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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 2071253 times)

Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11175 on: December 06, 2024, 09:29:41 AM »

Hmm, that's strange. It works as you're describing, and I just double-checked that it *does* work correctly. The total weapon flux cost on the refit screen would not reflect this value, however, so if you're seeing that change, something else is definitely involved.
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EnigmaniteZ

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11176 on: December 06, 2024, 05:10:55 PM »

yeah, whoops, it's a mod that changes that display, and I was going off what a friend told me: that it uses the actual values of the weapons as such. And my testing was bad that time, I was testing with lances that were filling the entire bar. time to go and poke them. thank you again
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

magentagie

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11177 on: December 08, 2024, 05:52:52 AM »

So I had a question or two- is there any mod that lets you edit the values of relation gained or loss from things like ship combat or events? Or if not, what files would I be looking for to change those values?
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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 #11178 on: December 08, 2024, 01:33:41 PM »

will stuff like this work multiplicatively with the faction file (not using replace, just writing it like this replacing specific lines) or replace them properly?
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https://fractalsoftworks.com/forum/index.php?topic=31537.0
starsector vanilla overhaul, play it while it's hot. Or before 0.98 patch comes out, I guess

Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11179 on: December 08, 2024, 09:52:16 PM »

So I had a question or two- is there any mod that lets you edit the values of relation gained or loss from things like ship combat or events? Or if not, what files would I be looking for to change those values?

Rep from battles - and from some other things - is handled through providing a ReputationActionResponsePlugin implementation with a higher-than-vanilla priority for a specific action, iirc. So not exactly the most straightforward thing - it requires writing/compiling code etc.


will stuff like this work multiplicatively with the faction file (not using replace, just writing it like this replacing specific lines) or replace them properly?

It'll replace.
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NikoTheGuyDude

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11180 on: December 10, 2024, 10:39:05 AM »

What's the difference between FGRaidType.CONCURRENT and FGRaidType.SEQUENTIAL?
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11181 on: December 10, 2024, 10:47:44 AM »

Whether the raid will go after the in-system objectives one at a time, sequentially, as a (loose) group, or whether it will spread out and try to hit everything at once (concurrently). I think if the raid tries to take control of nav buoys and similar, that'll be done concurrently regardless of this setting, though. I think.
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Mycophobia

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11182 on: December 10, 2024, 07:23:34 PM »

Asking on behalf of tim as Iron Shell tax seems to be picking up black market transaction when the player sells to an open market in a player owned planet while the player is hostile to independents.

Can you confirm if Commerce's Open Market becomes a black market if i am hostile with the Independents?

HZ dev suggest this is due to black market check just calls any market whose owner is hostile to the owner of the planet black market. Accordingly, if player is hostile to independent and open market from commerce belongs to independent, it treats it as a black market.
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NikoTheGuyDude

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11183 on: December 11, 2024, 12:44:25 PM »

How do I make a faction's patrols get angry about the player having no transponder? Im not sure about the flag.
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EnigmaniteZ

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11184 on: December 11, 2024, 02:58:53 PM »

dug through source code some.
caresabouttransponder.java
Code
		MemoryAPI mem = fleet.getMemoryWithoutUpdate();

if (mem.getBoolean(MemFlags.MEMORY_KEY_PATROL_ALLOW_TOFF)) return false;

led to memflags.java.
Code
	public static final String MEMORY_KEY_PATROL_ALLOW_TOFF = "$patrolAllowTOff";

so...probably, add that key to the patrol fleet, set to false, and it should work.
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11185 on: December 11, 2024, 04:28:13 PM »

Asking on behalf of tim as Iron Shell tax seems to be picking up black market transaction when the player sells to an open market in a player owned planet while the player is hostile to independents.

Can you confirm if Commerce's Open Market becomes a black market if i am hostile with the Independents?

HZ dev suggest this is due to black market check just calls any market whose owner is hostile to the owner of the planet black market. Accordingly, if player is hostile to independent and open market from commerce belongs to independent, it treats it as a black market.

Could you what aspect of things you're talking about? I have no idea how the Iron Shell tax code works or what it uses.

I believe all the code handling this should be in api though and available to look through.

How do I make a faction's patrols get angry about the player having no transponder? Im not sure about the flag.

One thing would be to make sure the .faction file's "custom" section does *not* have allowsTransponderOffTrade set to true.
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Mycophobia

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11186 on: December 12, 2024, 06:54:48 AM »

Asking on behalf of tim as Iron Shell tax seems to be picking up black market transaction when the player sells to an open market in a player owned planet while the player is hostile to independents.

Can you confirm if Commerce's Open Market becomes a black market if i am hostile with the Independents?

HZ dev suggest this is due to black market check just calls any market whose owner is hostile to the owner of the planet black market. Accordingly, if player is hostile to independent and open market from commerce belongs to independent, it treats it as a black market.

Could you what aspect of things you're talking about? I have no idea how the Iron Shell tax code works or what it uses.

I believe all the code handling this should be in api though and available to look through.

How do I make a faction's patrols get angry about the player having no transponder? Im not sure about the flag.

One thing would be to make sure the .faction file's "custom" section does *not* have allowsTransponderOffTrade set to true.

The Ironshell tax code have a tax that triggers if player trades at black market (the code checks if market is blackmarket), this however also triggers when player trade at their own colony's open market if they are hostile to indepedent.

Also further question from TL'ers, does Aptitude of a skill still do anything in current version of the game?

Lastly, is it possible to get an entity (like comms relay) to orbit an station?
« Last Edit: December 12, 2024, 06:57:04 AM by Mycophobia »
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NikoTheGuyDude

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11187 on: December 12, 2024, 10:37:23 AM »

> Lastly, is it possible to get an entity (like comms relay) to orbit an station?

Yes. Get the station entity, get the comms relay entity, call setCircularOrbitWithSpin (or setCircularOrbitPointintDown) on the relay with the station as the target
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TheHZDev

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11188 on: December 13, 2024, 01:28:56 AM »

> Lastly, is it possible to get an entity (like comms relay) to orbit an station?

Yes. Get the station entity, get the comms relay entity, call setCircularOrbitWithSpin (or setCircularOrbitPointintDown) on the relay with the station as the target

Although this can be done in the game, for some reason the game will report an error when saving.

For example, you can try to build an Interstellar Relay from Industrial Evolution mod at any station (e.g, Kanta's Den). Save the game and watch.
« Last Edit: December 13, 2024, 01:31:49 AM by TheHZDev »
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Lukas04

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11189 on: December 13, 2024, 02:43:40 AM »

> Lastly, is it possible to get an entity (like comms relay) to orbit an station?

Yes. Get the station entity, get the comms relay entity, call setCircularOrbitWithSpin (or setCircularOrbitPointintDown) on the relay with the station as the target

Although this can be done in the game, for some reason the game will report an error when saving.

For example, you can try to build an Interstellar Relay from Industrial Evolution mod at any station (e.g, Kanta's Den). Save the game and watch.

Make sure that the orbit doesnt have a radius of 0, this is what causes it to crash during serialisation as (atleast thats my assumption) a 0 by 0 division is creating a NaN somewhere, which causes an error with serialisation since it can only safe numbers, not the NaN value. Atleast thats what i experienced before.
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