I have to check something in regards to core starsector - If I add my own faction, do I need a special FleetSpawner script for my factions fleets to spawn, or will the game automatically spawn some?You just need a .faction file and the game should structure the fleet from the ships listed there
Do you mean generating a random sector or getting a random sector object from all of the sectors?
You could use getEntitiesWithTag and a random number to get a random entity with a tag, or getAllLocations with a random number.
3805 [Thread-4] INFO com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Applying data from ship_data.csv to [rsf1-drn-combat]
4495 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.thissuper.return(Unknown Source)
at com.fs.starfarer.loading.specs.oOO0.clone(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
{
"bounds": [],
"center": [
8.5,
12
],
"collisionRadius": 12.727922,
"engineSlots": [
{
"angle": 180,
"contrailSize": 2,
"length": 6.5,
"location": [
-9,
1.5
],
"style": "MIDLINE",
"width": 2
},
{
"angle": -180,
"contrailSize": 2,
"length": 6.5,
"location": [
-9,
-1.5
],
"style": "MIDLINE",
"width": 2
}
],
"height": 24,
"hullId": "rsf1-drn-combat",
"hullName": "Combat Drone",
"hullSize": "FIGHTER",
"shieldCenter": [
0,
0
],
"shieldRadius": 20,
"spriteName": "graphics/ships/drones/rsf-combat.png",
"style": "RSF",
"viewOffset": 0,
"weaponSlots": [
{
"angle": 0,
"arc": 6,
"id": "WS 001",
"locations": [
8.5,
-3
],
"mount": "HIDDEN",
"size": "SMALL",
"type": "BALLISTIC"
}
],
"width": 17
}
list.get(random.nextInt(list.size));
getAllLocations() returns a List of LocationAPI's, which is what you want, I think...
@pushover... hm...still need to get a list of objects(systems). That's the problem. I can't add systems I don't know (ID) into a list
List<LocationAPI> allLocations = Global.getSector().getAllLocations();
boolean randomSystemIsHyperspace = true;
LocationAPI randomSystem;
while (randomSystemIsHyperspace) { //avoid the random system being hyperspace
randomSystem = allLocations.get(random.nextInt(allLocations.size());
randomSystemIsHyperspace = randomSystem.isHyperspace();
}
SectorEntityToken spawnpoint = getSector()..getStarSystems(random).getCenter(); ????Are you using an IDE for the Java code? If not, IntelliJ is a good free one for Java, really helps figure out what you need to call.
SectorEntityToken spawnpoint = getSector()..getStarSystems(random).getCenter(); ????Are you using an IDE for the Java code? If not, IntelliJ is a good free one for Java, really helps figure out what you need to call.
Now, is there a function to check if a system has asteroids in it?
StarSystemAPI system = Global.getSector().getStarSystems().get(...);
if (system.getAsteroids().size() == 0) {
//does not have asteroids
}
else {
//has asteroids
}
Also, a function to check who owns the system?There isn't really a way to get who owns the system, because no faction technically owns a star system, only a planet/station. Seems like the way it was done before was to add the faction tag to the system via system.addTag("RSF"), and then check with system.hasTag("RSF") and similar.
CodeStarSystemAPI system = Global.getSector().getStarSystems().get(...);
if (system.getAsteroids().size() == 0) {
//does not have asteroids
}
else {
//has asteroids
//SOME SPAWNING CODE HERE
}
Random rnd = new Random();
int rng = rnd.nextInt(8);
if (rng >= 4)
{
CampaignFleetAPI fleet = FleetFactory.createGenericFleet("ROCK", "Beast", 1f, 0);
fleet.getFleetData().sort();
FleetFactory.finishAndSync(fleet);
spawn.getContainingLocation().addEntity(fleet);
}
It depends on how you are getting a StarSystemAPI. If would run the code on every system if you put it in a for each loop. The ... I put in the get() isn't valid java, I wasn't sure exactly what you were planning, and if you were trying to do something like pick a random system and check if it has asteroids, or if you had a specific system in mind. StarSystemAPI also inherits from LocationAPI, so it is also your spawn. Putting it all together, so that each time the code runs, it will spawn a rock fleet in an average of 50% of systems that have asteroids (I hope):CodeStarSystemAPI system = Global.getSector().getStarSystems().get(...);
if (system.getAsteroids().size() == 0) {
//does not have asteroids
}
else {
//has asteroids
//SOME SPAWNING CODE HERE
}
Unless I'm mistaken this will run a specific code on EVERY system with an asteroid field?
Random rnd;
for (StarSystemAPI system : Global.getSector().getStarSystems()) {
if (system.getAsteroids().size() == 0) {
//does not have asteroids
}
else {
//has asteroids
if (rnd.nextInt(8) >= 4) {
CampaignFleetAPI fleet = FleetFactory.createGenericFleet("ROCK", "Beast", 1f, 0);
fleet.getFleetData().sort();
FleetFactory.finishAndSync(fleet);
system.getContainingLocation().addEntity(fleet);
}
}
}
SectorEntityToken spawnpoint = getSector()..getStarSystems(random).getCenter(); ????
....
"shipRoles":{
"fastAttack":{
"lasher_Standard":5,
"lasher_Strike":5,
"hound_hegemony_Standard":10,
"wolf_hegemony_Assault":2,
"fallback":{"combatSmall":1},
},
"escortSmall":{
"lasher_CS":3,
"lasher_PD":10,
"wolf_hegemony_CS":10,
"monitor_Escort":2,
"wolf_hegemony_PD":10,
"vigilance_FS":10,
"kite_Interceptor":5,
"fallback":{"combatSmall":1},
},
"escortMedium":{
"enforcer_Escort":10,
"enforcer_Balanced":10,
"enforcer_Outdated":10,
"enforcer_CS":10,
"hammerhead_Balanced":10,
"enforcer_Elite":10,
"enforcer_XIV_Elite":4,
"hammerhead_Elite":10,
"fallback":{"combatMedium":1},
},
"combatSmall":{
"lasher_Standard":5,
"lasher_Strike":5,
"lasher_CS":5,
"lasher_Assault":5,
"vigilance_Standard":10,
"vigilance_FS":10,
"vigilance_Strike":10,
"brawler_Assault":10,
"centurion_Assault":10,
"fallback":{"escortSmall":1},
},
"combatMedium":{
"enforcer_Assault":10,
"enforcer_Balanced":10,
"enforcer_Outdated":10,
"enforcer_CS":10,
"enforcer_XIV_Elite":8,
"hammerhead_Balanced":10,
"sunder_CS":10,
"hammerhead_Elite":10,
"enforcer_Elite":10,
"sunder_Assault":10,
"fallback":{"combatSmall":2},
},
.....
SectorEntityToken spawnpoint = getSector()..getStarSystems(random).getCenter(); ????
I am not sure if you are still messing with the spawnpoints but you don't need that anymore. Fleet spawning is a lot easier now, all you need to do is set the ship types and frequency of pick in the .faction files, like you can see below (taken from hegemony.faction):Code....
"shipRoles":{
"fastAttack":{
"lasher_Standard":5,
"lasher_Strike":5,
"hound_hegemony_Standard":10,
"wolf_hegemony_Assault":2,
"fallback":{"combatSmall":1},
},
"escortSmall":{
"lasher_CS":3,
"lasher_PD":10,
"wolf_hegemony_CS":10,
"monitor_Escort":2,
"wolf_hegemony_PD":10,
"vigilance_FS":10,
"kite_Interceptor":5,
"fallback":{"combatSmall":1},
},
"escortMedium":{
"enforcer_Escort":10,
"enforcer_Balanced":10,
"enforcer_Outdated":10,
"enforcer_CS":10,
"hammerhead_Balanced":10,
"enforcer_Elite":10,
"enforcer_XIV_Elite":4,
"hammerhead_Elite":10,
"fallback":{"combatMedium":1},
},
"combatSmall":{
"lasher_Standard":5,
"lasher_Strike":5,
"lasher_CS":5,
"lasher_Assault":5,
"vigilance_Standard":10,
"vigilance_FS":10,
"vigilance_Strike":10,
"brawler_Assault":10,
"centurion_Assault":10,
"fallback":{"escortSmall":1},
},
"combatMedium":{
"enforcer_Assault":10,
"enforcer_Balanced":10,
"enforcer_Outdated":10,
"enforcer_CS":10,
"enforcer_XIV_Elite":8,
"hammerhead_Balanced":10,
"sunder_CS":10,
"hammerhead_Elite":10,
"enforcer_Elite":10,
"sunder_Assault":10,
"fallback":{"combatSmall":2},
},
.....
All you need to do is set specific ships to one or more of those categories and the game will automatically pick them based on the type and frequency, which is set by the number after the ship name. Those names in the list are the names of the ship variant, just like the names of the variant file.
I spent too much time trying to fix fleet spawning by messing around with the wrong files and wrong code, hope I can help you not do the same :)
This would be true if spawning patrols and trade fleets were all that was needed, but there are several factions without their own ports, and several factions that have a single port, but are basically a different pirate faction.
This would be true if spawning patrols and trade fleets were all that was needed, but there are several factions without their own ports, and several factions that have a single port, but are basically a different pirate faction.
What exactly do you mean?
Not sure if you played Ironclads before, but the Rock Flies, Aliens, and AI factions all have no ports on account of not being human. They won't spawn given the lack of ports.In that case yes, he may need to set custom spawnpoints.
There are also the Black Widow raiders and Marauders, who had a single port, but sent out a lot of fleets to raid/salvage.
There was also the ongoing ISA RSF war with extra large fleet battles, and battles between the FFS and UIN/XLE that was part of a custom fleet spawner.The ship size preference of the fleets can be set in the "doctrine" part of the faction file, so you can set the main factions to prefer capital ships over frigates for example. If you are speaking of the actual fleet size in terms of number of ships that should be limited by the fleet size cap, which is not set by spawnpoints.
Not sure if you played Ironclads before, but the Rock Flies, Aliens, and AI factions all have no ports on account of not being human. They won't spawn given the lack of ports.In that case yes, he may need to set custom spawnpoints.
There are also the Black Widow raiders and Marauders, who had a single port, but sent out a lot of fleets to raid/salvage.
,,,,
vns_harasser,SHIP,"Fast Frigate.
