One of this mod's components requires LazyLib to operate. If you don't have LazyLib installed, do so before running this mod.Installation
This mod comes as part of my Mod Pack. Unzip the Mod Pack and install the mods you'd like to try out. Currently, the Example is designed to operate with Rebal; it won't work with Vanilla.
What This Does, In a Nutshell
This is a "utility" mod. It does not interfere with the base game in any significant way, but, because of the nature of Starsector's weapon JSON support, it won't get along with mods that change core properties of Vanilla weapons (i.e., modifications of the WPN or PROJ files).
What this does:
1. The FX system replaces the default Starsector weapons effects with cheaper, faster-rendering special effects that look better than Vanilla's somewhat-boring little glows and smoke.
2. The FX system is considerably faster than Vanilla's current effects system, because it uses few particles to get the job done and uses multiple cores to handle the math.
3. The FX system has extensive support for modders to make use of it, and the code is well-documented; adding new effects using this to your mod is pretty trivial.
4. FX system particles can have a bunch of cool properties, like color shifts, directional motion, velocity that can change over time, rotational effects, etc., etc.
5. In Alpha 3, the FX system is
very easily extensible and clearly documented; essentially, modders just need to call
newParticle() in their code to add new particles to the system. Modders, please read through the code in the example project Plugins.
6. The FX system comes as part of the Mod Pack. The example project requires Rebal to operate, and demonstrates a few of the capabilities of the system.
Screenshots: