Fractal Softworks Forum

Starsector => Mods => Topic started by: LazyWizard on August 04, 2012, 02:03:24 PM

Title: [0.8.1a] Simulator Overhaul v1.4 (released 2017-06-21)
Post by: LazyWizard on August 04, 2012, 02:03:24 PM
Simulator Overhaul
Download version 1.4 (https://bitbucket.org/LazyWizard/simulator-overhaul/downloads/Simulator%20Overhaul%201.4.zip) (mirror (http://www.mediafire.com/file/afgajpyrvmcza00/Simulator_Overhaul_1.4.zip)) - requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
View source and progress on BitBucket (https://github.com/LazyWizard/simulator-overhaul)
Supports Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181)

Simulator opponent unlocking is disabled when playing with DynaSector due to that mod's randomized variants. All other features are still enabled, however.

This is a simple mod that changes the behavior of the refit simulator. With this mod installed, only ships you've personally fought against or alongside will be present in the campaign simulator, and simulation reserves are infinitely replenished for both sides in all simulator battles.

In addition, this mod provides several optional plugins that you can toggle in data/config/simulator/sim_settings.json, such as healing/restocking the player ship when all sim opponents are defeated, periodically deleting old hulks from the battle map, infinite CR for the player's ships and more.

Only stock variants will be added to the campaign simulator, and you must actively participate in a fight with them to unlock them. Merely having ships in a fleet doesn't give the simulator any useful combat data to work with. Gotta catch 'em all!

Please let me know if you find any bugs. :)

Changelog:
Spoiler
Quote
1.4 (June 21, 2017)
=====================
Blocked simlist opponents changed from unboardable ships to ones hidden in codex
Adjusted hulk cleaner plugin:
 - Hulks are directly removed from the battle map instead of destroyed
 - Ship pieces are cleaned up properly now
Added "includeHiddenInCodex" setting:
 - Disabled by default, this setting will allow ships such as [REDACTED] to
   be unlocked for simulator battles
Added "includeStations" setting:
 - Disabled by default, allows stations to be unlocked for simulator battles
 - Requires "includeHiddenInCodex" to be enabled
Default opponent CR bumped up to 70% (was 60%)

 1.3 (June 06, 2017)
=====================
Updated to be compatible with Starsector 0.8.1a
Fighter wings are no longer supported:
 - Renamed "id" column of starting_sim_opponents.csv to "variant id"; all mods
   that include this file should change this (and also remove any wings)
Starting unlocked sim opponents changed to a Hound (P) and Kite (P)
Civilian ships are sorted at the end of their respective hull size categories

 1.2c (March 16, 2017)
=======================
Switched version file hosting to Bitbucket

 1.2b (April 28, 2016)
=======================
Compatibility patch for DynaSector
Added AllSimOpponents console command, unlocks all possible simulator opponents

 1.2 (November 19, 2015)
=========================
Updated to be compatible with Starsector 0.7a
Combined unlocked ships and wings into one notification (less spammy)
Fixed issues with reserves not regenerating after using F8 in devmode
Changes to SimMaster:
 - Added getDefaultOpponents(), returns starting sim list
 - Added resetSimList(), resets list to only include default opponents

 1.1b (October 23, 2015)
=========================
Fixed missing variant crash after using F8 in devmode
 - Ships will still be missing from the list after using F8, just doesn't crash

 1.1 (October 03, 2015)
========================
Rewrite of reserve respawning logic to be much more efficient
Unexported custom variants in player's fleet now respawn properly
Hulls are sorted at the very end of the sim opponent list
Moved configuration files to data/config/simulator
Added "cleanUpHulks" setting, deletes hulks in sim after 30 seconds if true
Added "infiniteCR" setting, gives ships in sim infinite combat readiness if true
Added "healOnVictory" setting, restores player ship when all enemies are dead
Added "includeHulls" setting, adds all known hulls to sim opponent list if true
Added "useVanillaSimListWithStarsector+" setting, defaults to true
Added starting_sim_opponents.csv:
 - Allows other mods to add ships/wings to the starting sim list without having
   to be unlocked by fighting them first
 - Does nothing if Starsector+ is activated as unlocking is disabled with that
   mod active

 1.0c (November 11, 2014)
==========================
Re-enabled infinite reserves and sorted opponent lists for Starsector+
(ship unlocking is still disabled when playing SS+ due to its random variants)