Created from Hunter template, the Harasser is the Vaynar Navy answer to increased pirate raids. With excellent speed and frontal firepower, it is designed to hunt down retreating enemy frigates and gunships. Efficient engines and extra fuel tanks ensure it can live up to it's name. While faster and better shielded then the Hunter, it had to sacrifice some armor and turret suport systems.",,,
,,,,
org.json.JSONException: Mismatched quotes in the string; last quote: [,,
,,,,
,,,,
Judgment,WEAPON,Fires a cylindrical capacitor shell that picks up charge as is accelerates trough the barrel. The impact causes a devastating explosion that inoizes the sorounding area.,Assault,
vns_mis_cruise1,WEAPON,Vertical launch tube multi-missile system. Capable of delivering long-range firepower.,Anti-Ship Missile,
vns_mis_cruise2,WEAPON,The Kraken Kinetic-Kill Missile is the anti-shield missile of the VNS.,Anti-Ship Missile,
vns_beamcannon1,WEAPON,The Flux beam cannon utilizes excess flux to create a focused beam.,Support,
vns_beamcannon2,WEAPON,The Heavy Flux beam cannon is a bigger and nastier variant of the VNS multi-purpose beam weapon.,Assault,
vns_beamcannon_k,WEAPON,Powerful particle cannon designed to bring down shields.,Assault,
vns_beamcannon_he,WEAPON,Accelerates superheated plasma at great speeds. Suffers form heat issues and requires cooldowns.,Assault,
vns_beamcannon_k2,WEAPON,Larger version of the VNS anti-shield beam.,Assault,
vns_beamcannon_he2,WEAPON,Capable of melting trough a warship in a single blast.,Assault,
vns_sm_torp1,WEAPON,Powerful anti-ship missile designed for the Armageddon bomber.,Anti-Ship Missile,
vns-sm-mis-micro,WEAPON,VNS produced variant of the XLE micro-missile.,universal Missile,
vns-sm-bal-vindicator,WEAPON,A gattling gun specifically designed for the Phoenix fighter. Now converted to a small turret.,Point Defense,
vns-sm-bal-vindicator2,WEAPON,A larger-caliber HE variant of the Vindicator. Slower ROF.,Assault,
vns-sm-gattlas,WEAPON,Laser weapon utilizing gattlling multi-barrel(lens) principle for rapid cooling and ROF. Effective anti-fighter weapon.,Point Defense,
vns_med_redeemer,WEAPON,Powerful ballistic weapon with a big puch and small EMP effect. Low RoF.,Assault,
vns_med_avenger,WEAPON,Powerful energy gattling laser.,Assault,
vns_med_xray,WEAPON,X-Ray pulse laser weapon wtih good range and damage.,Support,
vns_4x_xray,WEAPON,Large X-Ray battery with an efficient cooling system.,Assault,
], last added row:
{
"id": "Created from Hunter template",
"text1": " it is designed to hunt down retreating enemy frigates and gunships. Efficient engines and extra fuel tanks ensure it can live up to it's name. While faster and better shielded then the Hunter",
"text2": " it had to sacrifice some armor and turret suport systems.,,,\n,,,,\nvns_macross,SHIP,Missile Bus.",
"type": " the Harasser is the Vaynar Navy answer to increased pirate raids. With excellent speed and frontal firepower"
}
at com.fs.starfarer.loading.return.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
21527 [Thread-9] ERROR com.fs.graphics.o0oO - Error loading [graphics/planets/terran_eccentric.png] resource, not found in [G:\GAMES\Starsector\starsector-core\..\mods\Steelclad,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/terran_eccentric.png] resource, not found in [G:\GAMES\Starsector\starsector-core\..\mods\Steelclad,../starfarer.res/res,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
at com.fs.graphics.o0oO.?0000(Unknown Source)
at com.fs.graphics.o0oO.?00000(Unknown Source)
at com.fs.graphics.o0oO$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
You should roll music and mod into one file if mod won't run without the music...
Yeah, I noticed. Celebrated too soon.
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Now I have to find where the starting ships and sector are defined.
I would recommend you switch from using notepad to smth like IntelJidea. It takes a hell lot of burden from your shoulders in regards of code errors as well as coding itself. When properly set up it actually provides you with a lot of possibilities to mod. A very lot! :)
You can try the fix in the attachment. Don't know if both files will be needed. I couldn't test it yet.
ALSO:
With the fighter changes (fighters tied to carriers), factions don't really work as they are supposed to. The ISA is supposed to be fighter-heavy, but they have only one carrier. Methinks I'll have to make a new ISA ship or give other ships a hangar.
Their BB just became a lot more beastly with the addition of 3 fighter bays. Balance is out of whack.
You can try the fix in the attachment. Don't know if both files will be needed. I couldn't test it yet.Tried the fix, didn't work even after modifying mod_info.json. Are you planning to append to the default mod_info, or replace it entirely?
ALSO:
With the fighter changes (fighters tied to carriers), factions don't really work as they are supposed to. The ISA is supposed to be fighter-heavy, but they have only one carrier. Methinks I'll have to make a new ISA ship or give other ships a hangar.
Their BB just became a lot more beastly with the addition of 3 fighter bays. Balance is out of whack.
PlanetAPI barnard_star = system.initStar("barnard", // unique id for this barnard_star
"barnard_star_red_dwarf", // id in planets.json
400f, // radius (in pixels at default zoom)
600); // corona radius, from barnard_star edge
108796 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Texture [rings1] from category [misc] not found
java.lang.RuntimeException: Texture [rings1] from category [misc] not found
at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
at com.fs.starfarer.campaign.RingBand.readResolve(Unknown Source)
at com.fs.starfarer.campaign.RingBand.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addRingBand(Unknown Source)
at data.scripts.world.RSF.Barnard.generate(Barnard.java:102)
at data.scripts.world.SectorGen.generate(SectorGen.java:49)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.while.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.float.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.fornew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
system.addRingBand(p3, "misc", "rings1", 256f, 1, new Color(75, 37, 15, 179), 256f, 700, 110f);
system.addRingBand(p3, "misc", "rings1", 256f, 0, new Color(75, 49, 26, 179), 256f, 800, 115f);
system.addRingBand(p3, "misc", "rings1", 256f, 0, new Color(75, 49, 26, 50), 256f, 900, 115f);
system.addRingBand(p3, "misc", "rings1", 256f, 2, new Color(75, 49, 26, 50), 256f, 1100, 115f);
system.addRingBand(p3, "misc", "rings1", 256f, 3, new Color(75, 49, 26, 179), 256f, 1200, 115f);
//system.addRingBand(aztlan2, "misc", "rings1", 256f, 3, Color.white, 256f, 500, 30f);
system.addRingBand(aztlan2, "misc", "rings_dust0", 256f, 3, Color.white, 256f, 500, 33f, Terrain.RING, null);
a1.getSpec().setGlowTexture(Global.getSettings().getSpriteName("hab_glows", "stal"));
simpson.setInteractionImage("illustrations", "simpson");
uomoz_scrapyard.setInteractionImage("illustrations", "orbit");
SectorEntityToken centronom_nebula = Misc.addNebulaFromPNG("data/campaign/terrain/centronom_nebula.png",
relay.setCircularOrbitPointingDown(system.getEntityById("zagan"), 120, 5500, 220);
SectorEntityToken probe = DerelictThemeGenerator.addSalvageEntity(system, Entities.DERELICT_SURVEY_PROBE, Factions.DERELICT);
PlanetAPI horizon = system.addPlanet("horizon", impalo_star, "Horizon", "rocky", 220, 160, 4300, 180);
3824 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [G:\GAMES\Starsector\starsector-core\..\mods\Steelclad\data\hulls\isa4-cr-lexington.ship]
4490 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Got the rules.csv file working for starting the game, at least. See attached.
I copied the current vanilla rules.csv file, cut out the new game starting options, and replaced them with the ones you provided. I then replaced instead of append in mod_info.json (in general, replace should be used over append with a TC IMO)
I had some trouble with setStartingRep.java compiling that I never resolved, but since you cut it out of the rules.csv, it's unneeded and I deleted it.
I had to doctor the rules a bit to fix some minor issues (extra line with a blank space in it caused a crash, aptitude points no longer exist).
4842 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Got the rules.csv file working for starting the game, at least. See attached.
I copied the current vanilla rules.csv file, cut out the new game starting options, and replaced them with the ones you provided. I then replaced instead of append in mod_info.json (in general, replace should be used over append with a TC IMO)
I had some trouble with setStartingRep.java compiling that I never resolved, but since you cut it out of the rules.csv, it's unneeded and I deleted it.
I had to doctor the rules a bit to fix some minor issues (extra line with a blank space in it caused a crash, aptitude points no longer exist).
I just tested your rules.csvCode4842 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
What the...?
17147 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: Mismatched quotes in the string; last quote: [,
], last added row:
{
"conditions": " and where there's one",
"id": "It's a good idea to pick up a mission first",
"options": " your standing is high enough that such a request would be accepted.",
"script": " there's often more.\",tutReport3:Continue,\ntut_janContactReport3,DialogOptionSelected,$option == tutReport3,,\"Finally",
"text": " you could take a comission with the Hegemony - due to the Galatia business",
"trigger": " so you're not running blind - someone's usually offering good money to analyze this planet or that derelict"
}
org.json.JSONException: Mismatched quotes in the string; last quote: [,
], last added row:
{
"conditions": " and where there's one",
"id": "It's a good idea to pick up a mission first",
"options": " your standing is high enough that such a request would be accepted.",
"script": " there's often more.\",tutReport3:Continue,\ntut_janContactReport3,DialogOptionSelected,$option == tutReport3,,\"Finally",
"text": " you could take a comission with the Hegemony - due to the Galatia business",
"trigger": " so you're not running blind - someone's usually offering good money to analyze this planet or that derelict"
}
at com.fs.starfarer.loading.return.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Can't find where the procgen remnant/derelict spawning is defined.It's defined in DerelictThemeGenerator. If you want to use it, you will need to need a derelict faction, as the faction is hardcoded. The defense encounter is in rules.csv/SalvageDefenderInteraction.java
I had just hoped to replace the remnant/derelict stations with AI/Alien stations, but no luck yet.
Guess I can re-name alien/AI in the files to derelict/remnant, thus having them spawn... will try making a remnant_station set to being AI faction and see how it goes.
# Descriptions of automated defenders,,,,,,
sal_printDefaultDefenders,TriggerAutomatedDefenses,,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, new energy signatures are detected near the $shortName.",,
sal_printDebrisDefenders,TriggerAutomatedDefenses,$customType == debris_field_shared,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, new energy signatures are detected near a larger pieces of debris.",,
sal_triggerProbeDefenders,TriggerAutomatedDefenses,$customType == derelict_probe,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, several energy signatures are detected coming online inside the probe's hold.",,
sal_triggerSurveyShipDefenders,TriggerAutomatedDefenses,$customType == derelict_survey_ship,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, multiple energy signatures are detected coming online from various points on and within the flayed hull of the survey ship.",,
sal_triggerMothershipDefendersBoth,TriggerAutomatedDefenses,"$customType == derelict_mothership
$hasStation
It's all confusing.Those are defined in custom_entities.json, they refer to the campaign map objects that you interact with.
derelict_survey_mothership seems to be a combat group defined in hte faction file, and in it is the station_derelict_survey_mothership_Standard.variant, itself defined in the stations folder
But rules csv seems to call other thingsCode# Descriptions of automated defenders,,,,,,
sal_printDefaultDefenders,TriggerAutomatedDefenses,,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, new energy signatures are detected near the $shortName.",,
sal_printDebrisDefenders,TriggerAutomatedDefenses,$customType == debris_field_shared,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, new energy signatures are detected near a larger pieces of debris.",,
sal_triggerProbeDefenders,TriggerAutomatedDefenses,$customType == derelict_probe,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, several energy signatures are detected coming online inside the probe's hold.",,
sal_triggerSurveyShipDefenders,TriggerAutomatedDefenses,$customType == derelict_survey_ship,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, multiple energy signatures are detected coming online from various points on and within the flayed hull of the survey ship.",,
sal_triggerMothershipDefendersBoth,TriggerAutomatedDefenses,"$customType == derelict_mothership
$hasStation
Can't find derelict_probe or derelict_survey_ship defined anywhere in any shape or form.
