[Starsector Mods][0.95.1a] Arkships V1.4

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Arkships
This mod adds stations called “Arkships” in to the game.
Arkships at the cost of some credits can move freely through hyperspace on request of the captain.

Warning: The mod currently has some performance issues. I am currently reworking the mod in to a new mod, in which all of those should be resolved, however, there wont be a fix to the current version of this mod. If you are on lower-mid end hardware, you are likely to expierence performance issues.

Download V1.4 (Last Update: 30.8.22)

Changelog

Spoiler: click to expand
Changelog
V1.4 (30.8.2022)

-> Fixed a bug that due to an oversight wiped the arkships inventory when the player hovered over the storage industry.
–> The update also removes the compartments industries, the compartments are now added without them, updating the mod should automaticly remove them.

V1.3 (23.8.2022)

-> Removed the Bar Menu selection from the Arkship, as accepting certain Bar Missions seemed to possibly delete the Arkships inventory.
-> Performance improvements for the Arkship-Call ability.
-> Fixed slightly incorrect descriptions in the compartment menu

V1.2 (21.8.2022)

-> Fixed crash with bad Adjusted Sector Configs.
–> Spawns the Derelict Arkship in a random system instead if thats the case.

V1.1 (17.8.2022)

-> The Arkship Defender fleet is now preset and not random
-> Fixed the Salvage Screen opening at the Derelict Arkship
-> Fixed a performance issue with the Arkship Call ability.
-> Fixed a crash on linux

V1.0 (15.8.2022)

-> Added an ability received at the start of the game that indicates the distance to the Derelict Arkship. This removes the need to check every Remnant system.
–> It doesnt specify a distance, but instead it receives a signal strength, varying between “very weak”, “weak”, “average” and “strong”.

-> Modified the sprite to make it look a bit more like an actual Ship.
-> Improved the look of the thruster trail. It now decreases in strength as the thruster “throttles” and slows the ship.
-> Improved the flight-in effect, making it slower and come to a stop more naturally.

-> Re-structured the mods code and added Code-Comments to make it more easy to read.
-> Improved the “Arkship Call” abilities tooltip and made it more dynamic.
-> The Arkship now orbits at a larger distance at gas giants, instead of clipping in to them.
-> Slightly decreased the amount of supplies and fuel generated by compartments.
-> Fixed an issue where the mod did not update the monthly maintenance costs when it should have.
-> Fixed an issue that caused the credit requirement check for warps to not function correctly.
-> Fixed an issue that caused a salvage screen to show up after defeating the defending fleet.
-> Fixed an issue that caused the Derelict Arkship to not dissapear after the Arkship was claimed.
-> Fixed issue where the “Arkship call” ability tooltip didnt correctly show the Maintenance cost in Hyperspace.

V0.6 (13.8.2022)
Due to some changes, the game will likely crash if you upgrade from an old save and open the Fuel Siphon/Supplies Inventory.
To fix this, you can simply deactivate and reactivate the two Compartments.

-> The Arkship now leaves some Thruster Trails behind when moving.
-> Siphon/Assembly Maintenance cost is reduced, but taking the materials out now requires you to pay for them like with Colony Stockpiles.
-> Newly generated Arkships now have the Spaceport Industry on them, so that it counts as a “dock” for specific Hullmods. (Wont effect saves with already generated Arkships)
-> Fixed an issue where Monthly Costs didnt apply if you didnt interact with the Arkship in a month.
-> Fixed a small issue where a value used the letter “l” instead of the number “1” (Thank Starsector for somehow not crashing from this)

V0.5 (12.8.2022)
-> Arkships can now Warp towards Active Gates and take the player along with them. The option appears when you dock at the Arkship, aslong as you activated the gates.
–> Warping like this costs 40% more credits than the usual Arkship call, with the benefit being mobility for the player.

-> Compartment settings now only show the relevant dialogue option (i.e only shows the activate option if the compartment is currently deactivated)
-> Arkships now play a short sound when warping in.

V0.4 (11.8.2022)
-> The Derelict Arkship now spawns if you load a save for the first time with the mod (Allowing the mod to be added mid-save without using cheats)
-> The Derelict Arkship now has some [REDACTED] Defenses that you have to fight to aquire it

V0.3 (10.8.2022)
-> Added Supply Assembly Compartment (creates supplies over time)
-> Added Fuel Siphon Compartment (creates fuel over time)
-> Fixed the ship repair option missing.
-> Fixed the game adding “Battlestation” to the end of the Derelict Arkships mapname
-> Fixed a potential mod-incompatibility

V0.2 (10.8.2022)
-> Improved the Compartment selection screen a bit to make the options clearer.
-> Added a Placeholder Submarket to avoid a crash on an empty Station Inventory screen.
-> Blocked the Military Menu from appearing on Arkships
-> Fixed a few Grammar-Mistakes
-> Fixed some items being illegal in the Arkship Storage
-> Fixed Arkship-Storage being buildable on Colonies

What are they?
Arkships are basicly portable storage systems and outposts. They allow you, for a cost, to transport Resources quickly and conveniently through the sector.
They do not interact with the games economy and you can not install industries on them, but instead they use activateable Compartments which grand them some functionality.

