I absolutely see that battling drift away behavior in vanilla.
If you ever manage to snag a vanilla save where that's happening, I'd love to take a closer look! I don't think it's necessarily the same issue that NikoTheGuyDude is running into, though, the fleet movement in that video looked pretty fast and just different, to me at least. (I've seen some "battle drift" behavior before, though those causes iirc had been fixed.)
It's possible I'm missing something - is there any way to update the type string stored in the graphics Planet object immediately for terraforming purposes?
I'm not sure. What I can tell you is I was recently trying to do this, ran into no end of trouble, and added a PlanetAPI.changeType() method that takes care of a bunch of thorny under-the-hood details.
Am I missing a trick with weapon projectiles (.proj files)? Trying to create a ballistic projectile that splits on proximity:
"behaviorSpec":{"behavior":"MIRV"
doesn't appear to work with:
"specClass":"projectile",
You're right, it doesn't. IIRC the only behavior that works for ballistics is whatever the flak and simular use for proximity explosions.
I would like to add a weapon icon to a hull mods description through Tooltip.addImage
but...
WeaponSpecAPI.getHardpointSpriteName() and WeaponSpecAPI.getTurretSpriteName() might sometimes return weapons without barrels/recoil/missiles (like Needler)
and the ToolTipMakerAPI.addImage only accepts string not SpriteAPI. Does one exist where I can addImage through SpriteAPI or alternatively is there a way to grab the sprite image when it's displayed in codex or refit
There *is* no one sprite for weapons with barrels or missiles, it's composited together from the various pieces depending on how the weapon is set up. Your best bet might be to add something like TooltipMakerAPI.showCargo(), though that likely won't do quite what you want.
I might have found a bug in the API: MissileSpecAPI.setFlightTime(float time) and MissileSpecAPI.setFlightTime(float time) do not change the flight time and flameout time of the MissileSpecAPI of every associated WeaponSpecAPI.
The spec is clone()'ed when it's assigned to the various weapons. (Edit: having different missile stats in weapon_data.csv for weapons that share the same missile spec doesn't work, though, I don't think. I don't remember the details, if we're being honest! Now I'm wondering if maybe it *would* work
now and if the clone() call is a more recent change. Regardless, though, not a bug!)