetStats" now also displays the following:
    - Average max CR
    - Total officers
    - Average d-mod count
    - Total frigates/destroyers/cruisers/capitals
    - Auto-resolve strength (similar to effective strength, except civilian ships count for far less)
  • Updated "ShowFleetComposition" command
    - Now shows faction and hull IDs rather than their display names
    - No longer considers (D) hulls as separate hulls; they will simply be grouped with their pristine versions
    - Also displays for each hull the percentage of the hull count divided by the total number of ships
  • "ShowPlayerDMods" now shows hull IDs instead of the display name
  • Some code refactors

Tranquility

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Re: [0.97a] A Fleet Testing Mod (v0.8.1)
« Reply #11 on: February 24, 2025, 12:18:56 PM »

Update v0.8.1 is now out, updating the "ShowFleetStats" command with additional stats like officer level distribution and fighter wing distribution (thank you to Vanshilar for suggesting these stats here!) and adding additional options for the "SpawnFactionFleet" command to allow finer control of the ship quality and FP. Save-compatible, as always.

v0.8.1
  • Updated "SpawnFactionFleets" command
    - "fp" argument now accepts floating-point values
    - Added 'i' option to ignore market fleet size multiplier when spawning fleets
    - Added 'o' option to make fleets spawn without officers
    - Added "qualityOverride" argument to override market ship quality
  • Updated "ShowFleetStats"
    - Now shows officer levels and counts
    - Now shows flight deck counts as well as fighter wings types and counts

Tranquility

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Re: [0.98a] A Fleet Testing Mod (v1.0.0)
« Reply #12 on: March 29, 2025, 10:46:05 PM »

Update v1.0.0 is now out, with support for the Starsector 0.98a update. Should be save-compatible with existing 0.98a saves.

v1.0.0 (Update for Starsector 0.98a)
  • Compiled for Java 17
  • Updated "ShowFleetStats" XP calculations to account for the vanilla XP bugfix