 1.0b (November 11, 2014)
==========================
Fix for crash when you allow your second in command to fight a battle
Use sim_opponents.csv and vanilla behavior when Starsector+ is installed

 1.0 (November 11, 2014)
=========================
Renamed mod to Simulator Overhaul (was All Ships in Refit Battles)
Mod now requires LazyLib to function
Changes since alpha:
 - Added config file sim_settings.json, can customize how the mod works here
 - Newly unlocked campaign sim opponents will be announced after battle is over
 - Full opponent list appears at the start of a simulation (you don't need to
   close and reopen the opponents list for all known ships to show up)
 - Allied reserves are infinitely respawnable in campaign simulations
   (known bug: replacement allies don't benefit from fleet-wide skill effects)
   (known bug: replacement allies have 60% CR regardless of original value)
 - Mission simulation reserves now infinite, sorted, uses sim_opponents.csv
 - Changed how persistent data is handled (will automatically import old data)
 - Minor optimizations and code cleanup
[close]
Title: Re: Mini-mod: All vanilla variants in simulation battles
Post by: CrashToDesktop on August 04, 2012, 02:10:44 PM
Ahhh, been wanting that Onslaught hull for a while not. :)
It's one of those utility mods that'll be on all the time for me!
Title: Re: [0.65a] All Ships In Refit Battle 0.1 (alpha, released 2014-10-24)
Post by: LazyWizard on October 24, 2014, 12:03:32 AM
After over two years without an update, I'm finally bringing back the wildly never-popular mod you've never heard of, all the way from page 8 (of 9) of the Mods section! See the OP for details!
Title: Re: [0.65a] All Ships In Refit Battle 0.1 (alpha, released 2014-10-24)
Post by: Midnight Kitsune on October 24, 2014, 12:33:53 AM
After over two years without an update, I'm finally bringing back the wildly never-popular mod you've never heard of, all the way from page 8 (of 9) of the Mods section! See the OP for details!
Can't wait to see this in combo with the new "deploy allies" simulator feature from Alex
Title: Re: [0.65a] All Ships In Refit Battle 0.1 (alpha, released 2014-10-24)
Post by: Zaphide on October 24, 2014, 12:45:23 AM
Really like the sound of this :)

It will give a more progressive-feel to exploring the sector, especially with a few (or more than a few :P) modded factions thrown in!
Title: Re: [0.65a] All Ships In Refit Battle 0.1 (alpha, released 2014-10-24)
Post by: Nanao-kun on October 24, 2014, 01:10:49 AM
I didn't even know this existed.
Title: Re: [0.65a] All Ships In Refit Battle 0.1 (alpha, released 2014-10-24)
Post by: Okim on October 24, 2014, 01:48:16 AM
So a question is - does it work with total conversions where there is no such things as vanilla ship hulls at all?
Title: Re: [0.65a] All Ships In Refit Battle 0.1 (alpha, released 2014-10-24)
Post by: LazyWizard on October 24, 2014, 01:53:54 AM
It should work. It puts a Hound and a Talon wing in the "known ships" list, but the actual spawning is done in a try-catch so it shouldn't crash. However, there will be a slight performance hit since it'll notice the refit reserves aren't full and try (and fail) to spawn them every frame. I'll fix that in an update tomorrow (it's 4 AM here).

Edit: Looks like I forgot to add the "utility" tag to the mod_info.json, so it actually won't work alongside total conversions unless you add that line yourself. Also added to the todo.
Title: Re: [0.65a] All Ships In Refit Battles 0.1 (alpha, released 2014-10-24)
Post by: AMDAMK on October 24, 2014, 07:14:11 AM
Will this also work with older version of Starsector (0.62 RC4 - Latest version (?) before the patch came out.)?
Title: Re: [0.65a] All Ships In Refit Battles 0.1 (alpha, released 2014-10-24)
Post by: Aklyon on October 24, 2014, 07:48:22 AM
This sounds like a pretty cool idea, actually.
Title: Re: [0.65a] All Ships In Refit Battles 0.2 (released 2014-10-24)
Post by: LazyWizard on October 24, 2014, 06:22:04 PM
Version 0.2 is up, get it here (http://www.mediafire.com/download/zog4pbb3y62znbp/All_Ships_in_Refit_Battles_0.2.zip).

