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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 1700710 times)

TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #465 on: April 28, 2013, 06:26:09 AM »

How to get a ship to show up in the station?

I have the image, the .ship file, the variant; I've added it to the string and ship_data.cvs.
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Sproginator

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #466 on: April 28, 2013, 06:54:57 AM »

Now add it to it's initial cargo, find the station generator you want and ad it :)
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Silver Silence

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #467 on: April 28, 2013, 07:23:20 AM »

One of two ways, you could either open your save game, look at the name of a ship that's currently in the station and search for that ship in your save game's data, then convert that ship into your new one by changing things like the hull ID.
Example;
Here's the KK Kamchatka II, a Novgorod-class cruiser.
Here's the Kamchatka in my savegame.

A little bit of fiddling, and now the Kamchatka is a Moscow-class battleship.
And here's the Kamchatka in my savegame.

The other method involves diving into the core files, or mod files if you're tampering with a mod.
You'll wanna go to the data folder, then scripts, then world, then corvus. In the corvus folder, you'll find corvus.java. If you open corvus.java, it'll look something like this. Now, if you're tampering with a mod that's already been made, you can just search for a ship that you know you always find in a station at the start of the game. Here, I'm using the Moscow battleship again. Duping that line there as many times as I want will let me have as many Moscows as I want in a station at the start of the game.

Another method is fiddling with a convoy to have a really high chance of delivering the ship you want. However, I don't know how to do that. I assume it'd be similar to fiddling with the generation files.
Hope that helped.
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TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #468 on: April 28, 2013, 07:27:56 AM »

Yea, I'm using Ironclad mod and I'm adding my own ships, but the game keeps crashing.

Can anyone tell me where the log file is located?
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Sproginator

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #469 on: April 28, 2013, 07:38:53 AM »

Starsector core :)
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TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #470 on: April 28, 2013, 09:23:42 AM »

What? I checked there twice. It was the first location I checked....how he hell did I miss it?  ??? ??? ???
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Sproginator

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #471 on: April 28, 2013, 09:47:38 AM »

If you know not of what you are searching for, you may never find the answer

Extract from the Sproginian decree. Book of Sprog Number 4
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A person who's never made a mistake, never tried anything new
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As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

Upgradecap

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #472 on: April 28, 2013, 10:18:52 AM »

Yea, I'm using Ironclad mod and I'm adding my own ships, but the game keeps crashing.

Can anyone tell me where the log file is located?

Because it needs to be generated, for one. Might be something to look out for, if you delete it. :)
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #473 on: April 28, 2013, 10:29:28 AM »

And how is this accomplished? :)

Take a look at any of the weapons that work that way - say, the Assault Chaingun.

I tried to create a mod and add a ship in it. First time it worked, but the engines where too bright, so i used Trylobot Ship Editor to change them a bit. Now Starsector dont want to start, i got this in the logs, however i'm not too sure what i am looking at:

Spoiler
--------------------------------
4635 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Some help please?

Seems like the ship_data.csv might be malformed - looks like it's not finding the "id" column in it. If looking at it doesn't help, might be worth it to create a separate thread for this and post the .ship and the .csv there.
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #474 on: April 28, 2013, 11:01:40 AM »

Is it possible to make a 'weapon' that in reality is just an external cargo pod mounted instead of a weapon? Therefore it wouldn't turn or anything- just cost a few OP and add cargo space.

If not, would be a good suggestion.

Oh, missed this one. No, not possible. Well, not practical, anyway - you could maybe rig something up with an over-abundance of decorative slots that respond to a ship having a certain hullmod...
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Arumac

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #475 on: April 28, 2013, 11:32:46 AM »

Anyone? Any of the smart programmers on here have any idea how one could make a projectile that collides with other projectiles?
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HELMUT

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #476 on: April 28, 2013, 01:37:11 PM »

Seems like the ship_data.csv might be malformed - looks like it's not finding the "id" column in it. If looking at it doesn't help, might be worth it to create a separate thread for this and post the .ship and the .csv there.

Thank you, i found my problem, the ID column has indeed been weirded up by Open Office.
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silentstormpt

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #477 on: April 29, 2013, 01:21:12 PM »

I need to somehow make a projectile move as long as you keep "firing" the weapon, once it stops (!weapon.IsFiring()) the projectile will fade/despawn and spawn several projectiles clockwise (in this case 6 so its 60,120,180,240,300 and 360) around it with a high velocity.

if i do manage to get the first part running ill be able to replicate the Marauder Spin-blade and the Broodhome Crystal Shard
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Sproginator

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #478 on: April 29, 2013, 01:24:16 PM »

Oh thats a tuffy, Maybe see how the Harlem Shake spawned other ships, and reverse engineer it to:

 isWeaponFiring !=True
{
  SpawnProjectiles
}
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A person who's never made a mistake, never tried anything new
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As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #479 on: April 29, 2013, 11:15:14 PM »

Shielded fighters?

I saw one or two in the screenshots, but so far I'm unable to replicate it. I tried several types of shields and various values, but my fighters still don't have shields.
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