Starsector mod

Starsector 0. Fractal Softworks Forum. Please login or register. News: Starsector 0.

The purpose of this tutorial is to create sort of a 'minimum viable product' when it comes to modding -- a simple mod including all of the facets that normally come to mind when one thinks of a Starsector mod. By the end of this tutorial, you will have a mod with a custom ship, weapon, faction, star system, and associated other creations, as well as a passing familiarity with the concepts and processes involved in implementing these. So, the first thing we need to do is literally create the mod. For this tutorial, we're going to call it 'My Mod'. We're going to throw out some of that stuff, and change the rest. Most of these fields are fairly self-explanatory, but here are some that require special attention:.

Starsector mod

Home Discussions Workshop Market Broadcasts. Change language. Install Steam. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support. Please see the instructions page for reasons why this item might not work within Wayward Terran Frontier: Zero Falls. Description Discussions 0 Comments 0. Description Discussions Comments. Add to Collection. This item has been added to your Favorites. A collection of 12 items created by. All rights remain with Fractal Softworks. Some sprites were obtained from Tartiflette, who makes edited versions of the original SS sprites.

An obvious solution to this would be to hide zero OP hull mods in the list of available hull mods, starsector mod, that would also solve the minor complaint that with Automated Commands and Commissioned Crews I have quite a few zero cost hull mods cluttering up my list that I would like to hide. Nice guide, i think i will start making my own ships seeing it is not too complicated, but i want to make custom hullmods and systems too, starsector mod, is there a tutorial for those yet? Everyone loves the energy emitting balls of gas that populate our starsector mod

Starsector 0. Fractal Softworks Forum. Please login or register. News: Starsector 0. Home Help Search Login Register.

Starsector 0. Fractal Softworks Forum. Please login or register. News: Starsector 0. Home Help Search Login Register. Author Topic: [0. Evolution 3. Yes, this means it is compatible with Nexerelin and Terraforming and Station Construction. Colonies as well as Substance.

Starsector mod

Starsector 0. Fractal Softworks Forum. Please login or register. News: Starsector 0. Home Help Search Login Register.

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After that, press 's' and then 'ctrl' to do the same thing with the shield center and the shield circle. Now, we've made a ship, but we don't have any guns. Their roster is limited and their few ships are either weak or just repaints of existing hulls. Work has been hell on my free time but ive been able to make some time to work on this and some other projects! Hope all has been well! Maybe for modules you could allow story points to be spent on them? PlanetConditionGenerator ; import com. Just wanted to say loving the mod really gives pirates that extra helping hand and these ships are really fun to use. Once you've done that, save the file, then open Starsector and look up your ship in the codex or spawn it into the campaign again to test and make sure it's reading correctly. Hello, firstly thank you for the mod! I checked the code, and though I have no experience with Starsector modding, it seems like the following function should be filtering out 0-cost hull mods: SModUtils. This gal. Please login or register. Now that we've created the sprite, we're going to need some data files to tell the game that it exists and what stats to give it.

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Now it's time to make some stats for it, then we'll line it all up and fire it off in-game. Once we've saved it, let's continue: Press 'c' and set the center of mass the point the fighter turns around then 'ctrl' and drag out the collision circle -- this needs to fully encompass the fighter and it's shields, so don't be afraid to set it a little big. II Fluxcore hit sound not playing [close]. Load up the game with our mod enabled - since it's a weapon and all weapons are available in mission refits, we don't even need to bother with starting a campaign or using console commands. Please login or register. In this case, I'm picking the Broadsword. Mods must be compatible with the current version of Starsector to make it on this list, and they may be removed if they fall significantly behind current cutoff is 0. Cancel Save. Time to move on to making a variant, and then making it spawn. We could slap regular guns on it, but that's boring and for losers and I bet you have a really cool idea for a missile with infinite ammo that costs 0 OP anyway, don't you?

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