I'm looking into the Starfarer.api.zip, but still can't find DerelictThemeGenerator or SalvageDefenderInteraction....
My PC just died.
On the upside, I got a MSI GTX 1060.
Downside is I can't test Starsector for a few days (until it gets back from repair). Laptop just doesn't work nicely with SS.
OK, after turning the AI into the remanant (basically, the remnant variants are part of the AI faction) and the derelict into the alines (the survey ship ship class/group in the faction file actually points to the alien mothership and all the ships variants are also alien ships) the game crashes because it cannot find the "warden" variant.
There is no warden ship in any file anywhere I see. ???
OK, after turning the AI into the remanant (basically, the remnant variants are part of the AI faction) and the derelict into the alines (the survey ship ship class/group in the faction file actually points to the alien mothership and all the ships variants are also alien ships) the game crashes because it cannot find the "warden" variant.The Warden is one of the vanilla Domain drones. See CoreLifecyclePluginImpl, there is a pickShipAI that gives the ship different AI if it is a Domain drone. You can maybe override it, but not exactly sure.
There is no warden ship in any file anywhere I see. ???
3580 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (G:\GAMES\Starsector081\starsector-core\..\mods\Steelclad\data\weapons\vns-lrg-shockwave.wpn)]
3843 [Thread-7] INFO com.fs.starfarer.loading.scripts.ScriptStore - Compiling script [data.scripts.world.SectorGen]
3964 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.remove(Unknown Source)
at com.fs.starfarer.loading.specs.S.addTurretAngleOffset(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
{
"id":"vns-lrg-shockwave", # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"ENERGY",
"size":"LARGE",
"displayArcRadius":900,
"turretSprite":"graphics/weapons/animated/vns_shockwave/vns_shockwave_cannon00.png",
"turretGunSprite":"",
"turretGlowSprite":"",
"hardpointSprite":"graphics/weapons/animated/vns_shockwave/vns_shockwave_cannon00.png",
"hardpointGunSprite":"",
"hardpointGlowSprite":"",
"numFrames":9,
"frameRate":20,
"interruptibleBurst":false,
"visualRecoil":0,
"glowColor":[255,75,0,200],
"renderHints":[RENDER_BARREL_BELOW],
"turretOffsets":[31, 0],
"turretAngleOffsets":[0, 0],
"hardpointOffsets":[31, 0],
"hardpointAngleOffsets":[0, 0],
"barrelMode":"ALTERNATING", # or LINKED. whether barrels fire at the same time or alternate.
"animationType":"GLOW_AND_FLASH", # NONE, GLOW, MUZZLE_FLASH, SMOKE
"muzzleFlashSpec":{"length":80.0, # only used if animationType = MUZZLE_FLASH
"spread":6.0,
"particleSizeMin":15.0,
"particleSizeRange":15.0,
"particleDuration":0.25,
"particleCount":35,
"particleColor":[255,75,0,200]},
"projectileSpecId":"vns_bullet_shockwave", # projectile that will be fired
"fireSoundTwo":"gun_heavy_3",
"autocharge":true,
}
29935 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull variant [warden_Defense] not found!
java.lang.RuntimeException: Ship hull variant [warden_Defense] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.thissuper$Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.thissuper.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
{
"displayName": "Defense",
"fluxCapacitors": 0,
"fluxVents": 10,
"hullId": "warden",
"hullMods": [],
"quality": 0,
"variantId": "warden_Defense",
"weaponGroups": [
{
"autofire": false,
"mode": "LINKED",
"weapons": {"WS 001": "med-en-alien-beam"}
},
{
"autofire": true,
"mode": "LINKED",
"weapons": {
"WS 002": "sm-en-alien-laser"
}
}
]
}
I may have missed something but... Will this work with Nexerelin when done?
I may have missed something but... Will this work with Nexerelin when done?
Total Conversion mods are only compatible with utility mods, so it almost certainly will not work. Nexerelin works with vanilla systems and such which are replaced/removed by this mod. I may be wrong though... I never played Ironclads, only saw some gameplay videos...
So it's still gonna be a standalone Total Conversion?
So I tried to make it a NOT C and simply add he factions and ship to Starsector. Unfortunately, every single mod that adds a faction I downloaded (to take a look how it does what under the hood) ALSO has a complied jar. Is that now a requirement to get a mod to work?afaik you don't need scripts at all.
FFS, this isn't user-friendly at all.
If you wish to build your own custom Faction using EZ Faction, you only need two things:or read nexerelin faq for nex.campaign integration.
1. A .faction file.
2. A folder labeled "ezfaction" in your "data" directory, with an .ezfaction file in it.
How do I make my mod compatible with Nexerelin?
There are a few things you need to do.
(note: add needed files and csv entries in your own mod, so you don't need a new Nexerelin release before your mod becomes Nexerelin compatible)Spoiler1) Stop it from crashingSpoilerYour sector generation code should have something like this:Code: javaIf you don't want to use Nexerelin as a library, it may be possible (in principle) to check for Corvus mode at the new game stage, simply by checking if Corvus (or some other vanilla system/planet) exists. I haven't tested this yet however.import exerelin.campaign.SectorManager;
//[...]
public class MyModPlugin {
@Override
public void onNewGame()
{
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getCorvusMode())
new MySectorGen().generate(Global.getSector());
}
//[...]
}
Be careful with any code that targets a specific planet or star system by name! Make sure you disable it in non-Corvus mode, and don't assume a given planet will always belong to its original owner.[close]
2) Add your faction to the list3) Add your faction to rules.csvSpoilerOpen data/config/exerelinFactionConfig and make a .json file with the name of your faction. Actually, copypaste one of the existing ones, like Templars, because it’s faster that way.
Now open your new file and edit it. See this page (https://bitbucket.org/Histidine/exerelin/wiki/FactionConfig) for details on the various tags and what they do.
Then open data/config/exerelinFactionConfig/mod_factions.csv and add your faction to the list.[close]4) Corvus mode supportSpoilerThere are two things to do here: the start faction selection option and faction directory (the latter lets the player find your faction’s planets and stations). Copypaste and modify the entries from Nexerelin's own rules.csv; they're self-explanatory.
(NOTE: Don't include the NGCDoesFactionExist check, it's obviously redundant when called from your faction mod and will cause it to crash to desktop when not using Nexerelin.)[close]
Open data/config/exerelin/corvus_capitals.csv and corvus_spawnpoints.csv and add the appropriate entries for your faction. This tells Nexerelin where to spawn the player at start, and which planet or station changes the system relay's faction when captured.[close]
CAMPAIGN FINALLY WORKSHeh. Good. I will also be saying "Werks" from now on. ;p
Sure, I had to rely on EZ Facion, and get rid of custom starts, rules and all hand-crafted systems (I'll see if I can get them working somehow), BUT IT WEEEEEEEEEEERKS!!!!
Please provide feedback on balance and improvement ideas.Ask and you shall receive...albeit not what you asked for. I ran into a problem when booting up starsector. The following is what the error warning told me after Starsector crashed.
I know XLE and RSF have similar specials (chaff/flares), but that how the original Ironclads had it, and ATM I have no idea how to make XLE more unique.
Also, the VNS is going to loose most of it's universal slots (though the ships are going to generally have a few Hybrid slots)
Odd...boots up fine for me.NEVER MIND! Something must have failed to download properly. I downloaded everything again, and it works fine now. Thanks for trying to help! Next comment from me will probably be a first impressions.
Check the following:
In the hulls, the ship_data.csv (5th line) and wing_data.csv (38th line) files for the stunner
Then check the variants/FTG folder for ftg1-f-stunner_variant.
It could be corrupt
Yeah, originally Ironcalds was a TC, so the ships were balanced against themselves, not against core ships. The old Ironclads also didn't generate hyperspace storms and the universe was smaller, so that's why the burn levels are smaller.You can cut down a LOT of the work by simply not letting Vanilla factions in, at least for a while (or keep as a total conversion until you have more balanced values). I would honestly prefer not having Vanilla factions right now...Though you can have an option that lets the Vanilla factions in or not, that would actually be cool.
SC ships in general have way lower armor and hull values - especially for smaller and civilian ships. The armor value a common SMALL freighter has in core is equal to a cruiser in SC. I'll have to re-balance all of that. But SC ships do seem to have more guns in general.
Yeah, I got my work cut out for me....
P.s. - the Battleship in Battle of Titans - it's a fast battleship, it's supposed to be fast. The dreadnought will murder if you if it can lock you down
I'll have to re-balance all of that. But SC ships do seem to have more guns in general.
Tis a very good point fair lad, but taking those away will make the Lord of Ludicrous Firepower mad...I seriously love it though...I do hope the number of guns doesn't get nerfed too hard at the very least.I'll have to re-balance all of that. But SC ships do seem to have more guns in general.
Unless you remove many weapon slots on many ships (as a major step of their overall rebalance). SteelClads will *never* balance in a environment outside of the Total Conversion they were originally designed for. Cruisers with 3 large energy hardpoints, and ample turrets etc is completely batshit insane and that is just one example of many :)
An alternative way to do it, would be to build in weapons on ships that are over-gunned, and balance the ship around that fact. That would be tricky though, and the smarter move is really to declaw them a bit as needed.Hmm...What about replacing some of those large mounts with built in weapons for that faction? For example: replacing a large mount on the Kursk mod.3 with a built in missile weapon, and the other large mount for a ballistic weapon?
SS ships have considerably lower hull and armor values, so I guess that it itself balances out more weapons - they simply don't have the staying power. I still don't know exactly what to do in regards to balance with vanilla.
I figured out why XLE isn't getting planets.I would say 1.7 deployment cost for the RSF since they don't have shields, but have a lot of guns and a lot of armor. This does make them really tough, but are vulnerable to torpedoes and torp bombers. I think that'll be a fairer balance for them than a flat double deployment cost all across the board.
Will update the data files later.
That said, for the first balance pass I think I'll double deployment (and other) costs for SC ships.
Messing with the turret numbers means I have to edit all the hulls, all the variants (that alone would take forever, just to match up what gun I removed with what slot) and probably edit the graphics.
This was never supposed to be a not-TC, the current state of affairs is nothing more than a compromise to have the factions playable.
P.S.
I didn't yet look at weapon balance. At a glance, SC weapons seem comparable of weaker.
Doing some comparisons nowI'd say to focus on AI a little more before working on that. Not sure about the other factions, but the RSF fleets (combat specifically) like to...not sure what to put it as, but you know when you buy stuff off the black market and a fleet follows you to scan you?
PARAGON - 18000 Hull, 1500 armor, 25000 flux, 1250 diss, 30 speed - 4 large, 6 medium, 13 small
ISA Michigan battleship - 6500 Hull, 650 armor, 12000 flux, 1200 diss, 45 speed - 4 large, 11 med, 14 small
RSF Moscow battleship - 16000 hull, 2400 armor, 7200 flux (NO SHIELDS), 720 diss, 40 speed - 4(8?) large, 11 med, 8 small
UIN Great Britain battleship - 12000 hull, 1200 armor, 6000 flux, 1200 diss, 20 speed - 2fixed +3 large, 10 med, 16 small
XLE Great Dragon battleship - 14000 hull, 1400 armor, 120000 flux, 600 diss, 40 speed - (1fixed+4) large, 7 medium 9 small
VNS Paladin (A) battleship - 10000 hull, 1100 armor, 9000 flux, 1500 diss, 50 speed - (2+2fixed) large, 12 med, 9 small
VNS Archangel Heavy Battleship (supership, 100 deployment points) - 12500 hull, 1500 armor, 12500 flux, 2000 diss, 45 speed - 5 large (system), 17 med, 21 small
Seems like the unbalance is at the destroyer/cruiser level (SC frigates barely have an average of 1000 flux, vanilla have an average of 2200)
EDIT:
working on making it Nexirilian compaible.