This fixes a crash some people were having, and also adds the missing 'utility' tag so you can run this mod alongside total conversions. I also fixed it so it removes ships that fail to spawn from the 'known ships' list instead of trying to spawn them every frame.
Title: Re: [0.65.1a] Simulator Overhaul v1.0 (released 2014-11-11)
Post by: LazyWizard on November 11, 2014, 09:01:11 AM
Version 1.0 is up (and with a name change), get it here (http://www.mediafire.com/download/ubtce2dnbvrsbw1/Simulator_Overhaul_1.0.zip) (mirror (https://bitbucket.org/LazyWizard/simulator-overhaul/downloads/Simulator%20Overhaul%201.0.zip)). This mod now requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) to function. It is backwards compatible with the old All Ships in Refit Battles alpha.

Spoiler
(http://i.imgur.com/xJrjuni.png)
[close]

If you bounced off of the old mod, I'd recommend trying it one more time. Changes in .65.1a made it possible for this mod to integrate virtually seamlessly with vanilla.

Changelog:
Quote
1.0 (November 11, 2014)
=========================
Renamed mod to Simulator Overhaul (was All Ships in Refit Battles)
Mod now requires LazyLib to function
Changes since alpha:
 - Added config file sim_settings.json, can customize how the mod works here
 - Newly unlocked campaign sim opponents will be announced after battle is over
 - Full opponent list appears at the start of a simulation (you don't need to
   close and reopen the opponents list for all known ships to show up)
 - Allied reserves are infinitely respawnable in campaign simulations
   (known bug: replacement allies don't benefit from fleet-wide skill effects)
   (known bug: replacement allies have 60% CR regardless of original value)
 - Mission simulation reserves now infinite, sorted, uses sim_opponents.csv
 - Changed how persistent data is handled (will automatically import old data)
 - Minor optimizations and code cleanup
Title: Re: [0.65.1a] Simulator Overhaul v1.0 (released 2014-11-11)
Post by: Wyvern on November 11, 2014, 09:14:48 AM
This is neat.  I've been tinkering with a total conversion mod, and one of the big problems is that I'm trying to put in stuff you need to explore to find... and the base game really doesn't support that sort of thing.  Now if only we could adjust the Codex to be similarly limited...
Title: Re: [0.65.1a] Simulator Overhaul v1.0 (released 2014-11-11)
Post by: LazyWizard on November 11, 2014, 09:30:53 AM
Definitely agree on more exploration/unlocks. That's actually a large part of why I made the Omnifactory mod as well; I wanted a Restock Mod equivalent that still kept a sense of progression. :)
Title: Re: [0.65.1a] Simulator Overhaul v1.0 (released 2014-11-11)
Post by: Ishman on November 11, 2014, 10:49:21 AM
I love that sense of progression, I really do hope Alex implements this sort of thing in the campaign layer in the future.

Would love to have that sense of wonder you got in MOO when you'd come across long-lost tech for the first time, or have a !!FUN!! time with a wandering space monster.

Or engage in some munchkining with weapon construction (shotgun, aoe, HE, semi-seeking, anyone?).

Title: Re: [0.65.1a] Simulator Overhaul v1.0 (released 2014-11-11)
Post by: Kneight on November 11, 2014, 02:44:35 PM
Hmm, got a crash.

After a battle:
Maintain contact with the enemy
Pursue them
Order your second-in-command to handle it

And game crashes after clicking Ok.

Spoiler
215241 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Checking whether to spawn trade fleet
215242 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - 91 out of a maximum 100 trade fleets in play
215242 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Picked market [Citadel Arcadia] to spawn trade fleet from
215242 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Will send trade fleet to market [Agreus]
215242 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Delivering: [Hand Weapons], bringing back [Supplies,Crew,Heavy Machinery,Food]; volume: 2731
215243 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.FleetFactory  - Creating smuggling fleet of tier 1 for market [Citadel Arcadia] (volume: 2731)
215244 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager  - Spawned 5 point trade fleet from [Citadel Arcadia] to [Agreus]
218888 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 15, FP2: 78, maxFP1: 160, maxFP2: 240
443146 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lazywizard.newsim.SimCampaignEventListener.reportPlayerEngagement(SimCampaignEventListener.java:64)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerEngagement(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:104)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:157)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$1.pickedFleetMembers(FleetInteractionDialogPluginImpl.java:590)
   at com.fs.starfarer.ui.String.oo0O.advance(Unknown Source)
   at com.fs.starfarer.ui.s.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.oO0O.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.String.P.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.s.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Mods: This one, LazyLib, Console Commands


