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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 2033029 times)

Killer of Fate

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11250 on: January 12, 2025, 04:56:42 AM »

is Galatia disconnected from the rest of the economy to prevent pirates and large trade fleets from coming in and blowing everything up during the tutorial? Im looking at the script file for it. And I was wondering if that's the case. Just asking out of curiosity.
« Last Edit: January 12, 2025, 05:03:21 AM by Killer of Fate »
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11251 on: January 12, 2025, 11:09:50 AM »

btw, you probably know this... But the lighting system in this game in spite of probably being dated by most standards is astonishingly beautiful. And I have managed to produce exceptionally looking objects with the planets.json files. Honestly, modding your game has given me a purpose in life.

A few images you might like :3

Thank you for sharing this, it's neat stuff! And I appreciate what you've said, that you find it a worthwhile outlet for your creativity means a lot to me.

How do I hide a skill from being displayed(similar to ecm passive skill of AI cores)??

I have an everyframe script that adds a fleet passive skill and want to go away with that and use the skill system instead. Is there a hidden tag or can I use the npc_only tag to hide the skill from being displayed?

The npc_only tags ounds like what you want, yeah.


Regarding .csv's - how are they handled? If I use the rules.csv and changed one entry does it conflict with other mods that also use rules.csv altogether or does it only conflict when the same entry has been altered?

For rules.csv specifically, it's based on the rule id, so if anything replaces the rule with the same id, there'll be a problem, but otherwise it should be fine.


is Galatia disconnected from the rest of the economy to prevent pirates and large trade fleets from coming in and blowing everything up during the tutorial? Im looking at the script file for it. And I was wondering if that's the case. Just asking out of curiosity.

Yep, though there may also be a few other reasons; I don't remember all the details.
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TheJollyKraut

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11252 on: January 13, 2025, 02:00:05 PM »

Regarding .csv's - how are they handled? If I use the rules.csv and changed one entry does it conflict with other mods that also use rules.csv altogether or does it only conflict when the same entry has been altered?

For rules.csv specifically, it's based on the rule id, so if anything replaces the rule with the same id, there'll be a problem, but otherwise it should be fine.
Great, thanks.
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Lintium

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11253 on: January 14, 2025, 11:13:39 AM »

I was trying to figure out how to change the size of portraits as displayed during conversations. Make the box a rectangle instead.
Is this something that's even possible, or is it hardcoded somehow?
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shoi

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11254 on: January 14, 2025, 05:19:20 PM »

For FleetMemberAPI's that are fighters, is there some way to tell what ship they belong to?
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11255 on: January 15, 2025, 09:33:29 PM »

I was trying to figure out how to change the size of portraits as displayed during conversations. Make the box a rectangle instead.
Is this something that's even possible, or is it hardcoded somehow?

It's pretty hardcoded, sorry!

For FleetMemberAPI's that are fighters, is there some way to tell what ship they belong to?

In what context is this? Combat or something else? If it's combat, you probably want to retrieve the FighterWingAPI somehow - probably through the DeployedFleetMemberAPI, which you should be able to get from the CombatFleetManagerAPI.
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Lintium

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11256 on: January 16, 2025, 04:47:56 AM »

Understandable. Thanks!
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shoi

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11257 on: January 17, 2025, 10:33:18 AM »

For FleetMemberAPI's that are fighters, is there some way to tell what ship they belong to?

In what context is this? Combat or something else? If it's combat, you probably want to retrieve the FighterWingAPI somehow - probably through the DeployedFleetMemberAPI, which you should be able to get from the CombatFleetManagerAPI.

I was trying to do this in the campaign layer, but I think I figured out an alternative. Thanks!
I had another question, is there some way to modify the color/transparency of the special contrail omega mode engines have? The..line kinda thing?

I tried ShipEngineControllerAPI.getShipEngines().getEngineSlot().setContrailColor(), which doesn't seem to have any effect at all on these engines, and setColor changes the engine color as expected but also doesn't alter this contrail either.  :(
« Last Edit: January 17, 2025, 01:19:06 PM by shoi »
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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 #11258 on: January 17, 2025, 12:28:17 PM »

does changing officerQuality affect passive Remnant fleets?
I know bounty ones are hard-coded to have a swarm of Alpha Cores, so I'm asking about the ones you find roaming marked systems
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Sincronic

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11259 on: January 18, 2025, 04:29:15 AM »

How can I make a custom smoke trail for missiles? I tried with default stuff and best I managed to get is the left pic in the attachment, and what I'm trying to do is the right pic
I.e. randomly rotated custom sprites being left by the engine, varying in both X and Y coordinates (otherwise it looks too patterned)

The sprite part is fine I can create it from scratch, I just don't know the code part :sob: but I will try to look into rift torpedo code, I think that one has what I'm looking for but hidden in the code
« Last Edit: January 18, 2025, 04:31:23 AM by Sincronic »
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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 #11260 on: January 18, 2025, 09:45:49 AM »

do TriStar mercenaries use Tri-Tachyon doctrine in specific cases? Or do they use the mercenary one?
I wanted to dump a bunch of ELITE variants that utilise the s-mod function to direct their s-mod spending a bit. But I'm unsure if they don't use the Tri-Tachyon doctrine instead. Thus making that kinda pointless.
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11261 on: January 18, 2025, 05:43:32 PM »

I had another question, is there some way to modify the color/transparency of the special contrail omega mode engines have? The..line kinda thing?

