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Author Topic: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]  (Read 45708 times)

jlrperkins

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Any idea as to when this mod will be made compatible with 0.95?
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creature

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Any idea as to when this mod will be made compatible with 0.95?
Hi, as I have announced in the YRXP thread, I'm currently not working on my mods at the moment, but will do this one right after YRXP when I do come back. That said, I have worked on it a bit before stopping and for instance, I've already done this suggestion below.

Could you please add a setting option to remove that asteroid miner ship? I personally don't like it and don't want to use it or see it among pirate ships.
The Lithovore will only be available for purchase in the special markets made available by this mod (same place you get the forge ship hullmods) and no other faction.
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PainProjection

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Sup man, i currently building my modpack, seems like this mode one of the last ones i needed because i think what antimatter centrifuge is mandatory for super capitals from Missing Ships mod (like ragnarok). I understand what when mods applied to existing save file it will not spawn new markets and i assume what it won't change existing ones as well (like Argeus). But still, i could probably just add those hullmods to my inventory via console commands. So, is it gonna be safe to add this mod mid playthrough?
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creature

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Sup man, i currently building my modpack, seems like this mode one of the last ones i needed because i think what antimatter centrifuge is mandatory for super capitals from Missing Ships mod (like ragnarok). I understand what when mods applied to existing save file it will not spawn new markets and i assume what it won't change existing ones as well (like Argeus). But still, i could probably just add those hullmods to my inventory via console commands. So, is it gonna be safe to add this mod mid playthrough?
Hmm, generally it's not a good idea, but since this mod doesn't add a full faction, maybe it's the "safest" among all my mods? What you can do is make a save copy of your current game just in case, install this mod, and see how it goes!
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#Negi

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Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
« Reply #94 on: November 07, 2021, 08:20:50 AM »

First off; good mod.  Second; I took the 0.9.1a version of this mod and I edited it's version number so that the 0.9.5a game would accept it, I didn't change anything else.  So far I haven't had any problems with the mod not working, I found one balance issue where you can add the hullmods Forge Ship, and your preferred forge, then build-in that forge, and finally remove Forge Ship which holds the penalties, while keeping the forge which only has bonuses.  That's not the biggest issue, it seems you can still use this mod in the interim. 
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#Negi

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Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
« Reply #95 on: November 07, 2021, 08:22:15 AM »

Any idea as to when this mod will be made compatible with 0.95?

I've tested this, I've updated the version number so 0.95 will accept it, and I haven't seen any problems yet, you may just do the same. 
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creature

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Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
« Reply #96 on: November 07, 2021, 02:37:56 PM »

First off; good mod.  Second; I took the 0.9.1a version of this mod and I edited it's version number so that the 0.9.5a game would accept it, I didn't change anything else...
Wow, that's really nice! If it's alright with you, can you post it in this thread so people can try the mod in 0.9.5a? Not really sure when I can come back to update it myself. I will give you proper credit for doing so!

found one balance issue where you can add the hullmods Forge Ship, and your preferred forge, then build-in that forge, and finally remove Forge Ship which holds the penalties, while keeping the forge which only has bonuses.  That's not the biggest issue, it seems you can still use this mod in the interim. 
Ah, I didn't think of that! I wonder if it's possible to set a hullmod to be non-built-inable...
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ZeCaptain

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Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
« Reply #97 on: November 07, 2021, 03:50:17 PM »

You can set hullmods to be non-inbuildable. You should stop by the unoffical starsector discord and ask questions.
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#Negi

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Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
« Reply #98 on: November 07, 2021, 06:01:33 PM »

First off; good mod.  Second; I took the 0.9.1a version of this mod and I edited it's version number so that the 0.9.5a game would accept it, I didn't change anything else...
Wow, that's really nice! If it's alright with you, can you post it in this thread so people can try the mod in 0.9.5a? Not really sure when I can come back to update it myself. I will give you proper credit for doing so!

found one balance issue where you can add the hullmods Forge Ship, and your preferred forge, then build-in that forge, and finally remove Forge Ship which holds the penalties, while keeping the forge which only has bonuses.  That's not the biggest issue, it seems you can still use this mod in the interim. 
Ah, I didn't think of that! I wonder if it's possible to set a hullmod to be non-built-inable...