Title: Re: [0.65.1a] Simulator Overhaul v1.0 (released 2014-11-11)
Post by: LazyWizard on November 11, 2014, 02:47:19 PM
Thanks for the report, I'll upload a fix for that soon.
Title: Re: [0.65.1a] Simulator Overhaul v1.0b (released 2014-11-11)
Post by: LazyWizard on November 11, 2014, 03:05:47 PM
Version 1.0b is up, get it here (http://www.mediafire.com/download/c7i2yyh9ekffhrf/Simulator_Overhaul_1.0b.zip) (mirror (https://bitbucket.org/LazyWizard/simulator-overhaul/downloads/Simulator%20Overhaul%201.0b.zip)).

This fixes a crash with pursuit battles led by your second in command. It also changes the mod to automatically disable itself if Starsector+ is installed. Sorry, but the opponent unlocking won't function properly with that mod's randomized variants.
Title: Re: [0.65.1a] Simulator Overhaul v1.0c (released 2014-11-11)
Post by: LazyWizard on November 11, 2014, 03:40:07 PM
Since I didn't want to break compatibility with such a major mod, here's (hopefully) one last hotfix for today.

Ahem. Version 1.0c is up, get it here (http://www.mediafire.com/download/uwzezlp2n3ecdla/Simulator_Overhaul_1.0c.zip) (mirror (https://bitbucket.org/LazyWizard/simulator-overhaul/downloads/Simulator%20Overhaul%201.0c.zip)).

This re-enables infinite sorted simulator reserves when this mod is used with Starsector+. SS+'s randomized variants won't work with this mod, so opponent unlocking is disabled when playing with SS+ and the campaign will use sim_opponents.csv to pick opponents instead.
Title: Re: [0.65.1a] Simulator Overhaul v1.0c (released 2014-11-11)
Post by: TartarusMkII on November 13, 2014, 06:06:15 PM
Heya Lazy, I have not gotten to play with this mod too much yet, but it seems to work as intended. I think that while some might argue that putting restrictions on the simulator is counter intuitive and pointless for the player, I think you have succeeded in adding just one more interesting thing we can do with this game. As I have said to you before, thanks again for such awesome contributions!
Title: Re: [0.65.2a] Simulator Overhaul v1.1 (released 2015-10-03)
Post by: LazyWizard on October 03, 2015, 07:44:16 PM
Version 1.1 is up, get it here (https://bitbucket.org/LazyWizard/simulator-overhaul/downloads/Simulator%20Overhaul%201.1.zip) (mirror (http://www.mediafire.com/download/9w59ddj2650uy8g/Simulator_Overhaul_1.1.zip)). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) to function. This update should be save compatible with previous versions.

This was intended to be a simple bugfix patch, but new features kept sneaking in up until the last minute. Let me know if you run into any bugs! :)

A note on Starsector+ compatibility: the only thing that's disabled in this mod when Starsector+ is active is unlocking new opponents in the simulator by fighting them; instead it uses the same opponent list as vanilla. Everything else still works normally, including the new features.

Changelog:
Quote
1.1 (October 03, 2015)
========================
Rewrite of reserve respawning logic to be much more efficient
Unexported custom variants in player's fleet now respawn properly
Hulls are sorted at the very end of the sim opponent list
Moved configuration files to data/config/simulator
Added "cleanUpHulks" setting, deletes hulks in sim after 30 seconds if true
Added "infiniteCR" setting, gives ships in sim infinite combat readiness if true
Added "healOnVictory" setting, restores player ship when all enemies are dead
Added "includeHulls" setting, adds all known hulls to sim opponent list if true
Added "useVanillaSimListWithStarsector+" setting, defaults to true
Added starting_sim_opponents.csv:
 - Allows other mods to add ships/wings to the starting sim list without having
   to be unlocked by fighting them first
 - Does nothing if Starsector+ is activated as unlocking is disabled with that
   mod active
Title: Re: [0.65.2a] Simulator Overhaul v1.1 (released 2015-10-03)
Post by: Toxcity on October 23, 2015, 02:56:02 PM
Whenever I use F8 with this mod, exit the simulator, and try to go back into the simulator this error comes up:

