wispborne / gates-awakened Goto Github PK
View Code? Open in Web Editor NEWMod for the game Starsector, allowing activation and use of Gates.
License: Apache License 2.0
Mod for the game Starsector, allowing activation and use of Gates.
License: Apache License 2.0
Meso: Is make the custom vfx the gate lighting up, not the fleet. And sync that to the sound, and keep the vfx and sound for the fleet itself when it goes through mundane.
https://fractalsoftworks.com/forum/index.php?topic=16562.msg276092#msg276092
Unsure why, but upon interacting with the second bar event and gaining the location of the gate code cache, my save game seems to be corrupted(cannot save after that, gives a 'fatal null' error, but thankfully I can reload and simply avoid that bar event)
This leaves me rather unable to actually play through the rest of the mod. Currently using nexrelin, varya's sector, and every 9.1 faction mod.
Edit: This 'fatal null' error still occurs if I just open the bar(don't have to click on the event). Also if I go and fly to the cache after accepting the mission (and not saving), and pick up the gate codes, afterwards I can save as normal. Weird.
And also add better messaging around what's wrong if a system can't be found.
Also an idea, enable the quest if NGO is defeated
Suggested by Avanitia
Oh btw, may want to spawn a fleet or something to fight you - currently it's very easy to get these gates on.
WispToday at 2:52 PM
Hmmm strange, thanks a ton for the report and ideas.
AvanitiaToday at 2:54 PM
Only actual issue in completing the mission was Remnant fleet that spawned because of Ruthless Sector ๐
WispToday at 2:54 PM
I never intended to make the missions challenging tbh
AvanitiaToday at 2:55 PM
It would make sense that this person would go after you at least - you know the thing they do
Randomly found rarely as loot?
Found pre-placed when exploring, with little stories attached?
Both, or a combination of the two?
Player finds hardware that lets them detect interstellar Gate Haulers and direct them to their location.
Also the number of these events will be limited, player can edit a setting file if they want more/fewer
credit to Avanitia
build
's anonymous method.if I use rules.csv then it should use the same plugin for both but show the GA options still.
i'll still take over the plugin for special events, like a quest ending, but i think that's expected
Thaago
Hey Wisp, one bit of info which supports using a MemoryAPI as the 'single source of truth' (a concept I'm a big fan of) for quests: Global.getSector().getMemoryWithoutUpdate() is the same MemoryAPI as can be accessed via Rules.csv - both in a custom script via memoryMap.get(Memkeys.GLOBAL), or in the rules itself using $Global.name (for simple condition testing or variable setting as a condition/result of a rule)
This seems to me to be a slightly superior method when integrating rules.csv with standalone scripts. Thoughts?
suggestion by Avanitia
Reported by Avanitia.
Probably only after second mission is complete.
Include the gates from the first mission? I think yes, then you have four gates you can move around at will.
Probably need to add a resource cost so players don't keep 3 active, then activate one as needed, use it, then deactivate it behind them in order to be able to always use any gate they see. Although that would deactivate the destination gate, so they'd end up with a gate far away to deactivate...so I guess that problem solves itself.
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