I'd say to focus on AI a little more before working on that. Not sure about the other factions, but the RSF fleets (combat specifically) like to...not sure what to put it as, but you know when you buy stuff off the black market and a fleet follows you to scan you?
It seems the RSF AI fleets are doing that, but can't follow through since it's not a player fleet. They end up not doing anything but sticking next to each other, and it seems that they do it the instant they see each other. (can't confirm that last part, but it does seem like it to me)
Edit: They continuously pursue each other. That's the what I was trying to say.
If you didn't touch the AI, it's possible that it's AI is just outdated, and just broke from this update...Starsector update I mean.I'd say to focus on AI a little more before working on that. Not sure about the other factions, but the RSF fleets (combat specifically) like to...not sure what to put it as, but you know when you buy stuff off the black market and a fleet follows you to scan you?
It seems the RSF AI fleets are doing that, but can't follow through since it's not a player fleet. They end up not doing anything but sticking next to each other, and it seems that they do it the instant they see each other. (can't confirm that last part, but it does seem like it to me)
Edit: They continuously pursue each other. That's the what I was trying to say.
That is actually funny. But I didn't touch the AI, there IS no custom AI in this mod.
v05 is up...I JUST updated to 04. -_-
Missing ships? For the RSF?Missing ships for all the factions...SC factions I mean. It's not just the RSF. It is possible that you forgot (that is a fairly minor thing after all!).
It is possible I forgot to add the variants for it. It's an easy fix, one just has to copy the same code block from another faction file and replace the variant with RSF variants for the variants/RSF folder
AS for the Strela battery, I'm not sure how to address that problem. Your wording implies that the player can't fire them AND that they are great when the player uses them?????
Grats on finally getting it to work, TrashMan.
My biggest complaint thus far is how absolutely worthless the Archangel's main gun turrets (the Judgement Days) are. They punch for 500 energy and 100 EMP, with 90 rounds. Sounds pretty good, except...
They explode like a flak cannon, dealing essentially no damage to most targets. At least, thats what I observe when firing at targets, the fireball of explosion is typically just a little bit away from the actual hull of the target. This is particularly evident in the Clash of Titans mission, where you can empty your entire clip of 90 x 5 rounds into the RSF ship and not even scratch its hull.
I'd probably suggest either not making it proxy fused or simply bumping up its damage and lowering shot count and fire rate.
I haven't played through the campaign yet, probably going to wait a bit before starting that up.
23630 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.isDHull(Unknown Source)
at com.fs.starfarer.codex.CodexData.Ó00000(Unknown Source)
at com.fs.starfarer.codex.CodexData.<init>(Unknown Source)
at com.fs.starfarer.codex.A.<init>(Unknown Source)
at com.fs.starfarer.codex.A.Ô00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
The Macross class doesn't collide with anything....
Also if it's going to be a missile cruiser, adding an ability that doubles the amount of projectiles fired would be great =D
I've been doing my own basic playthroughs, but its rather difficult to test the weapons balance against each other with the vanilla factions running around in campaign.Bit late, but try making a "random core planets" sector using nexirilian and using the "console commands" mod to give the factions planets. It'll be a lot of work in the beginning, but it's quite effective in the long one.
As for the missions, the only thing I've seen so far that seems a bit overdone is the Barracuda, which has the bad habit of simply deleting the first 1-4 ships that an ISA fleet comes up against. To be fair, that seems like its intended role and maybe it should stay, but some of the ISA ships simply have too many medium missile hardpoints to make it fair. The Michigan, for example, really needs some backup weaponry but insists that it is half a missile boat.
Overall, the ballistic weapons feel a bit weaker than they should, though their flux generation is essentially negligible, their impact (or rather, their overall 'feel', inclusive of projectile size and color and their firing sounds) feel a bit low compared to missiles or energy weapons.
4 - The first line is very insult for some people, and i cannot believe you do not have see them. I am not a english, i can done some typo, but when i see:Quote- For Nexirilien, you will need to place the faction files and the .svs provided in Nexerelin\data\configYou do not respect Nexerelin with this fault, for me.
WHAT IT HAS:4 - Found the description, this thing look like a troll, because nobody can see it, like this is below the changelog who have the same font....
- custom music. Lots of it
- custom portraits, lots of them.
- new interaction images
- 1 more faction compared to IC (so more than 10 total)
- a few more ships (and more to come)
- I don't know
(https://i.postimg.cc/WbsmPNfr/ftg-cr-supertanker.png)Hmm...If that's a tanker I'd say Red. If it's a freighter, yellow.
red or yellow?
data.?scripts
public class SteelcladModPlugin extends BaseModPlugin
Javadoc not found. Either Javadoc documentation for this item does not exist or you have not added specified Javadoc in the Java Platform Manager or the Library Manager.
"plugins":{
"AnimatedGlow":"data.scripts.plugins.AnimatedGlow",
"AnimatedVents":"data.scripts.plugins.AnimatedVents",
"RotatingDish":"data.scripts.plugins.RotatingDish",
"RotatingDishArc":"data.scripts.plugins.RotatingDishArc",
"EMPEffect":"data.scripts.plugins.EMPEffect",
"EMPBeamEffect":"data.scripts.plugins.EMPBeamEffect",
"Shrapnel408mm":"data.scripts.plugins.Shrapnel408mm",
},
FYI:and delete everything but the graphics and the sounds folder. Then you put the content of the zip into your modfolder. Of course you can change the mod_info.json back.
https://drive.google.com/file/d/14HqZCuLBdd-ZRXVyGKujNVoOVvIMNO__/view?usp=sharing
Hi there,
I was bored over Easter so I figured I try to fix your mod up a bit. I managed to get it to run. It even creates a sector/campaign.
2639718 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteSegment.isInSystem(RouteManager.java:141)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData.getInterpolatedHyperLocation(RouteManager.java:379)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.shouldSpawn(RouteManager.java:646)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:612)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:572)
at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:126)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
system.autogenerateHyperspaceJumpPoints(true, true);
I fixed a few things for playing with Nexerlin
Steelclad Nexe Patch (https://drive.google.com/file/d/1jhFNMrlvT_bUQzqqdjSr16XcXU-yr48e/view?usp=sharing)
So far it works best with a random core game playing with FFS, FTG, ISA, RSF, UIN, VNS, XLE and the latest LazyLib + Nexerlin.
OK this mod is tripping my "Starblazers" warning threshold. Beep beep! I'm looking forward this mod developing to the balanced endpoint you are envisioning.
Now, if there was an "American space navy" version of the Iowa class battleship design lurking about in the future...aaaah bach.
Minor remarks:
ISA color has become grey
ISF color has become (or is?) very dark red, almost close to black
Perhaps these 2 minor issues come from Nexerelin overriding the default color?
The price of some ships are just too low compared to what I would expect, although some are a bit too high. For example a light carrier at 13.000 is too low, in vanilla I think it would be around 30.000.
*game crashes
Did you just override the previous data folder? Don't.
Delete it completely and extract the new one again.
Some old files were removed and they can cause issue if they remain.
Fatal: java.Lang.RuntimeException: Market condition [volatiles_moderate] not found
Cause: Market condition [volatiles_moderate] not found
No matter what i do, this prevents me from starting a new game :-[ What's this and how can I possibly fix it?
Yeah, all those things may work out; that's essentially how Low Tech works.
To make them genuinely interesting without shields, that's the hard part. I remember really struggling with that with the Glaug; they had a self-repair mechanic that was kind of cool, but it only worked if they survived long enough to actually get to repair; the thing about this game is that once stuff gets through Armor, TTK is quite short, usually.
"Stopped working" is pretty vague; usually that means crashy-crashy, but I presume we're talking about the in-game effect not being correct.
I presume you're compiling your code, not just leaving it loose? If you want, post one of the examples that's not working properly, I'll be happy to take a look.
It looks like those hullmods are uninstallable because the code checking if each hullmod is valid excludes the hullmod itself.
I tested it on an RSF battleship in the simulator and now Energy Absorbers, comp armor, and Deflectors can't be installed alongside it, as intended, but Powered Armour doesn't accidentally break itself.
Is this mod already working? Is it a mod like [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02) or is it a mod like [0.9.1a] TC: Archean Order: Fighting / RPG Inspired by Star Wars (v1.3.3) Update 7/16 ???????
Sure, I'll gladly take a look
I tried to use this with literally every up-to-date faction mod available. It came out in errors and failed to launch.
Is this compatible with other faction mods, as well as nexerelin?
I've generated 3 games now and for some reason the UIN always end up allied with the pirates.
This causes some problems with their markets, which get debuffs for pirate activity, which leads to bounties that you can't cash in, because the pirates are not enemies of the UIN.
Sorry if this was already reported, I've only checked the last 3 pages and the first one.
Weird. Normal game or Nexirilien?
Is it possible to add only the Free Traders Guild faction and ships? I have too many factions already in my world, but i really want more civilian ship variation
The current version of the mod seems to require the audio file tagged as optional. Crashed on startup without it but works fine with it.
---------------------------
Starsector 0.9.1a-RC8
---------------------------
Fatal: Error compiling [data.scripts.SteelcladModPlugin]
Cause: File 'data/scripts/SteelcladModPlugin.java', Line 44, Column 44: Imported class "exerelin.campaign.SectorManager" could not be loaded
Check starsector.log for more info.