Spoiler
31296 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [eagle_d_Hull] not found!
java.lang.RuntimeException: Ship hull variant [eagle_d_Hull] not found!
   at com.fs.starfarer.loading.P.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.void.super$String(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at org.lazywizard.newsim.SimCombatPlugin.createFleetMember(SimCombatPlugin.java:65)
   at org.lazywizard.newsim.SimCombatPlugin.checkReserves(SimCombatPlugin.java:175)
   at org.lazywizard.newsim.SimCombatPlugin.generateReserveLists(SimCombatPlugin.java:143)
   at org.lazywizard.newsim.SimCombatPlugin.init(SimCombatPlugin.java:275)
   at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.ô00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
   at com.fs.starfarer.coreui.refit.oO0O.super.String$super(Unknown Source)
   at com.fs.starfarer.coreui.refit.oO0O.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.thisnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.do.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I don't remember this happening in any other version of the mod. This error came up with only this and LazyLib 2.0b enabled.
Title: Re: [0.65.2a] Simulator Overhaul v1.1 (released 2015-10-03)
Post by: LazyWizard on October 23, 2015, 03:13:57 PM
Looks like a vanilla bug - skin's hull variants don't seen to be auto-generated when you reload files in dev mode. I'll make a quick update to work around the issue.
Title: Re: [0.65.2a] Simulator Overhaul v1.1b (released 2015-10-23)
Post by: LazyWizard on October 23, 2015, 04:09:55 PM
Version 1.1b is up, get it here (https://bitbucket.org/LazyWizard/simulator-overhaul/downloads/Simulator%20Overhaul%201.1b.zip) (mirror (http://www.mediafire.com/download/fr65xsc8mpvoqqf/Simulator_Overhaul_1.1b.zip)). Still requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

This fixes a missing variant crash when entering a refit battle after using F8 (reload all files) in devmode. This only prevents the game from crashing; due to an underlying vanilla bug your simlist will still be messed up if you use F8 while running this mod.
Title: Re: [0.65.2a] Simulator Overhaul v1.1b (released 2015-10-23)
Post by: Toxcity on October 24, 2015, 10:29:38 AM
I know you already fixed it, but the error doesn't show up in version 1.0c. Also in 1.1, there are duplicates of some variants in the opponents list (the ones that are in the sim_opponents list multiple times) where as in 1.0c variants only appear once in the opponents list.

Also thanks for the quick response and patch.
Title: Re: [0.7a] Simulator Overhaul v1.2 (released 2015-11-19)
Post by: LazyWizard on November 19, 2015, 01:59:59 PM
Version 1.2 is up, get it here (https://bitbucket.org/LazyWizard/simulator-overhaul/downloads/Simulator%20Overhaul%201.2.zip) (mirror (http://www.mediafire.com/download/wult7yby4i9txr0/Simulator_Overhaul_1.2.zip)). Still requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Changelog:
Quote
1.2 (November 19, 2015)
=========================
Updated to be compatible with Starsector 0.7a
Combined unlocked ships and wings into one notification (less spammy)
Fixed issues with reserves not regenerating after using F8 in devmode
Changes to SimMaster:
 - Added getDefaultOpponents(), returns starting sim list
 - Added resetSimList(), resets list to only include default opponents
Title: Re: [0.7.1a] Simulator Overhaul v1.2 (released 2015-11-19)
Post by: Bastion.Systems on December 29, 2015, 01:50:29 AM
Does not seem to work for me with Starsector+, I still get a bazillion variants in simulator when I start a new game.
Title: Re: [0.7.1a] Simulator Overhaul v1.2 (released 2015-11-19)
Post by: LazyWizard on December 29, 2015, 02:34:38 AM
This mod will only unlock stock variants you've encountered (the ones which are loaded from .variant files, used in vanilla NPC fleets). Starsector+ uses procedurally generated variants for its NPC fleets instead, so this mod disables opponent unlocking and reverts to the default simlist while SS+ is active.

All the other features of this mod will still work alongside SS+, such as simlist sorting, infinite opponents, and cleaning up the battle map and healing/restocking your ship between waves. You can toggle individual settings in data\config\simulator\sim_settings.json (including enabling opponent unlocking in SS+ if you really want it, though it's untested and almost certainly won't work correctly).
Title: Re: [0.7.2a] Simulator Overhaul v1.2b (released 2016-04-28)
Post by: LazyWizard on April 28, 2016, 06:43:14 PM
Version 1.2b is up, get it here (https://bitbucket.org/LazyWizard/simulator-overhaul/downloads/Simulator%20Overhaul%201.2b.zip) (mirror (http://www.mediafire.com/download/jvd8qxgqor7v23p/Simulator_Overhaul_1.2b.zip)). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) to function.