How to get them
At the beginning of the game, or if loading in to a save with the mod for the first time, you will aqquire the “Mysterious Receiver” ability.
It guides you towards the Derelict Arkship, that generates somewhere within the sector. Once you lay claim to it, you will be able to use the Arkship yourself.

If you want to skip the exploration part, you can use some of the cheats below.

Spoiler: click to expand
Cheats

Console Commands
Using the Console-Commands mod, you can use this command to spawn a Derelict Arkship in to your current system. Dont use it in Hyperspace.

Code
RunCode SectorEntityToken Arkship = Global.getSector().getPlayerFleet().getStarSystem().addCustomEntity("AS_Arkship_ship_derelict", "Derelict Arkship", "AS_Arkship_Entity", "independent"); Arkship.setCircularOrbitPointingDown(Global.getSector().getPlayerFleet().getStarSystem().getStar(), 0, 4000, 100); Arkship.setCustomDescriptionId("as_arkship_derelict");

You can also use this command to immidiatly aqquire the ability to summon the Arkship.

Code
runcode Global.getSector().getCharacterData().addAbility("as_call_arkship") 

Compartments
Compartments add functionality to the Arkship. Each Compartment adds Monthly Maintenance costs to the Station.
You can freely enable and disable them whenever you visit the Arkship.
The current list of Compartments are:

-> Storage Compartment – Allows Storing Wares, Items, Weapons and Ships in the Arkship, and makes it possible to transport them through the Hyperspace
-> Assembly Compartment – Crafts Supplies over time, and stores them in a special container in the Arkship. Can be bought in the same way as Colony Stockpiles.
-> Siphon Compartment – Siphons Fuel from the nearby Star, and stores it in the Arkship. Can be bought in the same way as Colony Stockpiles.

Costs
When you warp with an Arkship, it will cost some credits to pay for the Supplies required for the jump.
The cost increases over the distances covored, with it reaching a near maximum of 400.000 Credits if you were to move it from one corner of the sector to the corner on the opposite site.

Each active Compartment adds monthly maintenance costs to the ship. By deactivating a Compartment, you can avoid those costs, but loose their Benefits until you reactivate them.
Activating the Storage Compartment costs 100.000 Credits per month, having the Siphon Compartment active on top of the Storage Compartment would cost 150.000 Credits monthly.

Frequently asked questions
A list of frequently asked questions, please check this before commenting below.

Spoiler: click to expand
Frequently Asked Questions
Isnt this to OP?

-> Yes, and if you dont like that, i would advise to just not install it. It is very strong, but it serves to remove tedium from parts of the game.

Will you make it take part in Combat/Raiding at some point?

-> No, as i think its current features as mostly Portable Storage & Portable Outpost already give it enough of an edge, and i dont want it to become a tool for everything.

Why does another Faction other than my own one hold the Arkship?

-> This is for multiple reasons:
–> 1. If the player would own it, it would start interacting with the Economy, and it shouldnt.
–> 2. Through this its easier to control what can be done with the Arkship, if the player owned it, they could install different Industries that could cause unwanted effects.
–> 3. If the player owns it, it would create a Faction, but because warping technicly deletes the Arkship and Spawns a new one, it causes some weird stuff to happen since the players faction lost their last planet.

Credits

-> Industrial Evolution/SirHartley – For inspiring me to make this mod & giving me ideas on how to make it.
-> Cann – Suggested the “Arkships” name.


Very neat

Wait…does this mean I can finally steal all 40k of cheap minerals!? Happy day!

Update V0.4 Changelog
-> The Derelict Arkship now spawns if you load a save for the first time with the mod (Allowing the mod to be added mid-save without using cheats)
-> The Derelict Arkship now has some [REDACTED] Defenses that you have to fight to aquire it


The idea or rather the mechanic your mod has is quite appealing.
How about converting it to be a “Support Platform” when you invade/bombard/conquer planets that are heavily defended?

1. Tow the Arkship into the system.
2. Leave it somewhere at the fringe of the system.
3. Destroy enemy Orbital Station.
4. Call in Arkship and the onboard personal with its supplies will aid you in raids/bombardments/invasions. (Maybe some integration with Nerxerlin?)

I also suggest a Low-/Mid-/Hightech version of the Arkship so every faction could have one.

Personally I’m not fond of the idea to have a massive untouchable storage on demand.
But the mechanic and fundamental concept could even find use in the base game even if in a more abstract manner, as far as i think.


The idea or rather the mechanic your mod has is quite appealing.
How about converting it to be a “Support Platform” when you invade/bombard/conquer planets that are heavily defended?

1. Tow the Arkship into the system.
2. Leave it somewhere at the fringe of the system.
3. Destroy enemy Orbital Station.
4. Call in Arkship and the onboard personal with its supplies will aid you in raids/bombardments/invasions. (Maybe some integration with Nerxerlin?)