79861 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/SteelcladModPlugin.java', Line 44, Column 44: Imported class "exerelin.campaign.SectorManager" could not be loaded
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/SteelcladModPlugin.java', Line 44, Column 44: Imported class "exerelin.campaign.SectorManager" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.importSingleType(UnitCompiler.java:8595)
at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:7151)
at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:6801)
at org.codehaus.janino.UnitCompiler.reclassify(UnitCompiler.java:6788)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5419)
at org.codehaus.janino.UnitCompiler.access$15400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitAmbiguousName(UnitCompiler.java:5149)
at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:3135)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2854)
at org.codehaus.janino.UnitCompiler.access$4800(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitMethodInvocation(UnitCompiler.java:2815)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2940)
at org.codehaus.janino.UnitCompiler.access$5000(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitBinaryOperation(UnitCompiler.java:2809)
at org.codehaus.janino.Java$BinaryOperation.accept(Java.java:3768)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1752)
at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more
It looks like those hullmods are uninstallable because the code checking if each hullmod is valid excludes the hullmod itself. For example, PoweredArmour.java contains the following code:I'm not sure when isApplicableToShip is called exactly, but it automatically excludes/removes the hullmod if any of the above are already on the ship. Because Powered Armour = Powered Armour, the hullmod gets kicked off the list every time it is selected. I made it installable by removing the bit of code that checks for it, which shouldn't affect anything in a bad way because the game doesn't allow hullmods to be installed twice regardless of if isApplicableToShip gets overridden. Here's an example of the change:Spoiler@Override
public boolean isApplicableToShip(ShipAPI ship) {
return
((!ship.getVariant().getHullMods().contains("PoweredArmour")) &&
(!ship.getVariant().getHullMods().contains("EnergyAbsorbers")) &&
(!ship.getVariant().getHullMods().contains("comp_armor")) &&
(!ship.getVariant().getHullMods().contains("Deflectors")));
}[close]I tested it on an RSF battleship in the simulator and now Energy Absorbers, comp armor, and Deflectors can't be installed alongside it, as intended, but Powered Armour doesn't accidentally break itself.Spoiler@Override
public boolean isApplicableToShip(ShipAPI ship) {
return
((!ship.getVariant().getHullMods().contains("EnergyAbsorbers")) &&
(!ship.getVariant().getHullMods().contains("comp_armor")) &&
(!ship.getVariant().getHullMods().contains("Deflectors")));
}[close]
Mods crashes on startup:Code---------------------------
Starsector 0.9.1a-RC8
---------------------------
Fatal: Error compiling [data.scripts.SteelcladModPlugin]
Cause: File 'data/scripts/SteelcladModPlugin.java', Line 44, Column 44: Imported class "exerelin.campaign.SectorManager" could not be loaded
Check starsector.log for more info.
This is without Nexerelin installed/enabled.
I downloaded the Nexerelin mod and enabled it and the game loaded properly.
private static void initSC() {
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getCorvusMode()){
new SteelcladGen().generate(Global.getSector());
// Exerelin not found so continue and run normal generation code
}
}
private static void initSC() {
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
new SteelcladGen().generate(Global.getSector());
}
75068 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.ship.A.void.ÖO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.void.createBeam(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.class.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.class.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Mods crashes on startup:Code---------------------------
Starsector 0.9.1a-RC8
---------------------------
Fatal: Error compiling [data.scripts.SteelcladModPlugin]
Cause: File 'data/scripts/SteelcladModPlugin.java', Line 44, Column 44: Imported class "exerelin.campaign.SectorManager" could not be loaded
Check starsector.log for more info.
This is without Nexerelin installed/enabled.
I downloaded the Nexerelin mod and enabled it and the game loaded properly.
FFS....
I have no idea what is causing it, I haven't changed the plugin file, so I suppose it's some other change in the way SS handles things now. It used to work without Nex before.
You can try editing the SteelcladModPlugin.java and remove/edit out the
import exerelin.campaign.SectorManager;
line
then replaceCodeprivate static void initSC() {
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getCorvusMode()){
new SteelcladGen().generate(Global.getSector());
// Exerelin not found so continue and run normal generation code
}
}
withCodeprivate static void initSC() {
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
new SteelcladGen().generate(Global.getSector());
}
Note that if you have Nex active it might act up.
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/SteelcladModPlugin.java', Line 50, Column 29: Cannot determine simple type name "SteelcladGen"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/SteelcladModPlugin.java', Line 50, Column 29: Cannot determine simple type name "SteelcladGen"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5398)
at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5207)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5188)
at org.codehaus.janino.UnitCompiler.access$12600(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitReferenceType(UnitCompiler.java:5119)
at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2880)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5675)
at org.codehaus.janino.UnitCompiler.access$15000(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitNewClassInstance(UnitCompiler.java:5144)
at org.codehaus.janino.Java$NewClassInstance.accept(Java.java:4082)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2662)
at org.codehaus.janino.UnitCompiler.access$4400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$7.visitMethodInvocation(UnitCompiler.java:2627)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2654)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1643)
at org.codehaus.janino.UnitCompiler.access$1100(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitExpressionStatement(UnitCompiler.java:936)
at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:2097)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more
Had a startup crash:
[data.scripts.weapons.ShieldPieceFrag_OnHit]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.ShieldPieceFrag_OnHit]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/weapons/ShieldPieceFrag_OnHit.java', Line 40, Column 31: Cannot determine simple type name "Color"
*** UPDATED *** - 31.08.2019
(https://i.postimg.cc/Jz2FJN9g/starsector-title2-alpha.png)
ABOUT: This mod started as a Total Conversion (made by Okim), set in it's own universe. After it was abandoned, I picked it up, and expanded upon it. Eventually, the TC aspect was dropped (purely for my convenience)
This mod adds several new factions, tons of ships and weapons.
LORESpoilerBefore the gate system was created, when the Doman of man was in it's infancy, humanity reached for the stars. Fleets of colony sleeper ships were sent into the void, their primitive hyperdrives enabling what was then considered great speeds, but the journy would last for years. Among the many colonization efforts, there was one particuarly daring - to send a fleet of colony ships across the empty space to the neighbouring arm of the Milky Way galaxy. A dozen ships were assembled, the biggest colony ships yet made, filled with enough supplies and fuel for such a long trip.
Many years after they left, gate technology was finally perfected. Humanity fully united and the spread of the Domain of Man along it's galactic arm was rapid, and soon it begun to spread even further. With it's growing size and time, wars and rebellions broke out, and The Grand Expedition Colony Fleet was forgotten, remembered only as a curiosity by some historians, and considered long lost.
Yet, the fleet survived. Trough greatly diminished, 6 ships survived the journey, but there was no unified colonization effort, for there was no real unity in the fleet. Instead, each ship was loyal to it's own national group and they split to found colonies. For centuries they built and grew, and as their borders grew so did the tensions. Border skirmishes became ever more common and full out war broke out.
That is when the exploration ship belonging to the Domain of Man came in. The wars ceased and trading with the Domain started. Negotiations for inclusion into the Domain were well under way when the gates collapsed.
The balance of power in the sector is more fragile than ever.[close]
FACTIONS/SHIPSpoilerInterstellar States of America is a large, powerful and technicaly advanced faction. ISA spends a lot of its income on technology advancement. Their ships utilize the most effective shield technology in the sector. ISA and UIN recently undergone major ship refit project that installed powerful fortress shield emitters on their cruisers and capital ships. ISA are the first and currently the only faction that mastered plasma technology and phase teleportation
(https://i.postimg.cc/4KrZK98T/ISA.jpg) (https://postimg.cc/4KrZK98T)
Russian Stellar Federation is one of the major factions having the largest territory. RSF went a different technological pass mainly rellying on heavier and bulkier ship designs with hardened armor and reinforced structure. RSF ships utilize standard shield generators that create a stable and fixed fields. Weapons arsenal mainly consist of ballistic weapons of various calibers, laser pulse and beam weapons and ion weapons. Missiles and torpedoes doesn`t differ much from those that other factions use.
(https://i.postimg.cc/cgwWfLjt/RSF.jpg) (https://postimg.cc/cgwWfLjt)
United Interstellar Nations are competing with ISA for the 1st place in a race of the most advanced factions. Many joint-research projects conducted between the two factions lead to a series of interesting technological breakthroughs for both factions. UIN have concentrated their efforts on particle manipulation and acceleration technologies resulting in a series of interesting and unique particle weapons. Recently they have upgraded their DE, CR and BB class ships with a powerful fortress shield emitters. UIN are neutral with other factions, they have trade relations with ISA and are trading technology to XLE in return of the clearance to use their numerous space docks for their needs
(https://i.postimg.cc/T5x60XM7/UIN.jpg) (https://postimg.cc/T5x60XM7)
Xing Luo Empire is a powerful and widespan faction known for it's powerful industrial base and trade network. Their ships resemble dragon-like creatures as well as ship`s name. Weapons are primarily consist of various beams and ballistic weapons
(https://i.postimg.cc/JHQWddR1/XLE.jpg) (https://postimg.cc/JHQWddR1)
A unity of former XLE and UIN colonies that rebelled against their masters and established a self sustaining and relatively economicaly stable faction. FFS or Federation of Free Systems does not possess significant forces due to being quite young and being positioned too far away from other faction`s reach. However, FFS hatred for their former masters results in some captains performing raids in UIN and XLE space regardless of distance and travel time
(https://i.postimg.cc/NyyBf4k4/FFS.jpg) (https://postimg.cc/NyyBf4k4)
Free Traders Guild is an international organisation that focuses on trading between all factions regardless of their political and diplomatic relations with each other. Countless FTG freighter fleets, privateers, bounty hunters and mercenaries can be seen freely operating in any colonised system where there is profit to be found. FTG fleets are using either specifically designed civilian-grade ships or downgraded/decommisioned military vessels provided by each faction as a part of the International Trade Agreement.
(https://i.postimg.cc/2V7FHf02/FTG.jpg) (https://postimg.cc/2V7FHf02)
Commonwealth of Polaris, a small faction formed by various dissidents dissillusioned with the modern society. Polaris is is an isolationist society, not caring much for what happens outside their borders. In general the PNS ships are well rounded, flexible and possessing high flux efficiency, but are expensive to field and have poor fuel and cargo capacity.
(https://i.postimg.cc/gnWHq0Hx/PNS.jpg) (https://postimg.cc/gnWHq0Hx)
Aliens, rogue AI and pirates
(https://i.postimg.cc/QFNgwnPs/OTHER.jpg) (https://postimg.cc/QFNgwnPs)[close]
>>>Download<<< - 0.91a version
https://drive.google.com/open?id=1Qj1dLIj_zUWa8umRccqrLZhzpdAHJXbf
- The entire mod has been split into 3 compressed file for ease of distribution and updates
- create Steelclad folder in mods, and unzip all 3 files inside
- Added a little something extra - an OPTIONAL extra music file. More music. Copy it to sounds/music and the sounds.json to data/config if you want.
- Added a little something more - custom player faction flags. NOW INCLUDED INTO MAIN FILE
- 2 java files are included, depending if you are using Nexirilien or not. Replace SteelcladModPlugin.java in Steelclad/data/scripts with the one you want
KNOWN ISSUES:
- Reflex Cannon may cause crashing when fired
LOGSpoilerLog for v1.0.15
- Even more ship balance changes.
- added a new hulmod - Optimized Drive Field; half the bonus of Augmented Drive Field, but costs half OP
Log for v1.0.14
- more balance changes. Some weapon tweaked. Ships edited to account for that. RSF ships now have weak frontal shields. Armor, hull, flux disspation and OP points of various ships tweaked.
Log for v1.0.13
- extra custom flags should now show up. They are now part of the main file
- blueprints should now correctly drop. I apologize for not caching the error earlier, I just thought RNG Jesus didn't like me
- PNS flag changed. Bluprint icons updated
- 3 hullmods fixed
- more balance tweaks
Log for v1.0.12
- big balance pass over the weapons (and some ships). Values normalized
- fixed hardpoint graphics for the lance batteries
Log for v1.0.11
- fixes to some hulls never appearing in markets
- another freighter pass. Hopefully now all the freighters will have something to offer.
- Expanded (cargo, fuel, cargo) hullmods now have an armor downside
Log for v1.0.10
- a few more minor balance tweaks
- new hullmods - stealth armor and armor reduction
- fixes to XLE systems and markets in Corvus mode
Log for v1.0.9
- more balance tweaks
- new FTG megaliner. All factions now exclusively use FTG liners/passenger ships
- new troop transports for FFS and XLE.
