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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 1292337 times)

Morrokain

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8445 on: January 22, 2022, 04:27:36 PM »

What am I looking at that shows the dmod effect multiplier not applying?

Rugged Construction works, and the effects of skills are applied before hullmods, so I strongly suspect you've got something hooked up wrong somewhere.

The negative armor malus is unaffected while the speed has been boosted slightly (in the code they are both applied at the same time so if one runs the other also has to run). I explain in the comments of the code what results I'm expecting for the controls, but based on the d-mods on the ship there should be changes to the armor, flux and speed values once the officer is added on.

So, essentially, I was applying the shield modulation effect in the same skill effect group in the json to make sure I knew that if that applied then it was at least attempting to apply the d-mod effect.

Then, inside the d-mod effect I was applying a small speed boost using the same final static variable and putting that inside the "apply" portion of the skill extension to make sure it was getting there.

All this boils down to the idea that the issue has to be somewhere in this line:

stats.getDynamic().getMod(Stats.DMOD_EFFECT_MULT).modifyMult()

 - because I know via the controls that all the rest works - including the math that sets the d-mod effect multiplier. So either I needed to use getStat() instead of getMod() as the old Containment Procedures implied in the commented out portion of the code, or attempt to apply the modification using modifyPercent() instead of modifyMult() on even though that would be a bit counter-intuitive.

I tried all of that and nothing seemed to work. But!

*checks Rugged Construction*

Ok I'm going to simply copy paste that line into the skill and check to see if it works. (And also add the relevant "unapply" portion but that shouldn't make a difference for the test.)

I'll post the results back here in a bit.

*EDIT*
Doesn't seem to work according to the tooltip. The speed is the same regardless of the presence of the officer.

Quote
Also, of note, you've got this:
{"type":"SHIP", "script":"data.scripts.skills.ArcheusFieldRepairs$Level5"},

Which does not match what you've been saying about wanting it to apply fleetwide.

I was attempting to apply it to the officer ship first and get that working correctly and then go from there. I understand that I'd need "ALL_SHIPS_IN_FLEET" for a fleetwide effect, etc, sorry if I was being unclear in the change of goal.
« Last Edit: January 22, 2022, 05:19:38 PM by Morrokain »
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8446 on: January 22, 2022, 06:51:00 PM »

I didn't have a chance to look in any detail, but one more thing to note: d-mod tooltips actually show you the value *after* the dmod effect modifier is applied, in case that matters.
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SafariJohn

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8447 on: January 22, 2022, 07:28:20 PM »

Should perhaps show that like other stats: yellow (+green/-red). In the Roider dev I've done that on a hullmod tooltip to show armor modules' armor and hull stats.
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Morrokain

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8448 on: January 23, 2022, 08:35:34 AM »

I didn't have a chance to look in any detail, but one more thing to note: d-mod tooltips actually show you the value *after* the dmod effect modifier is applied, in case that matters.

I'm not quite 100% sure what you mean, but if you mean that the tooltip wouldn't show the change or would otherwise be misleading, then just for clarity I cross-referenced the stats of the exact same variant without the officer and the relevant stats are identical.

And just to be absolutely sure, I checked the speed in the simulator and it is unaffected. If Rugged Construction is working, then something must be going on with how the skills are applied.

To be fair, I'm also getting reports of other kinds of weird things that *shouldn't* be happening so there might be something bigger than just this that is off somehow. For example (and I haven't confirmed this yet), apparently factions aren't actually using the ship quality set in the faction file and generally ignore any nearby nanoforges. The thing is, to my knowledge I don't do anything to that part of the campaign rig and I don't override d-mods iirc so the only thing I could think of is that this is somehow from the no_autofit tag?

Here is the screenshot I got and the report:

And the D-mods is referred to this post https://fractalsoftworks.com/forum/index.php?topic=13183.msg338815#msg338815
Only some of the mod modified ship has D-mods when spawning in an NPC fleet. Majorly, they are all pristine even pirate Atlas.



