It does make sense that I'm doing something wrong, it just doesn't make sense as to what has gone wrong.
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Adding SalvageEntity performSalvage to genLootNightmare demolishes the station as it should, but it opens up two salvage windows simultaneously, only one of which you can access. Adding SalvageEntity demolish closes the salvage window as soon as it opens and forms the debris field. I'm unsure if I should somehow add a demolish function to genLootNightmare to run after the entity has been salvaged? After the genNightmareLoot is executed, there's nothing else showing up in the log.
This sounds like genLootNightmare is showing a salvage window in addition to performSalvage also showing a salvage window. You can't really combine the two like this. You could however add your own drop_groups (see:
http://fractalsoftworks.com/forum/index.php?topic=15244.0) and then performSalvage would pick from that. Depending on how intricate the salvage generation you want is, that might work.
Otherwise, BaseSalvageSpecial.setExtraSalvage() is also an option, to add specific cargo that would be picked up by performSalvage.
Hiya, I'm trying to increase the size of the fleets found in Remnant-controlled systems. I thought the correct function to call was FleetFactoryV3.addFleetPoints(), but I'm less sure now as it doesn't seem to have an effect no matter what I try. My (slightly sanitized) function is:
int combatPoints = 9;
Hmm - 9 seems low? That's fleet points, so that wouldn't be enough for much of a change.
Offhand, nothing else strikes be as being wrong, but it's kind of a lot to pore over so I might've missed something.
1) ShipAPI has a .getCaptain() and a .getOriginalCaptain() - is there an accessible way to switch the captain in combat through the API?
Oh, oops, .setCaptain() wasn't in the API. ... alright. Added it in, not that that's any help right now.
MutableStats Question! I'm out of ideas.
I'm trying to modify Explosive damage taken by armour, but of course I can only see stats.getKineticArmorDamageTakenMult that I presume was used for the Advanced Countermeasures skill bonus. There's no obvious and easy 'HighExplosive' version in MutableStat.
Kinetic is the only one with an armor damage taken modifier, so I can't compensate other damage types to balance out how I want. Am I missing a technique or will I have to mix up my hullmod a bit?
Yeah, I'm afraid I just hacked getKineticArmorDamageTakenMult() in real quick when I was adding that skill. Apologies
(Re: your profile picture: *thumbs up*)
It works and does add the person in question, but not the portrait. Path is OK, name is OK, but I keep getting a blank portrait in-game
Make sure the portrait is actually being loaded by the game, i.e. it's in a .faction file somewhere or in the "graphics" section of settings.json.