- previous passenger ships converted to troop transports for UIN, ISA and RSF
- Omnissiah now has repair drones
Log for v1.0.8
- fixed UIN relation issue
- updated some ship values
- fixed some freighters
- Nxirilien compatibility tested. Fixed generation script. Custom stations should now appear.
- more music and more custom faction flags added as separate files.
Log for v1.0.7
- fixed hullmods
- weapons costs and stats balance tweaks
- RSF ships slight balance tweaks
- Omnissiah is now cruiser-sized
Log for v1.0.6
- a few more balance tweaks
- fix for phoenix heavy fighter crash (finally)
- moved SC star systems a bit further away
- fixes to markets
Log for v1.0.5
- graphic tweaks for a few weapons
- fixes on several variants, should fix the pns market crash that can sometimes happen
Log for v1.0.4
- More balancing tweaks
- AI station finally works (see mission Combined Arms)
- fixed issue withe thunderbolt
Log for v1.0.3
- balancing tweaks to some ship. Mostly weapon stat changes.
Log for v1.0.2
- some ship re-balancing (adjusting OP's, buffing RSF flux dissipation)
- some weapon re-balancing (increasing flux cost and ammo for some guns - still needs work)
- small graphic updates and variant changes
- new space station
Log for v1.0.1
- fixed some missing descriptions
- fixed system generation and cleaned up nebulas
- fixed economy files
- ship re-balancings
- new shipsystem
Log for v1.0
- fixed some missing descriptions
- fixed Kores
- fixed some crashes
- 1 new ship and 1 new weapon
Log for v.09
- now works standalone
- fixes, fixes
- re-balances for 0.91
- 1 new ship and 1 new weapon
- more portraits
Log for v.07i
- balance tweaks
- many VNS weapons nerfed
- Macross fixed
- Miner fixed (Nexirlien should recognize it now)
Log for v.07e
- more balance changes, mostly weapon related
Log for v.07d - DOWNLOAD GRAPHICS.RAR AGAIN
- a few minor tweaks
- a lot of VNS weapon had an OP cost increase
- added a small variant of the X-ray turret
- one new mission added
Log for v.07
- new troop transport added for the VNS
- Avenger Mk2 had 2 turrets removed. Tweaks to FoF and stats.
- armor repair hullmod now working and available
- weapon re-balance, first pass. Ballistic now do cost some flux (but no much).
- new Hullmods available for purchase at SC factions markets
- some ship variants nerfed (were using too much OP's)
Log for v.06
- now Nexirilian compatible (NOT Corvus compatible yet. I think.)
- minor tweak to some weapons
- Infused Hull nerfed
Log for v.05
- XLE spawn fixed
- experimental balance pass (SC ships cost a LOT to field, but their hull and armor and burn levels have seen improvements)
Log for v.03
- more test weapons
- minor fixes
- campaign now works
Log for v.02
- more ships (AI cruiser, Alien destroyer, RSF battleship, ISA carrier)
- more weapons (for VNS)
- more music
- minor fixes
- fixed mission
- VNS now mostly uses own weapons in all ship variants[close]
WHAT IT HAS:
- custom music. Lots of it
- custom portraits, lots of them.
- new interaction images
- 1 more faction compared to IC (so more than 10 total)
- more ships, more weapons
TO DO LIST:
- custom stations (in progress)
- 1 more ship for the RSF
- AI fleets that roam around some system
- ALIEN fleets spawns and raids
- Rock Fly spawns
- an actual mission chain
Maybe it would be easiest to just state that Nexerelin is a requirement?
Cool stuff, the ships look a lot better than advertised, must be that black background doing them a disfavor (a mighty one at that). I had a problem with the mission list, ii_almamater to be more precise, probably also with the rest of them (the ones starting with ii_ -> del ... and ... its gone). The music has a nice variety to it, good stuff, honestly if not for the naming X3tC mars hyper i wouldn't have recognized it, LU added 2 Gigs of Sounds and i usually listen to audiobooks while playing so no wonder i guess.
This one will keep me entertained for a while (that is once i get my CH341A) i bet, so hvala toni, vozdrav.
... - unique bounty data list contains: [SC_stolen_PNS_prototype, vayra_caliph_bounty, vayra_test_unique_bounty]
3872770 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:82)
-->SC_stolen_PNS_prototype ... , vns_archangel_standard, , 200,1.25,,TRUE,FALSE,208,25,150
-- vayra_test_unique_bounty ... , sunder_CS", 200,1.1,,FALSE,FALSE,206,1,1
-- vayra_caliph_bounty, ... , vayra_hyena_cs", 300,1.2,,TRUE,FALSE,208,30,100
You've got an additional comma(Column) up there at your unique bounty row, interestingly enough the game seems to ignore this somehow sometimes.
If it's giving you problems, simply remove hte file altogehter. The missing bounty will not affect anything else
I will do some testing and put a new version soon
3872770 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:82)
Nice ill try it out later, hope you haven't increased any fuel consumption or maintenance values cause I'm kinda drifting lost in space style right now in my current save.
Nice, its great to see Steelclad back, and even if it doesn't make any lore sense, gonna play it with Nexrelin for ALLTHEFACTIONS!
EDIT: Doesn`t appear that you`ve set up starting relations with the GMDA mod in Nexrelin, as the GMDA start at war with most factions but the independents(and the ASP Syndicate?)(as they raid non-independent trade fleets), and all the Steelclad factions seem not to be at war with the GMDA.
Maybe it would be easiest to just state that Nexerelin is a requirement?
It shouldn't be
@ASSIMKO - use the SteelcladModPlugin_NONEX.js file in the download. RE-name it (remove the NONEX part and replace the SteelcladModPlugin in the scripts folder).
If that fails to work, download Nexerelin
Maybe it would be easiest to just state that Nexerelin is a requirement?
It shouldn't be
@ASSIMKO - use the SteelcladModPlugin_NONEX.js file in the download. RE-name it (remove the NONEX part and replace the SteelcladModPlugin in the scripts folder).
If that fails to work, download Nexerelin
I already did what you said, but still giving error or fatal error. Is there a way you can provide the mode you tested and it is working, but without splitting the download? putting in a folder only?
Maybe it would be easiest to just state that Nexerelin is a requirement?
It shouldn't be
@ASSIMKO - use the SteelcladModPlugin_NONEX.js file in the download. RE-name it (remove the NONEX part and replace the SteelcladModPlugin in the scripts folder).
If that fails to work, download Nexerelin
I already did what you said, but still giving error or fatal error. Is there a way you can provide the mode you tested and it is working, but without splitting the download? putting in a folder only?
Whats the error `?
Was the Free Traders Guild removed from the base mod? I've noticed that they no longer show up in the faction directory in Nex, nor do most of their better ships spawn in the faction markets. I've been trying to track down some Poseidon tankers across the sector but they seem to not want to spawn anywhere. Enabling the independents in the faction settings doesn't correct that issue either, as they just use vanilla ships instead.
Missing graphics errors?
Re-download the graphics file.QuoteWas the Free Traders Guild removed from the base mod? I've noticed that they no longer show up in the faction directory in Nex, nor do most of their better ships spawn in the faction markets. I've been trying to track down some Poseidon tankers across the sector but they seem to not want to spawn anywhere. Enabling the independents in the faction settings doesn't correct that issue either, as they just use vanilla ships instead.
The only difference is that FG faction is set as non-playable. You can change that in the FTG.faction file.
The Poseidon is both a ftg and basic blueprint, so it should spawn everywhere.
Which one, because there are 2? One has more files than the other. I already put one and then the other, and also later I joined the graphic with graphic2 and nothing. I downloaded again and still giving the same error. Is there how you make the mod available without separation as you use there in your game?
Which one, because there are 2? One has more files than the other. I already put one and then the other, and also later I joined the graphic with graphic2 and nothing. I downloaded again and still giving the same error. Is there how you make the mod available without separation as you use there in your game?
Can you give a screenshot of your mods folder, one of your steelclad folder and one of your nexerelin folder ?
Which one, because there are 2? One has more files than the other. I already put one and then the other, and also later I joined the graphic with graphic2 and nothing. I downloaded again and still giving the same error. Is there how you make the mod available without separation as you use there in your game?
Can you give a screenshot of your mods folder, one of your steelclad folder and one of your nexerelin folder ?
Here are the pictures you ask me. I downloaded the new graphics folder and still giving error. I wonder what I'm doing wrong. I just read Bizarro's comment, I thought that only I was having error. So I would like a folder with the mod already mounted, to avoid mounting error.
Why is this so many separate files? The OP says I just need three files but there's eight of them in the google doc and I'm not sure which ones are necessary and which ones are extra. I've tried downloading twice now and I get a fatal error about not finding VNS - Oren Theme.ogg.
Why is this so many separate files? The OP says I just need three files but there's eight of them in the google doc and I'm not sure which ones are necessary and which ones are extra. I've tried downloading twice now and I get a fatal error about not finding VNS - Oren Theme.ogg.
Hmm...I must have put the full sounds.json in the files again?
Try downloading extra music, that should fix any music issues.
Ok, I'm re-uploading the graphics files. Stand by.
Here are the pictures you ask me. I downloaded the new graphics folder and still giving error. I wonder what I'm doing wrong. I just read Bizarro's comment, I thought that only I was having error. So I would like a folder with the mod already mounted, to avoid mounting error.I'm not sure but are you trying to start steallclad with or without Nex ? Cause that one file SteelcladModPlugin_NEX should be renamed to SteelcladModPlugin and put into the scripts folder if you want to play with nex otherwise the other one _NONEX should be renamed and put into the scripts folder
I's just 3 files.
Graphics for graphics
Sounds for sounds/music (+extra music of you want more)
And steelclad (now 1017)
Uploaded. Re-download and try now
EDIT: It works for a moment if I edit the sounds.json and remove the music section but now I'm getting this error.
https://i.imgur.com/gpuGwE0.jpg
I's just 3 files.
Graphics for graphics
Sounds for sounds/music (+extra music of you want more)
And steelclad (now 1017)
Uploaded. Re-download and try now
That fixed it. Super smoothbrained moment here considering I've edited so many other mods... I think our other friend should try doing this too.(https://i.imgur.com/zatFgq2.png)
I think our other friend should try doing this too.ASSIMKO just forgot to rename the plugin file ... probably
You might want to rebalance the burn speeds of most ships, i.e the Dragoon cruiser from the XLE has a base burn of 5, and a Hegemony Onslaught has a base burn of 7. Also, much harder to change and a more minor inconsistency, the ships from all the Steelclad factions seem to be a ship hull class size higher(i.e. a Steelclad frigate looks the size of a vanilla or modded faction destroyer and so on), which is a bit strange.Yep work in progress...
Hey everytime i try to start the game it gives me a fatal:null, i can still get to the menu of the game but can't play,here is the log
here is the mod listEverything works without steelclad ?
- The entire mod has been split into 3 compressed file for ease of distribution and updates
- create Steelclad folder in mods, and unzip all 3 files inside
- Added a little something extra - an OPTIONAL extra music file. More music. Copy it to sounds/music and the sounds.json to data/config if you want.