I didn't really do anything, I don't need credit, I'm not a modder, I just wanted to use the mod and saw no changes in the update's change log that might break this mod so I gave it a test.  All I did was open up the mod folder (YREX), open mod_info.json, changed the version number in the quotation marks, started the game, enabled the mod, and started playing. 

I assume Forge Ship is a separate docked hullmod is so you can change the forge mid space (at the cost of supplies, recovering CR) but you can't remove the forge in mid space to get your cargo capacity back.  I also note that you can 'turn it off' by removing the forge hullmod in the refit screen, so it's not eating up the volatiles you need for neutrino detector anymore.  If that's not the reason for the separate Forge Ship hullmod, then the fix would be as simple as disabling the Forge Ship hullmod, and adding the -75% cargo to each forge individually. 
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Kakroom

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Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
« Reply #99 on: November 08, 2021, 06:13:29 PM »

First off; good mod.  Second; I took the 0.9.1a version of this mod and I edited it's version number so that the 0.9.5a game would accept it, I didn't change anything else...
Wow, that's really nice! If it's alright with you, can you post it in this thread so people can try the mod in 0.9.5a? Not really sure when I can come back to update it myself. I will give you proper credit for doing so!

found one balance issue where you can add the hullmods Forge Ship, and your preferred forge, then build-in that forge, and finally remove Forge Ship which holds the penalties, while keeping the forge which only has bonuses.  That's not the biggest issue, it seems you can still use this mod in the interim. 
Ah, I didn't think of that! I wonder if it's possible to set a hullmod to be non-built-inable...

I didn't really do anything, I don't need credit, I'm not a modder, I just wanted to use the mod and saw no changes in the update's change log that might break this mod so I gave it a test.  All I did was open up the mod folder (YREX), open mod_info.json, changed the version number in the quotation marks, started the game, enabled the mod, and started playing. 

I assume Forge Ship is a separate docked hullmod is so you can change the forge mid space (at the cost of supplies, recovering CR) but you can't remove the forge in mid space to get your cargo capacity back.  I also note that you can 'turn it off' by removing the forge hullmod in the refit screen, so it's not eating up the volatiles you need for neutrino detector anymore.  If that's not the reason for the separate Forge Ship hullmod, then the fix would be as simple as disabling the Forge Ship hullmod, and adding the -75% cargo to each forge individually.

Thank you for trying this out, I was afraid I would have to get into a new campaign without it.
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#Negi

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Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
« Reply #100 on: November 09, 2021, 06:38:20 PM »


Thank you for trying this out, I was afraid I would have to get into a new campaign without it.
[/quote]

Well, be afraid: I'm doing more playtesting, and all the added weapons cause crashes when their scripts would trigger (when the missiles impact, or when the batteries would vent flux, or repairs heal armor, or armories restore ammo).  They're all broken and crash to desktop.  I'd never used the weapons before, so I didn't see that sooner.
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Ontheheavens

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Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
« Reply #101 on: November 11, 2021, 06:24:52 AM »

Wow, that's really nice! If it's alright with you, can you post it in this thread so people can try the mod in 0.9.5a? Not really sure when I can come back to update it myself. I will give you proper credit for doing so!

Hi. First off, thanks for your great mod!

I am making something like of a separate fork of your forge hullmods feature, and wanted to ask if I could post it here on forums, if that's okay with you. Any kind of credit you want would be yours, of course.
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creature

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Re: [0.9.1a] Nijigen Extend v.0.3.0 || Expansion Pack || Update 06/12 [YREX]
« Reply #102 on: November 11, 2021, 01:18:18 PM »

Hi. First off, thanks for your great mod!

I am making something like of a separate fork of your forge hullmods feature, and wanted to ask if I could post it here on forums, if that's okay with you. Any kind of credit you want would be yours, of course.
Ah, of course! Please feel free to post forks or updates of my mods! The only thing I might ask is that you also provide the source to the fork so that uh... maybe I might take a look one day and fish out some good stuff~  ;D
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