So while the ships have some d-mods, it isn't nearly enough of them when reading what the quality stat states should roughly be there. I would say that maybe its Nex making changes, but:

Quote
This issue is exclusive to your mod. I never encounter it in vanilla or in other combinations of mods. It might be that it doesn't pull the quality value properly or there's no D-mods version of the ship to choose from? or they don't know the new modified D-mods? Also adding or removing nano forge (by stealing) doesn't affect the D-mods. Most of the factions have quality over 100% so they will be fine even with this bug initially but if the player stole the nano forge the quality issue will not be reflected correctly as well.

I haven't tested this on .1a yet. I will try to test it today.
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Yunru

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8449 on: January 26, 2022, 04:57:07 AM »

Is there a way to add tags and hints via hullmods?

For example, I would like to be able to add ALWAYS_PANIC alongside an Autoforge, and need to add special_allows_system_use, system_allows_special_use
for switching a shield to a damper system.

Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8450 on: January 26, 2022, 06:30:36 PM »

Is there a way to add tags and hints via hullmods?

For example, I would like to be able to add ALWAYS_PANIC alongside an Autoforge, and need to add special_allows_system_use, system_allows_special_use
for switching a shield to a damper system.

There isn't, no - hints are tracked per hull spec, and there's only one instance of it shared between all the ships with that hull, so changing it for one ship would change it for all of them.
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Kris_xK

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8452 on: January 27, 2022, 10:44:09 AM »

Is it possible to use Enum WeaponAPI.WeaponType in a hullmod to get a turret count? I'm just curious if my ongoing failure is a result of my complete lack of coding skills or if my method is just a nonstarter.
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Sutopia

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8453 on: January 27, 2022, 01:11:48 PM »

How do I find the location of a specific fighter bay?
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shoi

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8454 on: January 27, 2022, 01:32:17 PM »

                           for(WeaponSlotAPI possbay:lastResort.getHullSpec().getAllWeaponSlotsCopy())
                           {
                                                                                //check for id here
                              if(possbay.getWeaponType() == WeaponAPI.WeaponType.LAUNCH_BAY)
                              {
                                 location = possbay.getLocation();

                              }
                              
                           }
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SafariJohn

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8455 on: January 28, 2022, 03:42:12 AM »

Is it possible to change a ship's shield to Damper Field with a hullmod? Only needs to work for one ship class, not in general.
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Yunru

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8456 on: January 28, 2022, 06:52:36 AM »

Is it possible to change a ship's shield to Damper Field with a hullmod? Only needs to work for one ship class, not in general.
Possibly. Try out a ship with a regular shield, but the special system hints and see if it crashes.

Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8457 on: January 28, 2022, 07:32:08 AM »

Is it possible to use Enum WeaponAPI.WeaponType in a hullmod to get a turret count? I'm just curious if my ongoing failure is a result of my complete lack of coding skills or if my method is just a nonstarter.

You're probably looking for WeaponSlotAPI.isTurret(), but it's hard to say without knowing more about what you're doing.


Is it possible to change a ship's shield to Damper Field with a hullmod? Only needs to work for one ship class, not in general.

I think there are some modded hullmods that let you switch paintjobs? Depending on how those are implemented - i.e. if they end up switching the hull to a different skin, under the hood - then you might be able to use the same kind of approach. Not sure, though.
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Vandermeer

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8458 on: January 28, 2022, 10:20:00 AM »

If I were to add a line ->
Code
item_:{tags:[my_awesome_bp]}
to one or more blueprint drop groups with some arbitrary frequency, would these blueprints continue to drop, or does the blueprint giveaway stop once you have a category or single ship unlocked?

I could find out by playing, but I refuse to get new post 0.9 ingame experience spoiled before everything is finely modded.
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SafariJohn

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #8459 on: January 28, 2022, 06:33:35 PM »

Is it possible to change a ship's shield to Damper Field with a hullmod? Only needs to work for one ship class, not in general.

I think there are some modded hullmods that let you switch paintjobs? Depending on how those are implemented - i.e. if they end up switching the hull to a different skin, under the hood - then you might be able to use the same kind of approach. Not sure, though.

Tried hackery, but found no solace. I think when the time comes I will just make it have Damper by default and no shield option. Or make it separate hulls and route the player through my conversion mechanics to switch between them.
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