- Added a little something more - custom player faction flags. NOW INCLUDED INTO MAIN FILE
---->>> 2 java files are included, depending if you are using Nexirilien or not. Replace SteelcladModPlugin.java in Steelclad/data/scripts with the one you want
yep i have all of the right files,i hope atleast(https://i.imgur.com/MTWNolo.png)
I think our other friend should try doing this too.ASSIMKO just forgot to rename the plugin file ... probably
I think our other friend should try doing this too.ASSIMKO just forgot to rename the plugin file ... probably
Not my young man. I renamed the files with "nex" and then "without it", and in both cases gave error. I would like to test this mod, I did everything that is written in the description and beyond what you asked me and so far still giving error. There may be something you should not have in a folder, or if you are missing a calibration, look at the new error.
You might want to rebalance the burn speeds of most ships, i.e the Dragoon cruiser from the XLE has a base burn of 5, and a Hegemony Onslaught has a base burn of 7. Also, much harder to change and a more minor inconsistency, the ships from all the Steelclad factions seem to be a ship hull class size higher(i.e. a Steelclad frigate looks the size of a vanilla or modded faction destroyer and so on), which is a bit strange.
Hey everytime i try to start the game it gives me a fatal:null, i can still get to the menu of the game but can't play,here is the log
SectorEntityToken argos_comms = system.addCustomEntity("argos_comms", "Argos Communication Array", "comm_relayt", "ISA");
I think our other friend should try doing this too.ASSIMKO just forgot to rename the plugin file ... probably
Not my young man. I renamed the files with "nex" and then "without it", and in both cases gave error. I would like to test this mod, I did everything that is written in the description and beyond what you asked me and so far still giving error. There may be something you should not have in a folder, or if you are missing a calibration, look at the new error.
Hi. There are a lot of incorrectly named files in graphics folder.
Uppercase / lowercase related errors for and instance:
graphics/illustrations station8 and station9 are lowercase instead of uppercase.
graphics/icons/cargo bp_"put faction name here"_S not found while in folder we have bp_"put faction name here"_s. If we rename it for uppercase next error shows me that i need the lowercase version as well (Basicly there is 1 file missing?)
Some upper/lowercase misspells in sounds folder ("The" instead of "the" etc.)
Edit:
Found more:
graphics/ships folders ALIENS, VNS need a lowercase copy to run.
Also after all of this I also get a Null error when i start a new game and i get through the nex start game prompts (yes i used the java file for nex mod)
Bump ... cannot determine simple type color ... kinda giveaway that there is smthing fundamentally wrong with his setupI think our other friend should try doing this too.ASSIMKO just forgot to rename the plugin file ... probably
Not my young man. I renamed the files with "nex" and then "without it", and in both cases gave error. I would like to test this mod, I did everything that is written in the description and beyond what you asked me and so far still giving error. There may be something you should not have in a folder, or if you are missing a calibration, look at the new error.
Do you have MagicLib and LazyLib?
ufff i missed that one when i read the error logs ... seeing as it doesn't matter when you start with a random sector.Hey everytime i try to start the game it gives me a fatal:null, i can still get to the menu of the game but can't play,here is the log
Open \Steelclad\data\scripts\world\systems\isa_Argos.java in a text editor, line 73QuoteSectorEntityToken argos_comms = system.addCustomEntity("argos_comms", "Argos Communication Array", "comm_relayt", "ISA");
There's a typo there. Remove the t.
Will re-upload once I test a bit more
Hi. There are a lot of incorrectly named files in graphics folder.
Uppercase / lowercase related errors for and instance:
graphics/illustrations station8 and station9 are lowercase instead of uppercase.
graphics/icons/cargo bp_"put faction name here"_S not found while in folder we have bp_"put faction name here"_s. If we rename it for uppercase next error shows me that i need the lowercase version as well (Basicly there is 1 file missing?)
Some upper/lowercase misspells in sounds folder ("The" instead of "the" etc.)
Edit:
Found more:
graphics/ships folders ALIENS, VNS need a lowercase copy to run.
Also after all of this I also get a Null error when i start a new game and i get through the nex start game prompts (yes i used the java file for nex mod)
Regarding those Upper lower case discrepancy's, they shouldn't matter, if they matter to you then there is a high probability that there is smthing wrong with your chosen/installed JRE. Post the error code/log ... I mean its there for a reason
Hi thanks for the info. My jre is:Spoileropenjdk version "11.0.4" 2019-07-16
OpenJDK Runtime Environment (build 11.0.4+11-post-Ubuntu-1ubuntu218.04.3)
OpenJDK 64-Bit Server VM (build 11.0.4+11-post-Ubuntu-1ubuntu218.04.3, mixed mode, sharing)[close]
starsector log error:Spoiler1583772 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at data.scripts.world.systems.isa_Argos.generate(isa_Argos.java:73)
at data.scripts.world.SteelcladGen.generate(SteelcladGen.java:38)
at data.scripts.SteelcladModPlugin.initSC(SteelcladModPlugin.java:51)
at data.scripts.SteelcladModPlugin.onNewGame(SteelcladModPlugin.java:45)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.new(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I can run missions normally but starting a new game crashes it.
I have Lazylib and MagicLib.
Bump ... cannot determine simple type color ... kinda giveaway that there is smthing fundamentally wrong with his setupI think our other friend should try doing this too.ASSIMKO just forgot to rename the plugin file ... probably
Not my young man. I renamed the files with "nex" and then "without it", and in both cases gave error. I would like to test this mod, I did everything that is written in the description and beyond what you asked me and so far still giving error. There may be something you should not have in a folder, or if you are missing a calibration, look at the new error.
Do you have MagicLib and LazyLib?
"Not my young man" ... I'm as old as the ground you walk on.
1.0.16 = was working with NexerelinTaking a shot in the dark here but could you try reapplying steelcladmodpluginNEX into scripts from the 017 archive ?
1.0.17+data_latest = ends with crash when starting generation of new gameSpoilerCode252342 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: z:\Raw\StarSector\starsector-core\..\mods\Nexerelin]
254024 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CircularOrbit.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.setOrbit(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.setCircularOrbit(Unknown Source)
at data.scripts.world.systems.ffs_Impalo.generate(ffs_Impalo.java:73)
at data.scripts.world.SteelcladGen.generate(SteelcladGen.java:51)
at data.scripts.SteelcladModPlugin.initSC(SteelcladModPlugin.java:51)
at data.scripts.SteelcladModPlugin.onNewGame(SteelcladModPlugin.java:45)[close]
...Taking a shot in the dark here but could you try reapplying steelcladmodpluginNEX into scripts from the 017 archive ?
relay_comms.setCircularOrbit(system.getEntityById("implao_star"), 100.0F, 2000.0F, 120.0F);
\StarSector\mods\Steelclad\data\scripts\world\systems\ffs_Impalo.javayeah im looking at it atm, doing something on the side will take some time
line 73Codei guess that text should be impalo_star thererelay_comms.setCircularOrbit(system.getEntityById("implao_star"), 100.0F, 2000.0F, 120.0F);
but still crashing :( after fixing it
impalo_station1.setCustomDescriptionId("station_impalo");
impalo_station1.setCustomDescriptionId("impalo_station");
probably also
\StarSector\mods\Steelclad\data\scripts\world\systems\ffs_Impalo.java
line 111Codeshould beimpalo_station1.setCustomDescriptionId("station_impalo");
Codeimpalo_station1.setCustomDescriptionId("impalo_station");
and in
\StarSector\mods\Steelclad\data\scripts\world\systems\ffs_Kores.java
i guess all names `star` for kores shall be `kores_star`
for sake of uniformity and naming as in the other files
relay_comms.setCircularOrbit(system.getEntityById("implao_star"), 100.0F, 2000.0F, 120.0F); --> change into
relay_comms.setCircularOrbit(impalo_star, 100, 2000, 120);
impalo_relay.setCircularOrbit(system.getEntityById("impalo"), 100.0F, 2000.0F, 120.0F);
because i was cleaning up all the files for naming, here are all the starsystems
https://www.dropbox.com/s/8sg0tvjwt0grc3d/StarSector_fix_systems_Dwarden.7z?dl=0
...
m8 look up 2 posts before your post, but well cool anyway
I actually didn't remove anything nor did i change the values ... but nevermind...
m8 look up 2 posts before your post, but well cool anyway
i actually fixed it w/o need to remove anything or change the orbit values
That fixed it. Super smoothbrained moment here considering I've edited so many other mods... I think our other friend should try doing this too.(https://i.imgur.com/zatFgq2.png)
I still think you should bundle it as one file, just for when people like me have times like this! :P But thanks! Happy to have it working finally. :)
Nahh just delete that effing relay out of ffs_impalo -> L 72 and 73 and it will work ... lacking insight into stargen as to why those arguments for setOrbit are malformed.
Also sry i guess trashman doesn't play without random sector and neither do i ... whooopsies
.starfarer.api.
.star_koresfarer.api.
I put in a new DATA_LATEST. Didn't have time to test, but it should have all system generation and typos fixed. Every system should now have a com node.I don't know which IDE you are using but refactor > find/replace at least for eclipse
i'm afraid there were issues with mass editThanks for your commitment,
e.g. file
ffs_Kores.java
import section hasCodewhere it got replaced with.starfarer.api.
Code.star_koresfarer.api.
erm, i'm confused now hastur, those edits weren't by me, that's how i discovered itGot that, my last statement was a general statement about your efforts in no way did i insinuate that you are responsible for those edits, whats your main lingua ?
just doing diffs vs mine
i'm afraid there were issues with mass edit
e.g. file
ffs_Kores.java
import section hasCodewhere it got replaced with.starfarer.api.
Code.star_koresfarer.api.
impalo_station1.setCustomDescriptionId("station_impalo");
impalo_station,CUSTOM,"Main refining center for the FFS. The mushc needed ores from Kaykos are processed and shipped to Freedom.",,
"Jungle_City2":"graphics/illustrations/Jungle_City2.jpg",
"Jungle_City3":"graphics/illustrations/Jungle_City3.jpg",
"Terran_City9":"graphics/illustrations/Terran_City9.jpg",
"Terran_City10":"graphics/illustrations/Terran_City10.jpg",
"Terran_City11":"graphics/illustrations/Terran_City11.jpg",
"Underground_City1":"graphics/illustrations/Underground_City1.jpg",
"Underground_City2":"graphics/illustrations/Underground_City2.jpg",
"shipyard5":"graphics/illustrations/shipyard5.jpg",
relay_comms.setCircularOrbit(system.getEntityById("implao_star"), 100.0F, 2000.0F, 120.0F);
relay_comms.setCircularOrbit(system.getEntityById("impalo"), 100.0F, 2000.0F, 120.0F);
"heavyindusry",
hey i am haveing an issue with steelclad and nexerelin. i have changed the plug in that was said to change and now the game will not load. attachements are pictures of what my file for steelclad looks like just to make sure i set it up correctly and my mod list. thankyou in advance for the help. heres the part of the log that crashed to.
https://imgur.com/n7DwYBW (steelclad setup)
https://imgur.com/WrwWV1a (mod list)
log:
268348 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.SteelcladModPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
hey i am haveing an issue with steelclad and nexerelin. i have changed the plug in that was said to change and now the game will not load. attachements are pictures of what my file for steelclad looks like just to make sure i set it up correctly and my mod list. thankyou in advance for the help. heres the part of the log that crashed to.
https://imgur.com/n7DwYBW (steelclad setup)
https://imgur.com/WrwWV1a (mod list)
log:
268348 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.SteelcladModPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
You need to rename SteelcladModPlugin_NEX.java to SteelcladModPlugin.java
If you're using the new 1018 version, the mod will not work even after fixing that due to all of the problems I have listed above your post. It didn't work for me until I fixed them all.