I tried ShipEngineControllerAPI.getShipEngines().getEngineSlot().setContrailColor(), which doesn't seem to have any effect at all on these engines, and setColor changes the engine color as expected but also doesn't alter this contrail either.  :(

I don't think that's going to work for normal engines either, the color needs to be set before the ship/engines are created, iirc. So it should work if you set this via the hull style definition.

does changing officerQuality affect passive Remnant fleets?
I know bounty ones are hard-coded to have a swarm of Alpha Cores, so I'm asking about the ones you find roaming marked systems

I don't think that setting affects remnant fleets at all. But you can take a look at the code that generates cores for remnant fleets by searching the API for where "baseFPPerAICore" is used.


How can I make a custom smoke trail for missiles? I tried with default stuff and best I managed to get is the left pic in the attachment, and what I'm trying to do is the right pic
I.e. randomly rotated custom sprites being left by the engine, varying in both X and Y coordinates (otherwise it looks too patterned)

The sprite part is fine I can create it from scratch, I just don't know the code part :sob: but I will try to look into rift torpedo code, I think that one has what I'm looking for but hidden in the code

That - looking at the rift torpedo code - sounds like a good idea, yeah. The answer to this sort of question is - in all seriousness - "spending a bunch of time tweaking it until it looks right". Always takes me forever!

do TriStar mercenaries use Tri-Tachyon doctrine in specific cases? Or do they use the mercenary one?
I wanted to dump a bunch of ELITE variants that utilise the s-mod function to direct their s-mod spending a bit. But I'm unsure if they don't use the Tri-Tachyon doctrine instead. Thus making that kinda pointless.

Depends on the specific fleet in question. However, I don't think setting s-mods in goal variants is going to do anything, I don't *think* that the autofit plugin cares about that. At least, not as far as I can remember - but maybe I'm wrong about that.
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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 #11262 on: January 19, 2025, 10:03:51 AM »

what restricts Omega weapons from being sold on the black market?
Is it the restricted tag?
Can I remove the restricted and then use HIDE_IN_CODEX to prevent them from being displayed in codex instead? (never mind that's dumb. I shouldn't do that. I'll do it for Kinetic Blaster and Gigcannon though)

What are the different types of sound filters in the game?
Referring to these things
Spoiler
[close]

Is there a way to change the colour of shields in a skin file?

Would moving Umbra to a different system break the Usurpers mission? I'm gonna try doing that. And tell you what happens if you don't know
« Last Edit: January 20, 2025, 11:06:03 AM by Killer of Fate »
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notlilcade

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #11263 on: January 20, 2025, 04:38:57 PM »

How would I go about editing actual skills that already exist? I've been poking around in files as I just want to change the maximum DP of Automated Ships higher so if I run 10 AI ships they don't all have CR 2%
I found how to change the description of the skill such as its name and quote, but it looks like the actual rest of it was in a script I was unable to find.
Or if there is already a mod that exists to let me play with my 100 robot friends that would be fine too, thank you!
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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 #11264 on: January 20, 2025, 10:39:34 PM »

How would I go about editing actual skills that already exist? I've been poking around in files as I just want to change the maximum DP of Automated Ships higher so if I run 10 AI ships they don't all have CR 2%
I found how to change the description of the skill such as its name and quote, but it looks like the actual rest of it was in a script I was unable to find.
Or if there is already a mod that exists to let me play with my 100 robot friends that would be fine too, thank you!
There was someone asking about this a few days ago. It's relatively easy to do. So I did it for them. I can't find that post rn...
But if you trust me you can use the mod I'm attaching to this post. You can observe and replicate my method for a lot of skills in the game. All you have to do to edit them is to find their corresponding java file in the starfarer.api folder which you can find inside the starsector-core file. Move it somewhere. Change its package so that it doesn't explode. Then add a few lines to import sometimes. Then link a modded .skill file to it under one of its lines.

For the Automated Ships I'm sure there is a more competent method to make them not quickly start depleting. Like having more ships before it starts doing so. But I just added a 0 to MAX_CR_BONUS. Which means at 150 (i forgot what the number was. Maybe it was 120). You get 100%. But in this modification you get 1000. Which means you can go up to 1500 DP. Something like that

please be carefully when downloading zip files from random people on the forum
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