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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 2286385 times)

Tranquility

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11235 on: January 05, 2025, 11:09:15 PM »

Is there any way of specifying a .variant file to have S-Mods for built-in hullmods? Not the S-Mods using the "sMods" field, but the S-Modded built-ins from something like the Omen's built-in ECCM and High Resolution Sensors. Adding the built-in hullmod's ID to the "sMods" field didn't appear to do anything; the Omen variant, for example, still had the regular built-in ECCM/High Resolution Sensors. I tried adding a "sModdedBuiltIns" field and putting the built-in hullmod IDs there, but that didn't do anything either.

It's already possible to programmatically make built-in hullmods S-Modded, so hopefully there is, or will be, a way to give variants S-Modded built-ins via the .variant files.

Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11236 on: January 07, 2025, 01:58:03 PM »

Oh, looks like I just didn't add support for this when I added the sModdedBuiltIns field to the class. Added it just now, so using sModdedBuiltIns in the .variant file should work in the next release.
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Killer of Fate

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11237 on: January 07, 2025, 03:23:51 PM »

is there a way to set light for individual planet entities? I have a reworked Tibicena orbiting a reworked White Dwarf. But it's receiving the light colour from reworked Brown Dwarf instead. Causing the light to be too dim for the planet to be easily seen at this distance.
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11238 on: January 08, 2025, 09:12:02 AM »

Hmm - if the entity being orbited is a star - or is orbiting a star - then the light source should be set to be that star automatically; this works in vanilla.

You could also set MemFlags.LIGHT_SOURCE_OVERRIDE in the planet's memory to point at the star and that would do it, but there is probably some kind of issue with the changes you've made if it's not just working automatically.
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Killer of Fate

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11239 on: January 08, 2025, 11:45:20 AM »

Hmm - if the entity being orbited is a star - or is orbiting a star - then the light source should be set to be that star automatically; this works in vanilla.

You could also set MemFlags.LIGHT_SOURCE_OVERRIDE in the planet's memory to point at the star and that would do it, but there is probably some kind of issue with the changes you've made if it's not just working automatically.
it's receiving the light from the primary and not secondary star
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11240 on: January 08, 2025, 12:39:07 PM »

Yes, I understand that's what's happening in your case. I wrote my reply with that in mind! To clarify 1) something you did probably messed something up (... ok, that's not super clarifying) and you could try to figure out what that is based on the extra detail, and 2) there's a workaround in case you can't/don't.
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Killer of Fate

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11241 on: January 08, 2025, 12:43:04 PM »

Yes, I understand that's what's happening in your case. I wrote my reply with that in mind! To clarify 1) something you did probably messed something up (... ok, that's not super clarifying) and you could try to figure out what that is based on the extra detail, and 2) there's a workaround in case you can't/don't.
Hmmm, okay. Sry

edit: just to specify. Cause it might've been unclear. The planet does receive the light from the secondary. Properly. It's just that this light is the same colour as the primary. Like the primary star gives of dark red. And the secondary is supposed to give intense white. I'll probably try using the method you recommended eventually.
« Last Edit: January 08, 2025, 01:06:09 PM by Killer of Fate »
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NikoTheGuyDude

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11242 on: January 08, 2025, 04:23:18 PM »

In BeamEffectPlugin, how do I detect if the beam has stopped firing prematurely due to flux? Im having an issue where visual flair is happening after the firing was aborted.
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11243 on: January 09, 2025, 10:14:51 AM »

edit: just to specify. Cause it might've been unclear. The planet does receive the light from the secondary. Properly. It's just that this light is the same colour as the primary. Like the primary star gives of dark red. And the secondary is supposed to give intense white. I'll probably try using the method you recommended eventually.

Ahh, ok, thank you for clarifying. In that case, this is how it works, and if you want to use a different light color than the one of the primary star, you can call PlanetAPI.setLightColorOverrideIfStar() for the secondary star.

In BeamEffectPlugin, how do I detect if the beam has stopped firing prematurely due to flux? Im having an issue where visual flair is happening after the firing was aborted.

Hmm, I'm not sure exactly what you mean. Reading between the lines, you've got a beam that doesn't fire at all until it's fully charged? Or something else? I mean, you could check the charge level, the length of the beam, stuff like that. It just depends on the specifics.

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Killer of Fate

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11244 on: January 09, 2025, 03:45:01 PM »

for some reason "requiresNotAny" function or even entering 0 in multipliers does not prevent Decivilized from spawning. They feel just independent of my attempts. Is it cause they have ruins in their "requiresAny"?
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Killer of Fate

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11245 on: January 11, 2025, 06:24:01 AM »

      jumpPoint.setStandardWormholeToHyperspaceVisual();

what does this do?
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11246 on: January 11, 2025, 10:46:08 AM »

for some reason "requiresNotAny" function or even entering 0 in multipliers does not prevent Decivilized from spawning. They feel just independent of my attempts. Is it cause they have ruins in their "requiresAny"?

Hmm, all I can say is requiresNoAny works in the general case, and requiresAny should not be overriding that, iirc - both need to pass.

      jumpPoint.setStandardWormholeToHyperspaceVisual();

what does this do?

Sets the jump point to show a visual of hyperspace in the area inside its circle. Which is just a png that gets warped a bit iirc.
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Killer of Fate

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11247 on: January 11, 2025, 11:14:44 AM »

for some reason "requiresNotAny" function or even entering 0 in multipliers does not prevent Decivilized from spawning. They feel just independent of my attempts. Is it cause they have ruins in their "requiresAny"?

Hmm, all I can say is requiresNoAny works in the general case, and requiresAny should not be overriding that, iirc - both need to pass.

      jumpPoint.setStandardWormholeToHyperspaceVisual();

what does this do?

Sets the jump point to show a visual of hyperspace in the area inside its circle. Which is just a png that gets warped a bit iirc.
Decivilized has behaved very weirdly. But I found a workaround by just increasing the chance of it not spawning by the factor of 1000 instead of asking for "requiresnotAny" to do the thing.

btw, you probably know this... But the lighting system in this game in spite of probably being dated by most standards is astonishingly beautiful. And I have managed to produce exceptionally looking objects with the planets.json files. Honestly, modding your game has given me a purpose in life.

A few images you might like :3
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Audax

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11248 on: January 11, 2025, 11:14:57 PM »

How do I hide a skill from being displayed(similar to ecm passive skill of AI cores)??

I have an everyframe script that adds a fleet passive skill and want to go away with that and use the skill system instead. Is there a hidden tag or can I use the npc_only tag to hide the skill from being displayed?
« Last Edit: January 11, 2025, 11:27:41 PM by Audax »
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TheJollyKraut

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11249 on: January 12, 2025, 04:45:45 AM »

Regarding .csv's - how are they handled? If I use the rules.csv and changed one entry does it conflict with other mods that also use rules.csv altogether or does it only conflict when the same entry has been altered?
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