Not sure if I did something wrong or not, but when I tried to start a new game, it said that "Terran_City9" wasn't found in Illustrations, despite it being there. Any ideas on how to fix?
So is this a total conversion mod? Or is it slightly flexible?
I get a crash to desktop every time I start a new game with this mod
"Shipyard5":"graphics/illustrations/Shipyard5.jpg",
denisovkaStation.setInteractionImage("illustrations", "Shipyard5");
"entering_hyperspace":"graphics/illustrations/entering_hyperspace.jpg",
denisovkaStation.setInteractionImage("illustrations", "Shipyard5");
It was lowercase. I fixed it and tried to start my game up again, only to be met with another error. "Fatal: null Check starsector.log for more info." I'd include the log itself, but It'd go over the limit. I think I messed up somewhere on the installation process? What files did I have to even download and install, since there were far more than just three and the instructions aren't all that helpful in telling which ones are the needed ones.
I forgot to fix that. Will hotfix it later.You are doing great, m8.
Also, methinks I'll have to build a jar again, just to speed up loading.
Still got a long way to go.
"rsf_wpackage_bal":"graphics/icons/cargo/bp_rsf.png",
"rsf_wpackage_eb":"graphics/icons/cargo/bp_rsf.png",
"rsf_wpackage_mis":"graphics/icons/cargo/bp_rsf.png",
"isa_wpackage_eb":"graphics/icons/cargo/bp_isa.png",
"xle_wpackage_eb":"graphics/icons/cargo/bp_xle.png",
"uin_wpackage_eb":"graphics/icons/cargo/bp_uin.png",
RSF_en_wbp
rsf_en_wbp
"independant",
"independent",
16132 [Thread-4] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/wasp_ftr.png (using cast)
16419 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.SteelcladModPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Are you using Nexirilien or not?
If you are NOT, then you should try using the SteelCladMod_NONEX file (replace the original file after re-naming)
20050 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [data.scripts.weapons.OnHit_APOC]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.OnHit_APOC]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/weapons/OnHit_APOC.java', Line 25, Column 31: Cannot determine simple type name "Color"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/weapons/OnHit_APOC.java', Line 25, Column 31: Cannot determine simple type name "Color"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5398)
at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5207)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5188)
at org.codehaus.janino.UnitCompiler.access$12600(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitReferenceType(UnitCompiler.java:5119)
at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2880)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1656)
at org.codehaus.janino.UnitCompiler.access$800(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitFieldDeclaration(UnitCompiler.java:933)
at org.codehaus.janino.Java$FieldDeclaration.accept(Java.java:1818)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.maybeCreateInitMethod(UnitCompiler.java:757)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:504)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more
Do you have the library mods installed?
CrazyLib, MagicLib?
IIRC, you will need those
23126 [Thread-5] INFO sound.public - Creating streaming player for music with id [Blackrock_Market.ogg]
23128 [Thread-5] INFO sound.public - Cleaning up music with id [Blackrock_Market.ogg]
23131 [Thread-5] INFO sound.public - Creating streaming player for music with id [faction_hegemony_encounter_02_hostile.ogg]
23131 [Thread-5] INFO sound.public - Cleaning up music with id [faction_hegemony_encounter_02_hostile.ogg]
23131 [Thread-5] INFO sound.public - Creating streaming player for music with id [blackrock_encounter.ogg]
23131 [Thread-5] INFO sound.public - Cleaning up music with id [blackrock_encounter.ogg]
23131 [Thread-5] INFO sound.public - Creating streaming player for music with id [sra_encounter_friendly.ogg]
23132 [Thread-5] INFO sound.public - Cleaning up music with id [sra_encounter_friendly.ogg]
23132 [Thread-5] INFO sound.public - Creating streaming player for music with id [ii_interaction_neutral.ogg]
23132 [Thread-5] INFO sound.public - Cleaning up music with id [ii_interaction_neutral.ogg]
23133 [Thread-5] INFO sound.public - Creating streaming player for music with id [faction_luddite_market_02_hostile_var01.ogg]
23133 [Thread-5] INFO sound.public - Cleaning up music with id [faction_luddite_market_02_hostile_var01.ogg]
23133 [Thread-5] INFO sound.public - Creating streaming player for music with id [blackrock_encounter_hostile.ogg]
23133 [Thread-5] INFO sound.public - Cleaning up music with id [blackrock_encounter_hostile.ogg]
23133 [Thread-5] INFO sound.public - Creating streaming player for music with id [VNS - Oren Theme.ogg]
23226 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [sounds/music//VNS - Oren Theme.ogg] resource, not found in [/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Arsenal Expansion 1.5.3g,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Artefact,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Blackrock Drive Yards,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Celestial Mount Circle,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Dassault-Mikoyan Engineering,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/DIABLEAVIONICS,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/DisassembleReassemble_v1.6.9,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Extratential Lanestate Union,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/FDS,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/GKSec,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Gladiator,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/GrytpypeMoriarty,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/HMI,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/HighTechArmada,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Interstellar Imperium,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/JP_RC,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Kadur Remnant,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/LazyLib,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/MagicLib,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Mayasuran Navy,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/SanguinaryAnarchisticDefectors,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/SCY,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Shadowyards,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Ship and Weapon Pack,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/SkilledUp,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Starship Legends,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Steelclad_10019b,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/tahlan,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/thgualsno,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Underworld,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/UnknownSkies,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/UpgradedRotaryWeapons,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Vayra's Sector,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Vayra's Ship Pack,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [sounds/music//VNS - Oren Theme.ogg] resource, not found in [/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Arsenal Expansion 1.5.3g,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Artefact,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Blackrock Drive Yards,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Celestial Mount Circle,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Dassault-Mikoyan Engineering,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/DIABLEAVIONICS,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/DisassembleReassemble_v1.6.9,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Extratential Lanestate Union,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/FDS,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/GKSec,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Gladiator,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/GrytpypeMoriarty,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/HMI,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/HighTechArmada,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Interstellar Imperium,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/JP_RC,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Kadur Remnant,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/LazyLib,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/MagicLib,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Mayasuran Navy,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/SanguinaryAnarchisticDefectors,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/SCY,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Shadowyards,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Ship and Weapon Pack,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/SkilledUp,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Starship Legends,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Steelclad_10019b,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/tahlan,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/thgualsno,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Underworld,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/UnknownSkies,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/UpgradedRotaryWeapons,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Vayra's Sector,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Vayra's Ship Pack,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Object(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.starfarer.loading.oooO$1.super(Unknown Source)
at sound.K.<init>(Unknown Source)
at sound.public.<init>(Unknown Source)
at sound.H.super(Unknown Source)
at com.fs.starfarer.loading.oooO.void(Unknown Source)
at com.fs.starfarer.loading.oooO.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÕO0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Do you have the library mods installed?
CrazyLib, MagicLib?
IIRC, you will need those
IIRc, it should only need crazy Lib. I really should put the link in the OP.
LAZY LIB:
https://fractalsoftworks.com/forum/index.php?topic=5444.0
MAGIC LIB:
http://fractalsoftworks.com/forum/index.php?topic=13718.0
LOOK
LOOK
Hi Trashman, I'm interested in using your mod in conjunction with a bunch of others. But your music file seems to be interrupting it:
59632 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [sounds/music//VNS - Oren Theme.ogg] resource, not foundEdit: And ah yes, the custom flags folder goes into the graphics folder yes?Nevermind, found it in the faction folder in the graphics folder.
Edit2: Got it to work. Had to re-install it. LoL. All I had to do was whine about it after I tried to fix it a few times then BAM, fixed after 1 try.
Just a note, it's totally fine to use DME's scripts, but if you're going to, please change the sound IDs so there isn't a resource ID conflict.
Just a note, it's totally fine to use DME's scripts, but if you're going to, please change the sound IDs so there isn't a resource ID conflict.
After your behavior in the Vayra's Sector thread I would like to revoke your permission to use DME's scripts in your mod. Please remove all of the code and any other resources you have copied from Dassault-Mikoyan Engineering from Steelclad.
v1.0.25
PNS battlestation fixes, now has 3 tiers, each with 3 variants.
quite an escalation over a user posting bug logs
Just wanted to confirm that I take the rights of modders very seriously and that using other modders' stuff without their permission (or after said permission has been revoked) will not be allowed on the forum. In light of that, I ask that you please comply with Soren's request within a reasonable timeframe.
Ah, modder drama over absolutely nothing. Sure feels like the doom community in here.
Also, I've noticed several typos and inconsistencies in the mod's descriptions for various things, like the PNS not always being called PNS, and rogue apostrophes. Hope it'll get fixed come next update.
v1.0.25
PNS battlestation fixes, now has 3 tiers, each with 3 variants.
Hi, there is no way to upgrade to tier 3 battlestation, with the current mod.
Sure feels like(https://i.ibb.co/Wpshdv2/TheEnd.jpg)thea doom community in here.
Yeah, sure, whatever. I wasn't using the Drama Queens bladebreakers spawn code anyway (turned out to not be what I needed, so it just sits there unused). Not sure if there's anything else. I think there might be one OnHit effect. Will have to check.
Don't know when the next update is going to be tough, since I'm dealing with a lot of RL stuff atm, including job switching and moving.
v1.0.25
PNS battlestation fixes, now has 3 tiers, each with 3 variants.
Hi, there is no way to upgrade to tier 3 battlestation, with the current mod.
Huh.. Alas, didn't have time to test it, might be a made a typo somewhere in the industries file. You can upgrade to tier 2, right?
If anyone can confirm the station upgrade problem. Like I said, I wasn't able to test it and there was no tutorial or even a mod example of how it works, so I was bumbling my way trough.
Upgrade to tier 2 work, it's just yeah you have industries name tier 3 battlestation.
2nd point you should neff turbolaser :) when fighting ship with it it's insane how fast my ship die or kill with it.
If anyone can confirm the station upgrade problem. Like I said, I wasn't able to test it and there was no tutorial or even a mod example of how it works, so I was bumbling my way trough.You may already know this and apologies if you do, but just in case because it took me forever to figure out all the details:
Making a station upgrade to the next tier is handled in the industries.csv file under "data\campaign". Look at the "upgrade" column. The value there must be the industry id (not the station id) of the station you are upgrading to. Its the same thing with the "downgrade" column just before it. Put the id of the industry that defines your downgrade option there.
1.025c uploaded.
Should fix the battlestation Tier 3 upgrade
Since I didn't have time to test it properly, I'm leaving older versions available for a while.
Also some optimizations and changes to some weapon scripts.
I am going to note also that there is a truly stupendous amount of commercial, pirated content in this mod - really stunning. I think everything that isn't Okim's original mod is taken from some piece of commercial work you couldn't possibly have the rights to - it's a DMCA waiting to happen. That's beyond the scope of my interest, though.
"vns_reaper_turret_base.png" - it's a bash, but it's using my artwork.