I also suggest a Low-/Mid-/Hightech version of the Arkship so every faction could have one.

Personally I’m not fond of the idea to have a massive untouchable storage on demand.
But the mechanic and fundamental concept could even find use in the base game even if in a more abstract manner, as far as i think.

I dont think im ever going to make it participate or support in combat related things, its strong enough in the thing it is already doing, and what its doing right now is more so in the image of what i also
want it to do. As with most mods that add a rather player-supporting system, this mod isnt going to be for everyone, but i know that it satisfies the needs for some players well enough with how it currently functions. (I immidiatly got multiple people telling me how they now dont need to use their cheats for inventory moving anymore lol)

In the “lore” i made, as limited and basic as it is, the Arkship is a Pre-Domain Age object, so giving it a Low/Mid/Hightech variant doesnt make to much sense. Mostly using the Hightech model since i found it the most appropiate for what it is, might be giving it a recolor at one point though atleast.


i know that it satisfies the needs for some players well enough with how it currently functions. (I immidiatly got multiple people telling me how they now dont need to use their cheats for inventory moving anymore lol)

Industrial Revolution features Courier Ports to move large inventories from planet A to B, somewhat.
But your mod got me some ideas. .. guess not gonna sleep for a while now.


I think it would be cool if you added compartments that related to industrial evolution integration if possible (like repair/salvage yards and exc), maybe as unlockable things that you find rather than have off the bat?

I have no idea how difficult it would be, especially since the Arkship is flagged as being a different faction from Player, but what about adding sections that grant the same buffs as Stable Point Objects? Stability, sensor range, burn levels. It’d provide a buff to friendly/player fleets in the same system, and make it worthwhile to consider leaving at home if you aren’t using it for some reason.

What about a Refinery section? Not as an industry, but something that turns deposited/stored ores and transplutonic ores into metals and transplutonic metals.

it’s a stretch, but what about a similar idea to the refinery, but it converts food into lobsters or something? Basically, a way to turn low value high volume finds like food and turn it into a smaller amount of higher value goods. but again, not as an Industry, just a way to handle high salvage amounts.


I have no idea how difficult it would be, especially since the Arkship is flagged as being a different faction from Player, but what about adding sections that grant the same buffs as Stable Point Objects? Stability, sensor range, burn levels. It’d provide a buff to friendly/player fleets in the same system, and make it worthwhile to consider leaving at home if you aren’t using it for some reason.

What about a Refinery section? Not as an industry, but something that turns deposited/stored ores and transplutonic ores into metals and transplutonic metals.

it’s a stretch, but what about a similar idea to the refinery, but it converts food into lobsters or something? Basically, a way to turn low value high volume finds like food and turn it into a smaller amount of higher value goods. but again, not as an Industry, just a way to handle high salvage amounts.

I thought about making it give certain system wide effects, but im not sure if i want to implement them yet.
I think the current production of Supplies and Fuel is mostly enough, though maybe il think about a compartment that can convert some items in to their processed variants in the future.


Update V0.5 Changelog
-> Arkships can now Warp towards Active Gates and take the player along with them. The option appears when you dock at the Arkship, aslong as you activated the gates.
–> Warping like this costs 40% more credits than the usual Arkship call, with the benefit being mobility for the player.

-> Compartment settings now only show the relevant dialogue option (i.e only shows the activate option if the compartment is currently deactivated)
-> Arkships now play a short sound when warping in.


Sir, I want to translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org), can you allow?

Sir, I want to translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org), can you allow?

I dont have an issue with it. Just make sure to credit me on the mods page and provide a link to this Forum Page of the mod.
Though im still frequently updating it currently, so you may wanna wait a few days until im more done with the mods content.


Update V0.6 Changelog
Due to some changes, the game will likely crash if you upgrade from an old save and open the Fuel Siphon/Supplies Inventory.
To fix this, you can simply deactivate and reactivate the two Compartments.

-> The Arkship now leaves some Thruster Trails behind when moving.
-> Siphon/Assembly Maintenance cost is reduced, but taking the materials out now requires you to pay for them like with Colony Stockpiles.
-> Newly generated Arkships now have the Spaceport Industry on them, so that it counts as a “dock” for specific Hullmods. (Wont effect saves with already generated Arkships)
-> Fixed an issue where Monthly Costs didnt apply if you didnt interact with the Arkship in a month.
-> Fixed a small issue where a value used the letter “l” instead of the number “1” (Thank Starsector for somehow not crashing from this)


I found an odd interaction with the derelict arkship. I added it via the cheat code through console commands since I added the mod mid-save. After defeating the guards, it popped up this screen:

Doing the salvage would pop up a message that says it found nothing of interest, then delete the arkship. There’s no skill on my bar to call the arkship or anything, it’s just gone.

If I choose to ignore the salvage, it’ll just start up another encounter with the guards once I interact with the arkship again.

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