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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - ctuncks

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1
See: CustomProductionContract.addArmsDealerBlueprints()

In brief, the dealer excludes weapons with no_sell, no_dealer, and restricted, and weapons with AIHints.SYSTEM, but may sell anything that passes those checks, regardless of it being available to the faction etc.

So in theory if I were to make a modded weapon that I want a faction to use, but not sell, while still allowing for Arms dealer production I would have to:

1. Set Weapon Tier at 5 for no sale.
2. Do not add the SYSTEM AIHint.
3. Do not add the no_sell tag.
4. Do not add the no_dealer tag.
5. Do not add the restricted tag.

For other control on how the weapon could be gotten (or not) I could also make use of:

1. no_drop. This is post combat loot and salvage if I'm not mistaken?
2. no_drop_salvage. This is location based salvage (Like a Research Station) If I'm correct.

I also assume that the SYSTEM hint also prevents drops of the weapon in question too?

2
What is the effective "whitelist" for weapons being sold and weapons being sold through an arms dealer?

I'm aware that no_sell or tier 5 act as a "blacklist" of sorts for normal sales and no_dealer is the "blacklist" for arms deals.

My Assumption for market sales is not only does the weapon in question not have the "no_sell" tag  or tier 5, but also must:
1. Be known by a target faction (faction tagged in weapon file, weapon in known weapons in the faction file, or weapon is in a bp_package the faction knows or any other tag like standard)
2. Faction has a market the player can interact with.

Assuming the above is true does the Arms Dealer have similar requirements?

3
@ TimeDiver "zda_augment_pack_enable_boolean" is basically the kill switch for the entire inflation listener. With it set to false all the file does is import a few static values that it does nothing with. Changing the other values or booleans in the setting file shouldn't really affect the outcome of where the crash is happening.

What seems to be happening is when ships are being checked to see if they have inbuilt ballistic weapons for some reason the weapon IDs that are needed to check that are coming up as null, which I haven't been able to replicate. I asked about the monitors since they're one of the few vanilla ships that have built in ballistic weaponry on them.

For now it's probably wise to keep that setting disabled and I think it might be safe to say that as long as I'm mucking about with fixes to the inflation file or similar files that new saves are recommended.

4
@ TimeDiver Ok I can see the Ruthless sector is having an error before my code shows up, I'm going to quickly install that and try it myself.
Just tried a new start without Ruthless Sector enabled; did not get the CTD, so now to figure out which Ruthless Sector setting might be responsible, since I customized no small number of Ruthless Sector's settings through LunaLib.

Having said the above? An entirely new campaign start was required; I couldn't just load the already-created campaign (even 'fresh' from its Nexerelin start in Thule, the very first save created), got the same CTD even with Ruthless Sector disabled.

So is the completely fresh start, allowing you to see inflated Monitors now? I could only test Ruthless sector from a new campaign and didn't run into any of those errors.

5
@ TimeDiver Ok I can see the Ruthless sector is having an error before my code shows up, I'm going to quickly install that and try it myself.

6
@ TimeDiver If you're willing to help could you please start a new save under the Persean League any fly around and buzz any of their fleets with Monitors in them (should be a few) by all rights it should cause a similar crash since like the Sporeship the Monitor is equipped with 2 built in Ballistic weapons (The check for which is causing that crash)?

7
https://pastebin.com/Wg9Zvigh

Not sure what caused this crash, it was when I was randomly flying around in hyperspace.

Sorry what version were you using? I've done a little editing at the line where it crashed, need to known if it needs another look or not.

Had the same crash happen using 0.8.004

Would you mind posting the crash log if possible?

8
https://pastebin.com/Wg9Zvigh

Not sure what caused this crash, it was when I was randomly flying around in hyperspace.

Sorry what version were you using? I've done a little editing at the line where it crashed, need to known if it needs another look or not.

9
Got another few hotfixes for the experimental downloads.

1. Added Ship and Weapon Pack (Dark.Revenant) bosses to Auto Lockout Blacklist.

2. Fixed an issue where save files weren't loading due to a hidden hullmod, that part should now only go off in the refit screen.

3. Fixed an issue where IBB bounty ships were getting multiple Augments applied to them (inflated multiple times it seems). Don't know if this was just limited to IBB ships or magic bounties in general, but the fix for it was on my end.

These changes should be save compatible with the last released versions (I was editing as I found issues in a run).

