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1
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: April 11, 2024, 06:09:02 AM »
First off, among all the other people saying it: I honestly missed playing with these ships, so it is awesome to see that somebody picked it back up.
Secondly, I am curious. As I haven't been actively following what's been going on with it, just loosely here in the forums, What happened with the previous caretaker of the mod? A forum link or brief explanation would do, or none if it would in any way violate the forum rules to do so.

Flashfrozen originally made the mod
Tartiflette picked up support for a long while before he moved on from starsector modding
The third maintainer took up support of a bunch of the mods tarti left behind, made some odd gameplay decisions in several of them, and also placed code that would brick saves if you ran them with a few mods they disliked. They pretty much did the one damn thing you shouldnt ever do, hostile coding, and were utterly unrepentant. They've been banned.
Joestar cleaned up the mess in the mod and has now taken up support.

That's pretty messed up. Why anybody would do that is beyond me. I would think if you didn't like somebody else's mod as a mod maker, you could just as easily ignore the other works. Oh well.

2
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: April 10, 2024, 04:00:17 PM »
First off, among all the other people saying it: I honestly missed playing with these ships, so it is awesome to see that somebody picked it back up.
Secondly, I am curious. As I haven't been actively following what's been going on with it, just loosely here in the forums, What happened with the previous caretaker of the mod? A forum link or brief explanation would do, or none if it would in any way violate the forum rules to do so.

3
Mods / Re: [0.97a] Ashes of The Domain
« on: April 10, 2024, 03:44:28 PM »
At risk of seeming blind or oblivious, I have a question. How do you use Modular Constructors?
I at least skimmed every page on this thread, read all the patch notes, looked on the main page under "guides", Tried to install it in my Heavy Industry, checked if there was a special project for it, Noted that the "help" button in the bottom left of the research screen seems to be grayed out, checked the Galatia Academy, and left all of them in the Research Storage box on a colony. What am I not doing, or where do I go to get answers?

First you need to hit up pre-collapse facilities like you already seem to be doing to get (most likely) dormant modular constructor. The dormant ones aren't immediately useful.

Second you either need to get lucky or build the digital consortium industry. Lucky means that you've gotten a modular constructor that isn't dormant and instead attuned to an industry type. Going with your heavy industry example, you will need a dormant constructor - heavy industry.
If you don't get lucky you'll have only dormant modular constructors, these are useless on their own and can't be slotted anywhere but can be, with the digital consortium, a relevant colony item and a month of time be turned into the mining, fuel production, heavy industry etc. variants of the modular constructor. For this option just click the digital consortium structure and click the blue option.

As for various modular constructors, they each slot into their respective industry types, they don't do anything by themselves but the higher tier upgrades for various industries that you research will often demand the appropriate modular constructor to be installed in the industry before you are allowed to upgrade it. So for your heavy industry the item won't do anything, but upgrade it to an orbital works then look at the available upgrade for that and you'll see what I mean.

Edit: Note that the digital consortium needs to be researched before it can be built.

Thank you for the information, this helps greatly. (Though I did say Heavy Industry, it is actually Orbital works. I always just call it the same thing in my head, so that's how it came out.) I have 6 dormant ones, as none have been any different from the first. I do already have everything possible researched up to needing the colony item, so I can start building a Digital Consortium right away.
Now I don't feel like I have to complete an extraordinarily difficult encounter in order to not need them anymore... My coronal tap might cease to exist before I actually get everything in working order, but oh well.

4
Mods / Re: [0.97a] Ashes of The Domain
« on: April 09, 2024, 05:18:04 PM »
At risk of seeming blind or oblivious, I have a question. How do you use Modular Constructors?
I at least skimmed every page on this thread, read all the patch notes, looked on the main page under "guides", Tried to install it in my Heavy Industry, checked if there was a special project for it, Noted that the "help" button in the bottom left of the research screen seems to be grayed out, checked the Galatia Academy, and left all of them in the Research Storage box on a colony. What am I not doing, or where do I go to get answers?

5
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.9.1
« on: February 18, 2023, 11:14:17 PM »
Neat looking ships. I haven't actually started a new playthrough with them, but will at some point. Possibly more feedback from there. More bounties and hullmods are always welcome... I will see if the hullmods play nice with several other mods as well... Though it does occasionally feel like cheating.

However, there is something to be said about the superships. For one, I am bad at games, so I literally can not beat any of the challenge missions. Yes, I get it, it's a challenge, but hot damn... How are you even supposed to do these?(before anybody replies with a quote from somebody explaining how they did it, yes, I read that. I tried that, I couldn't do it. My CR ran dry before even half of the ships died.) I tried each of the missions for upwards of an hour each. The ships don't seem to have enough peak CR time, even though I noted it already has hardened subsystems. To increase it would make them even more broken, I would assume, so this post is in no way suggesting any changes to the ships. Of the 3 missions, Pocket full of rainbows seems like it's the most do-able. Why? Fighters. I very much dislike fighters. Each frigate mission, I end up getting harassed by fighters and missiles to the point that I can not get enough time to actually focus on the main ships, or just get my engines blown out every time I ignore them. At least with the destroyer, the fighters basically get deleted by autofire. I apologize if this seems kind of like an angry rant, as it is not intended to be. Just simply my experience with the missions. To note again, this post is not intended to be a suggestion of any sort for changes being made.

6
Modding / Re: Could I update a Mod for Private use to current release?
« on: February 20, 2022, 04:08:20 PM »
Technically, you can try to make it work on the current release by just changing the version in the mod_info file to the current realease, but there is never a guarantee that it will work. If it only adds ships, then it should, but otherwise, not likely.

7
Material, normal, and surface maps are used by the GraphicsLib mod's shader engine. Normal maps let a flat surface pretend to be 3D when calculating lighting.

