about that
is there a (safe) way to make system with
several stars orbiting a non-star center
several stations orbiting the stars
AND several stations orbiting a non-star center
As far as having it show "correctly" in the visual representation of the star system? I don't think so.
Yeah the workaround is perfectly fine, I was just annoyed that the faction wasn't loading its own def on its own readResolve.
The vagaries of xstream! Guessing there's a good reason for why it happens sometimes, but, yeah.
Anyway new question: How often is a hub mission recreated? I've got a case where leaving the conversation, undocking and redocking with the market causes a new instance to be created (verified with a log message in the constructor), but I dunno if it's devmode-specific.
(Trying to fix an issue where leaving the convo and then asking about the mission again sometimes changes the mission target, whose picking logic exists outside the hub mission)
Generally speaking the missions get created when the hub is shown and then aborted when the hub is exited. So the important thing is to make sure that mission creation is deterministic to the extent that that's possible.
I'd like to modify the parameters of a projectile (missile) after launch.
I have an OnFireEffectPlugin and in the OnFire method I can make some changes like setMaxFlightTime, setDamageAmount, and setHitpoints. Is there any way to set missile parameters that are normally set by the weapon in the weapon_data.CSV? I'd like to change proj speed and impact, among others.
The missile has mutable stats, like a ship - except, oops, this isn't exposed in the API. Added MissileAPI.getStats(). Beyond that, I'm not sure how you'd go about this.
Hi! I'm working on a bigger mod which puts "Discovery: Freelancer" into Starsector. (Check this if you are curious!)
Hi - very cool!
1. How can I make new ships (non-vanilla ships) randomly spawn as derelicts, so you can find them via exploration?
I don't think there's a super easy/clean way; see: SalvageSpecialAssigner.getNearbyFactions() for how the factions for derelict ships get picked. Basically it's: independents, mercenaries, and pirates, plus whatever factions have colonies within 15 light-years of the location.
You could add your own copy of NearbyEventsEvent that would spawn some additional derelicts now and again; that might be the best way.
2. I would like to add a new system, but I do not want it to show up on the hyperspace map, making it only accessible via Nascent Gravity Well. I've found the file that spawns a certain system that is only accessible this way, but how would I go about implementing it?
I'm not sure what you mean, exactly - aside from copy-pasting this and modifying it?
3. I would like to add a faction that exclusively spawns out of nowhere in hyperspace, without a base or planet. How would I go about that, and are there mods that do that?
I don't know about mods that do that, but, yeah, you would basically add a script that spawns fleets (or adds routes to the RouteManager.getInstance()), depending on what exactly you wanted. This is very much doable with code.