BetterFleets 1.3.5

    Game version
    A mod aimed at improving vanilla fleet mechanics and expanding upon their functionality. You can order fleets around through the galaxy map by left clicking on their icons (hold LSHIFT to select multiple) and then right clicking to select an order. Also adds 3 new fleet commands:
    • Artillery Mode: Fleet will engage targets from as far away as possible while still being within the max range of it's guns.
    • Intercept Mode: Fleet will engage enemy targets at close range, attempting to intercept attacks on allied ships by drawing away the attention of nearby enemies.
    • Support Mode: Fleet will use support beams on nearby friendly targets while attempting to stay away from enemies. [CURRENTLY UNFINISHED]
    It also adds a new system block called a Repair Paste Fabricator that automatically generates repair paste which can be used to repair ships with astrotech beams instead of raw blocks or resources.

    Note that there is currently an issue with fleets commanded to move to a sector not fully stopping once reaching said sector if ordered through the galaxy map, I am trying to find the solution to this.

    First release
    Last update
    4.00 star(s) 1 ratings

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    Latest updates

    1. Version 1.3.5 Release

      Bug Fixes: Fixed a nullpointer bug that was spamming logs.
    2. Version 1.3.4 Release

      Changelog: Partially reworked tactical map. Bug Fixes: Tactical map no longer activates when...
    3. Version 1.3.3 Release

      Bug Fixes: Fixed bug causing double clicks on map to be ignored. Tactical map will no longer...

    Latest reviews

    Nice work! I think it would be better if you would split up the repair Tool and the fleet order changes though.

    They are basically independent from each other and some people may not want have both mods at the same time.
    Thanks for the review!

    As for your suggestion, I did actually heavily consider this option, however I decided to put them together due to the following two issues:
    1) Both require overwriting a few of StarMade's classes (fleets and fleet states in particular), and if I split them up both would be replacing some of the same classes, which would cause whichever one to load last to take priority and overwrite the other.
    2) I wanted to add the support command so AI could actually use astrotech beams to repair, and given that the repair paste feature makes astrotech actually viable and not just a waste of resources any support command would be pointless without it. Granted, I could add cross mod functionality and make both compatible with the other, but that wouldn't solve issue 1).

    I may still split them up if I can find a solution to the aforementioned issues, as I do agree that they feel somewhat separate especially as the support command is currently unfinished as of right now.