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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Author Topic: [0.97a-RC11] Anomalous Armaments  (Read 5204 times)

Der_Doggg

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[0.97a-RC11] Anomalous Armaments
« on: March 28, 2024, 05:51:38 AM »

Is your game too balanced? Would you like to have even more weapons to fill your cargohold with?

Anomalous Armaments!
https://github.com/JustTestingPlsIgnore/Anomalous-Armaments/releases/download/v0.0.1/Anomalous.Armaments.0.0.1.zip

Lore:Have you ever found a weapon in an abandoned ship, in the outer regions of the sector, in the accretion disk of a black hole, and wondered what its story was? How long has it been sitting there, collecting spacedust, getting bombardarded with radiation? Maybe Cthulhu himself came by and had a wee on it? We will never know, but it would be weird if it had the same stats as the weapons that come fresh out of the factory.

Instead of coming up with nice and original weapons, I made a script that creates randomized versions of those already in the game. This way, you get all the features of a bloated weapon list, without any of the artistic value!

Out of the box, this mod adds 7 unique versions for each vanilla weapon (that's about 960 total).
To avoid messing up the balancing too much, these weapons currently only drop from shipwrecks at a very low rate, so you'll only find a few during a playthrough (and they might be completely useless).

Changes include:
- most numerical values have been mildly or wildly changed
- damage types have a chance to change
- chance to add burst capabilities
- chance to nearly remove delays
- chance to make missile ammo infinite
- new name and amateurish flavourtext description

Examples:
Spoiler

[close]



The python script is included in the release, it's a bit messy but it should be easy enough to tweak everything it does. It takes like 5 minutes to create an arbitrary amount of custom weapons.

Compatibility: Mods that change lootdrop data for the "wreck" (Ashes of The Domain- Vaults of Knowledge for example) can cause the weapons to not spawn in wrecked ships, which means they probably wont spawn at all. This can be fixed by adding "randomweapons:0.15" (or whatever probability you like) in the drop_random column of the salvage_data.csv of said mod.

Honestly no idea if this will break a save if added midgame, be careful

Feel free to do whatever you want with it, I don't know if I'll expand it any further in the future

« Last Edit: March 29, 2024, 11:00:23 AM by Der_Doggg »
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Godofchaos

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Re: [0.97a-RC11] Anomalous Armaments
« Reply #1 on: March 28, 2024, 01:07:51 PM »

i feel like it's a bad idea adding it during a playthrought
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Dadada

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Re: [0.97a-RC11] Anomalous Armaments
« Reply #2 on: March 28, 2024, 02:15:47 PM »

Nice. :D
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Der_Doggg

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Re: [0.97a-RC11] Anomalous Armaments
« Reply #3 on: March 28, 2024, 04:03:18 PM »

i feel like it's a bad idea adding it during a playthrought
Oh *** I think you might be right, I just tested it again and there is indeed an error naming the savefile or something. Don't know where that comes from since the mod only adds a bunch of .wpn files, but then again I havent got half an Idea about modding this game. The save still seemed to load fine after that, but I'll edit the post just to be safe. Thanks for letting me know
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Vundaex

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Re: [0.97a-RC11] Anomalous Armaments
« Reply #4 on: April 10, 2024, 09:44:36 AM »

That sounds like a great idea, gonna give it a try.
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pappyodaniel

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Re: [0.97a-RC11] Anomalous Armaments
« Reply #5 on: April 11, 2024, 05:19:13 AM »

Really cool, I was looking into something similar - using a Python script to generate variants of stuff. Will definitely give this a try. Thank you
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Gris

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Re: [0.97a-RC11] Anomalous Armaments
« Reply #6 on: April 29, 2024, 05:48:52 AM »

Good day Der_Doggg !

Finally!  :D

Someone made a vanilla friendly version of the OP Superweapons Arsenal By [REDACTED].

It would be a damn shame if you abandon this wonderful underrated mod.  :'(

I hope your mod gets featured in the mod index!

« Last Edit: April 29, 2024, 06:02:17 AM by Gris »
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PositiveVibesVR

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Re: [0.97a-RC11] Anomalous Armaments
« Reply #7 on: May 15, 2024, 03:31:47 PM »

How do I run the script? I followed the instructions on the text document but whenever i try to open it, it flashes a command prompt them immediately closes
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Contrast

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Re: [0.97a-RC11] Anomalous Armaments
« Reply #8 on: May 19, 2024, 12:35:57 PM »

Can confirm I didn't have any issues adding this mod to an already existing save, just had to be sure to delete vanilla entries left behind in the "weapons" folder after running the randomizer. The only thing that bothered me (that I fixed in my "weapons.csv") was the lack of manufacturer distinction, but that was a fairly simple fix.

For anyone else with too many mods, who only glance through the weapons they pick up to grab the interesting ones, you'll want to change the "tech/manufacturer" tag for all weapons in the "weapons.csv" to whatever you'd like (I went with '[false]'). If you want the name to have a custom color, you need to create a folder called "config", so that the directory looks like [thismod]/data/config. Create a file called "settings.json" in the config folder, and paste this inside of it:
Code
{
    "designTypeColors":{
        "nameOfYourManufacturer":[255,255,255,255],
},
}
The range is 0-255 for the colors, and the order is red, green, blue, then alpha/opacity. Replace "nameOfYourManufacturer" to the name you used in "weapons.csv", customize the color to your liking, and you're all set.

(You can replace the manufacturer before or after running the script, just be sure to use some sort of CSV editor that can replace multiple lines at once else it'll be a very tedious process. Notepad++ works in a pinch, but I used Excel. If the codex bloat is too much, you can also replace all "randomweapons, no_sell, no_dealer" with "randomweapons, no_sell, no_dealer, HIDE_IN_CODEX, restricted" **AFTER** running the randomizer script.)
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Contrast

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Re: [0.97a-RC11] Anomalous Armaments
« Reply #9 on: May 19, 2024, 12:41:25 PM »

How do I run the script? I followed the instructions on the text document but whenever i try to open it, it flashes a command prompt them immediately closes

You have to install panda lib. The installer online didn't seem to work for me, but I got it working by installing python from https://www.python.org/downloads/, running the command "pip install pandas" through a command prompt (with no quotes), and then running the script.

(Note, I did replace line 163 of the script with "print(f"skipping row beacause no {v_weapons.loc[index,'id']}.wpn file found")" instead of "print(f"skipping row beacause no {v_weapons.loc[index,"id"]}.wpn file found")" because my dinosaur of a Windows machine couldn't match the brackets with double quotes, but single quotes worked(??) for some reason. If installing panda lib doesn't help, try the second fix, but know I have 0 idea if will act differently in your setup.)
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ChocoMoo

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Re: [0.97a-RC11] Anomalous Armaments
« Reply #10 on: May 19, 2024, 03:29:45 PM »

This is the one thing that is missing in my playthroughs.
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Takion Kasukedo

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Re: [0.97a-RC11] Anomalous Armaments
« Reply #11 on: June 16, 2024, 05:22:44 AM »




This is busted, lol
« Last Edit: June 16, 2024, 05:24:28 AM by Takion Kasukedo »
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redbeaksalvagesage

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Re: [0.97a-RC11] Anomalous Armaments
« Reply #12 on: June 18, 2024, 06:25:53 AM »

Oh my! This is crazy. I always love for some variations. I feel like I've been thinking something like this for some time. But I don't know what or when.

Good job for making this mod btw. I think someone won't like this mod, 'cause those weapons are crazy. But, I will definitely try this!
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