Changelog:
Quote
1.2b (April 28, 2016)
=======================
Compatibility patch for DynaSector
Added AllSimOpponents console command, unlocks all possible simulator opponents
Title: Re: [0.7.2a] Simulator Overhaul v1.2c (released 2017-03-16)
Post by: LazyWizard on March 16, 2017, 09:20:47 PM
Version 1.2c is up, get it here (https://bitbucket.org/LazyWizard/simulator-overhaul/downloads/Simulator%20Overhaul%201.2c.zip) (mirror (http://www.mediafire.com/file/p0g52522glwp22f/Simulator_Overhaul_1.2c.zip)). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

This update adds no new features and only fixes the version file hosting. If you don't use Version Checker you don't need to download this.
Title: Re: [0.7.2a] Simulator Overhaul v1.2c (released 2017-03-16)
Post by: Midnight Kitsune on May 08, 2017, 10:50:38 AM
Are you planing on updating this to .8?
Title: Re: [0.8.1a] Simulator Overhaul v1.3 (released 2017-06-06)
Post by: LazyWizard on June 06, 2017, 12:22:05 PM
Version 1.3 is up, get it here (https://bitbucket.org/LazyWizard/simulator-overhaul/downloads/Simulator%20Overhaul%201.3.zip) (mirror (http://www.mediafire.com/file/o8ot9b0xakj0xlk/Simulator_Overhaul_1.3.zip)). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Changelog:
Quote
1.3 (June 06, 2017)
=====================
Updated to be compatible with Starsector 0.8.1a
Fighter wings are no longer supported:
 - Renamed "id" column of starting_sim_opponents.csv to "variant id"; all mods
   that include this file should change this (and also remove any wings)
Starting unlocked sim opponents changed to a Hound (P) and Kite (P)
Civilian ships are sorted at the end of their respective hull size categories
Title: Re: [0.8.1a] Simulator Overhaul v1.3 (released 2017-06-06)
Post by: Midnight Kitsune on June 10, 2017, 11:26:19 PM
A few bugs I found:
-The ships CR level is set to 60 while the new standard level is 70
-Hulks don't disappear/ self destruct after awhile and instead just split into smaller pieces
-I noticed that Remnant ships aren't included/ copied in with the allsimopponents command. Is this intentional?
Title: Re: [0.8.1a] Simulator Overhaul v1.3 (released 2017-06-06)
Post by: adimetro00 on June 19, 2017, 06:03:35 PM
Can you make it so that the REDACTED ships get hidden when dynasector is on?
I don't want this mod to spoil the game.
Title: Re: [0.8.1a] Simulator Overhaul v1.3 (released 2017-06-06)
Post by: LazyWizard on June 20, 2017, 05:16:04 PM
A few bugs I found:
-The ships CR level is set to 60 while the new standard level is 70
-Hulks don't disappear/ self destruct after awhile and instead just split into smaller pieces

I'll have those fixed shortly, thanks for the report.


-I noticed that Remnant ships aren't included/ copied in with the allsimopponents command. Is this intentional?
Can you make it so that the REDACTED ships get hidden when dynasector is on?
I don't want this mod to spoil the game.

At the moment the logic used is: if it's a stock variant, not a fighter, not a station, and boardable, it will be included in the simlist. If [REDACTED] are showing up in your list you probably have the Useable [REDACTED] mod enabled. I can switch it to block ships that are hidden in the Codex instead - for vanilla that would only hit the ships that are intentionally blocked; not sure about in mods.
Title: Re: [0.8.1a] Simulator Overhaul v1.3 (released 2017-06-06)
Post by: Midnight Kitsune on June 20, 2017, 06:34:22 PM
Mind making that a toggle-able thing? (if you can)
Title: Re: [0.8.1a] Simulator Overhaul v1.3 (released 2017-06-06)
Post by: LazyWizard on June 20, 2017, 06:35:18 PM
Sure, no problem.
Title: Re: [0.8.1a] Simulator Overhaul v1.4 (released 2017-06-21)
Post by: LazyWizard on June 21, 2017, 06:35:07 PM
Version 1.4 is up, get it here (https://bitbucket.org/LazyWizard/simulator-overhaul/downloads/Simulator%20Overhaul%201.4.zip) (mirror (http://www.mediafire.com/file/afgajpyrvmcza00/Simulator_Overhaul_1.4.zip)). This mod requires LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0).