@TimeDiver I ran through the bounties until I got the El Psi bounty come up, I had no crashes either accepting, encountering or fighting the ship in question, I did however do it after I implemented the above changes. If you have any more issues please keep posting them. The following is the mod list I used btw:

Modlist:
Java version: 1.7.0_79
Java vendor: Oracle Corporation

ENABLED MODS
AAZ_arrus_hullmods-0.8.003: Aardwolf & Zenith: ARRUS Hullmods
ORK-1.1.4 release: Bultach Coalition
lw_console-2023.5.05: Console Commands
edshipyard-2.6.5: ED Shipyards
HMI-0.3.7b: Hazard Mining Incorporated
lw_lazylib-2.8b: LazyLib
lunalib-1.8.4: LunaLib
MagicLib-1.4.1: MagicLib
more_hullmods-1.12.0: More HullMods
nexerelin-0.11.1b: Nexerelin
TAR-1.41rc2: Practice Targets
swp-1.15.1: Ship/Weapon Pack
sun_starship_legends-2.5.2: Starship Legends
stelnet-3.1.3: Stellar Networks
metelson_release-1.0.0: The Metelson Federation
whichmod-1.2.0: WhichMod
shaderLib-1.9.0: zz GraphicsLib
[close]

@miles341 I'm hoping the fixes I made should help with the issues you had, but I'm going to try a run with UAF and  More Millitary Missions to try and see if I can get similar conditions to yours to crop up.

10
Sorry to add yet another crash log to the mix. Crash upon clicking "Recover" after selecting ships from a UAF bounty. List of ships include the UAF's Novaeria (that is a ship that has modules, which is probably the reason as the log includes the Scion hullmod). Re-doing the battle with zda_augment_pack_enable_boolean set to false allowed me to recover the ships without issue.

Crash log:
Spoiler
1590764 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException: null
   at java.base/java.util.LinkedHashMap$LinkedHashIterator.nextNode(LinkedHashMap.java:1023) ~[?:?]
   at java.base/java.util.LinkedHashMap$LinkedKeyIterator.next(LinkedHashMap.java:1046) ~[?:?]
   at data.hullmods.Systems.ZDA_Scion_Con_Sys.advanceInCampaign(ZDA_Scion_Con_Sys.java:50) ~[?:?]
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getMembers(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.getCaptain(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.recoverShips(FleetEncounterContext.java:1734) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$3.pickedFleetMembers(FleetInteractionDialogPluginImpl.java:1581) ~[starfarer.api.jar:?]
   at com.fs.starfarer.ui.newui.FleetMemberRecoveryDialog.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]

Do you know if it was a standard bounty (vanilla type) or a magic bounty I'm currently testing some Ship and Weapon IBB bounties and there's some oddities with them being inflated multiple times. Not sure if a similar issue might exist with the UAF bounties.


11
@TimeDiver Ok at this point I think I'm going to need to do a run to try and encounter that bounty. I've thrown the offending code snippet at the ship in question when I console command it into my fleet and it works fine, need to try to see what variables in play might change that.

12
Modding / Re: Dear modders, re: faction specific hullmods
« on: March 21, 2024, 06:19:02 AM »
Is using Manufacturer and Custom tabs enough? Even though my hullmods are all faction neutral I'm still concerned about clutter even after utilising multi part modules. I have toyed with the idea of hiding unapplicable hullmods, but have concerns that people might just think it's bugged after the learn them and don't see them there.

13
New fixes are in (hopefully). Salvaging ships with Augment hullmods was leading to the hullmods being removed and than upgraded (couldn't fin the cause) now if moused over there is an error beep, but that's just the augment resetting to the level it should be at.

The error popping up from multi module ships should also be fixed now (was an error in how inbuilt weapons were being detected).

It should be save compatible, but if you disabled the CPU inflater to keep playing then all currently inflated fleets (especially persistent bounties already taken) won't receive any augmentations due to the nature of inflation.

14
It's going to require a new save however since I'll need to alter the inflation script.
Apologies if I come off as a bit obtuse in my reply, but... does this mean starting an entirely new campaign, or will an older save from before said bounty was added be sufficient? Or not, because scripts are 'baked' into the campaign.xml file somehow?

That depends, did your game crash when you accepted the bounty or when you encountered the bounty? Inflation normally takes place when you make contact with a fleet, but I'm not sure how that interacts with custom bounties. Otherwise my 2 major fixes should be ok to add to a current save.
CTD occurred upon accepting the bounty, which as I stated in an earlier reply, was averted (even after accepting said custom bounty) by setting "zda_augment_pack_enable_boolean" to FALSE in this mod's settings.json file and re-starting Starsector.

Should I test the actual encounter with "zda_augment_pack_enable_boolean" set to FALSE? Or is it enough to revert to a slightly older save once you've uploaded the hotfixed .jar file?

Ok with zda_augment_pack_enable_boolean set to false it basically ignores all of the inflation listener which is about 3500 lines long (lot of spaces and comments). That is crashes upon accepting the bounty implies that it gets inflated on the spot. Once I have the hotfix done it should be ok from the testing I've done. I'll just have to omit a change I wanted to add since that probably will require a new campaign save (changing how a listener is implemented)

15
It's going to require a new save however since I'll need to alter the inflation script.
Apologies if I come off as a bit obtuse in my reply, but... does this mean starting an entirely new campaign, or will an older save from before said bounty was added be sufficient? Or not, because scripts are 'baked' into the campaign.xml file somehow?

That depends, did your game crash when you accepted the bounty or when you encountered the bounty? Inflation normally takes place when you make contact with a fleet, but I'm not sure how that interacts with custom bounties. Otherwise my 2 major fixes should be ok to add to a current save.

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