“Where spacers sees scrap metal, a salvager sees a fleet”
A ship pack of kitbashed and mostly balanced starships, meme tips, and currently a trio of portraits, alongside two high value bounties
Version 0.0.9a, Forums Release for Starsector 0.95.1
Download here:
https://github.com/Fellout2/Scrapyard-Armories-0.0.2/raw/main/Scrapyard%20Armories.zip
Features
-A number of salvaged and refit ship designs
-A medium ballistic and medium missile
-Integrations for use with Vayras Sector, Nexerelin, and Combat Chatter
-A player buildable station
Preview of a few more common ships
Beautiful!
1) Game tries to load sa_syringe(p).png, while there are sa_syringe(P).png (yes it is case sensitive).
A simple rename can fix that.
2) Game tries to load [graphics/weapons/sa_elanus_barrel.png]. There is Weapons folder. Rename is not fixing that. Game uses Weapons folder for other png-s.
To fix:
a)Rename Weapons to weapons.
b)change in sa_earthshaker.wpn (in /Scrapyard Armories/data/weapons/)
c)change in sa_erbe.wpn
d)change in sa_loki.wpn
On Linux system mod is broken.
1) Game tries to load sa_syringe(p).png, while there are sa_syringe(P).png (yes it is case sensitive).
A simple rename can fix that.2) Game tries to load [graphics/weapons/sa_elanus_barrel.png]. There is Weapons folder. Rename is not fixing that. Game uses Weapons folder for other png-s.
To fix:
a)Rename Weapons to weapons.
b)change in sa_earthshaker.wpn (in /Scrapyard Armories/data/weapons/)
c)change in sa_erbe.wpn
d)change in sa_loki.wpn
I've known about this one for a bit after the update came out, it should be fixed in the next when it come out, sorry for the issues, if it doesn't get fixed next update please let me know!
btw can i add/remove this mod mid campaing? or will there be any problems?
This mod look beutyfull and i can't wait to try it out<3
btw can i add/remove this mod mid campaing? or will there be any problems?
It should be safe to add mid save, but removing it would break saves I'm afraid.
what are the drop/recovery rates for the [R] Legion? i've killed a few fleet with them in my current run, but i haven't seen them recoverable, even with story points. i have the perk skill to have automated ships, inb4 that's asked.
It should drop relatively frequently, my only guess on why you haven't been able to get one to drop is bad ship loot rng, I have it set to have a slightly lower than normal break chance too. Hopefully one shows up in the recovery list for you soon.
what are the drop/recovery rates for the [R] Legion? i've killed a few fleet with them in my current run, but i haven't seen them recoverable, even with story points. i have the perk skill to have automated ships, inb4 that's asked.
It should drop relatively frequently, my only guess on why you haven't been able to get one to drop is bad ship loot rng, I have it set to have a slightly lower than normal break chance too. Hopefully one shows up in the recovery list for you soon.
my man! i'll keep trying. its been a B**** and a half trying to get a fleet with a legion to space far enough away from the fleets with 1/2 Radiants. and with all the mods i've installed that add to remnant fleets, they're hella deadly if they get a bigger deployment over me.
i'm running a high tech/ energy playthrough, so outfitting ships with enough kinetic to overwhelm remnants has been tough. i've been toying with hullmods that give energy weps bonus damage, plus give beams hard flux. anything but a Remnant capitol ship pops in seconds to my Odysseys running dual Tachyon lances.
Lance go BYOOOM
The "Trocar" class is also very fun, loadout and design wise.
A question regarding the "Scalpel" design, based on its codex it is a repurposed mining vessel, all of its stats fit well, except for "Flux dissipation" which at 700 is unfathomable.
400 is premium destroyer, 500-600 is superdestroyer level, at 700 I'd expect the ship to have some arcane ultrafluxcore built by a domain omega AI.
Is this intentional or simply a misinput?
Very nice looking ships, the "Brace Scrapcarrier" is especially appealing to my aesthetic tastes.
The "Trocar" class is also very fun, loadout and design wise.A question regarding the "Scalpel" design, based on its codex it is a repurposed mining vessel, all of its stats fit well, except for "Flux dissipation" which at 700 is unfathomable.
400 is premium destroyer, 500-600 is superdestroyer level, at 700 I'd expect the ship to have some arcane ultrafluxcore built by a domain omega AI.
Is this intentional or simply a misinput?
Glad to hear you've been enjoying Trocar, always felt a bit weird about that one. As for Scalpel, that one's been pretty weird for a while now, initially I gave it so much dissipation due to the slots on the ship, but I probably should nerf that down into the 500s range, in short, it was intentional but becoming a focus to be changed.