Changelog:
Quote
1.4 (June 21, 2017)
=====================
Blocked simlist opponents changed from unboardable ships to ones hidden in codex
Adjusted hulk cleaner plugin:
 - Hulks are directly removed from the battle map instead of destroyed
 - Ship pieces are cleaned up properly now
Added "includeHiddenInCodex" setting:
 - Disabled by default, this setting will allow ships such as [REDACTED] to
   be unlocked for simulator battles
Added "includeStations" setting:
 - Disabled by default, allows stations to be unlocked for simulator battles
 - Requires "includeHiddenInCodex" to be enabled
Default opponent CR bumped up to 70% (was 60%)
Title: Re: [0.8.1a] Simulator Overhaul v1.4 (released 2017-06-21)
Post by: Midnight Kitsune on June 21, 2017, 07:14:42 PM
Thanks man!
Title: Re: [0.8.1a] Simulator Overhaul v1.4 (released 2017-06-21)
Post by: Sooner535 on October 14, 2017, 08:47:39 AM
So if I wanted to turn back on the dynasector adding new opponents to my simulator when I meet them, would it work? And be stable? I realize it'll be a crap ton of stuff in my simulator, however I think it would be cool for me to see them all lol
Title: Re: [0.8.1a] Simulator Overhaul v1.4 (released 2017-06-21)
Post by: Oak on January 11, 2018, 12:47:34 PM
I can't seem to get this working. It works beautifully in Vanilla but with Dynasector (I think) every single ship gets unlocked. I have all the default settings on both mods. Any advice?
Title: Re: [0.8.1a] Simulator Overhaul v1.4 (released 2017-06-21)
Post by: NightKev on January 11, 2018, 01:22:28 PM
I can't seem to get this working. It works beautifully in Vanilla but with Dynasector (I think) every single ship gets unlocked. I have all the default settings on both mods. Any advice?
From the OP of this thread, at the top, in bold:
Simulator opponent unlocking is disabled when playing with DynaSector due to that mod's randomized variants. All other features are still enabled, however.
Title: Re: [0.8.1a] Simulator Overhaul v1.4 (released 2017-06-21)
Post by: arrand on February 02, 2019, 09:18:30 PM
Hello respected LazyWizard.

Please update your mod Simulator Overhaul to version 0.9 when you have time for it.

It is very interesting for me to open new ships during the game. It gives me the motivation to explore the world and look for new enemies. Then test new weapons in new tactical situations.

Your mod gives me an unforgettable enjoyment of the game, and without it you don’t even want to start playing 0.9.

Many thanks for your work.
Arrand
Title: Re: [0.8.1a] Simulator Overhaul v1.4 (released 2017-06-21)
Post by: Random_Roughneck on February 29, 2020, 12:29:53 PM
First time posting on this forum, i'm here to report a bug?/get some help

I got the Overhaul mod, but whenever i go to deploy enemy ships, i am limited to the first few(?) fleets i destroyed in my save. i haven't tried it on other saves to check if the problem persists.
Any ideas? (sorry if this has been asked about before, but it never hurts to ask again :P)

P.S i dont have any other mods installed apart from Leading pip and LazyLib
Title: Re: [0.8.1a] Simulator Overhaul v1.4 (released 2017-06-21)
Post by: RoquetheRogue on February 29, 2020, 03:54:18 PM
First time posting on this forum, i'm here to report a bug?/get some help

I got the Overhaul mod, but whenever i go to deploy enemy ships, i am limited to the first few(?) fleets i destroyed in my save. i haven't tried it on other saves to check if the problem persists.
Any ideas? (sorry if this has been asked about before, but it never hurts to ask again :P)

P.S i dont have any other mods installed apart from Leading pip and LazyLib

This mod is outdated
Title: Re: [0.8.1a] Simulator Overhaul v1.4 (released 2017-06-21)
Post by: tindrli on March 03, 2020, 04:24:40 AM
is there a possibility to update this great mod ?