So it's not something that has to be done, it's just if you want things to look better?

8
Modding / Re: [0.95.1a] Invisible, Inc. Portrait Pack
« on: February 18, 2022, 11:52:26 AM »
I half expected all of these to be blank boxes based on the name, as I've never heard of Invisible Inc.

9
I was looking through mod files to see how different mods are organized and function so I can get an idea of how I want mine to be set up, and I have a few questions.
First, why do some mods have a "shaders" folder with a material, normal, and surface folder which have different looking images? The "normal" ones look very odd. Is there a function reason for this, or is it preference?
Second, How would I go about making my own engine style? I know other mods have their own engine flare colors/styles, but I can't seem to find where any of them are in mod files so I would be able to infer what to do or what to name the image. Then after the new engine style is created, what would I have to do in the ship editor to actually apply it to my ships?

10
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 17, 2022, 08:26:33 PM »
On a different note though, I am going to throw out a disclaimer that I am not calling for the weapon to be nerfed or changed in any way because my case is extremely rare and takes a considerable amount of time to replicate without the use of console commands. Anyway, I find that if you take a Conquest and load it down with 6 NovaX cannons with maximum flux dissipation and fire rate hullmods(like from More Hullmods), you can spew so much ordnance at everything in general, even outside your weapon range, nothing can kill you. Frigates never even get close. Even Paragons fall with enough spam. I even took out the Zigg untouched. It simply could not approach. Especially seeing as the shots are also extremely efficient at wiping fighters and missiles. So maybe the only viable Conquest is the one with all NovaX?
In theory, you can make many deadly Superweapon builds with almost each and every one of them, the difficult part is acquiring the needed weapons for the build, this is the limiting factor here as getting 6 NovaX's is unlikely to happen in any playthrough.
That's why I said what I did in the disclaimer. As far as unlikely to happen, I find it just takes time since they can now be tech-mined. I set up 4-5 colonies with vast ruins and stalled my campaign out until I had that many NovaX just so I could see what would happen. The main reason I wanted to use that one in particular is because the homing capabilities made it so all 6 could be firing on the target regardless of the ship orientation, unlike normal.

11
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 17, 2022, 11:54:58 AM »
Going to throw this out there just because: I know that Seeker has an interesting thing with some weapons that cause disruptions and reduce flux dissipation when multiple are in use, so maybe you could do something similar to that if you wanted medium superweapons. Although in my opinion, medium "superweapons" wouldn't really be "super". They would just be strong and, well... Medium. Not big like a "super" weapon seems like it should be, especially considering the type of things that have to be done in vanilla to get weapons to work the way they do based on lore and whatnot. An example would be all the omega weapons. Those large mounts are rather large and that's still cutting edge omega core work, so medium weapons wouldn't make much sense that even compare to those even slightly. (granted even large weapons don't make much sense using the same logic, but it's fine if you just squint a little and mutter "domain tech" a few times...)

On a different note though, I am going to throw out a disclaimer that I am not calling for the weapon to be nerfed or changed in any way because my case is extremely rare and takes a considerable amount of time to replicate without the use of console commands. Anyway, I find that if you take a Conquest and load it down with 6 NovaX cannons with maximum flux dissipation and fire rate hullmods(like from More Hullmods), you can spew so much ordnance at everything in general, even outside your weapon range, nothing can kill you. Frigates never even get close. Even Paragons fall with enough spam. I even took out the Zigg untouched. It simply could not approach. Especially seeing as the shots are also extremely efficient at wiping fighters and missiles. So maybe the only viable Conquest is the one with all NovaX?

12
... I might just make it so you can only build in one hull mod at a time...

Wouldn't this still allow for the first example to occur, or would you make it so it has to be installed first? Seems like the main issue is being able to build in hullmods that are not currently installed with OP.

13
This mod makes hullmod interactions kind of funky. I have 2 examples.

First one is when a mod adds a custom built in hullmod that has incompatibilities, such as Monobolic Construction from DME. It is not compatible with Heavy Armor. However, if you simply "show all" in the build-in menu, it can still be selected and built in. This causes the hullmod conflict to always be there and always play the error noise, but it will still work and do what it's supposed to despite it not normally being possible.

Second one is with more modded hullmods, but still worth noting. "Minimal preparations" added by SCY is incompatible with Efficiency Overhaul, and when you build in one or the other and exit the menu, the other can not be built in. If you select both to be built in at the same time though, you can. Again, the "show all" button needs to be pressed, and the hullmod conflict won't go away, but you still can.
Edit: It seems you have to select Minimal Preparations first in order for it to work.

14
Modding / Re: [0.95a] Additional Search Commands
« on: February 04, 2022, 12:25:27 PM »
Finally, some commands for searching, so I will finally know if I missed anything in a dust belt somewhere way off in the fringe. Why did I not see this sooner?

15
I tried moving Starsector to my desktop and running the debug, then again as admin, to no avail. Though the error log did look slightly different. Also by run configuration I assume you mean the config I have on IDEA for running the bat file? I'm still very new to all this. Regardless, I will post a screenshot of that. If anything else is needed, let me know. It helps to be specific.

Your debug-starsector.bat is not specifying java.library.path. It should look like this (since you are on Windows, you can just copy/paste the entire thing):

Code
start ..\jre\bin\java.exe -agentlib:jdwp=transport=dt_socket,server=y,suspend=y,address=5005 -Djava.library.path=native\windows -Xms1536m -Xmx1536m -Xss2048k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar com.fs.starfarer.StarfarerLauncher

The following option is of particular relevance:
Code
-Djava.library.path=native\windows

You should also set up a run configuration for attaching a debugger to Starsector. To do this, click + on the top-left of "Run/Debug Configurations" and select "Remote JVM Debug". Use the following settings:

Debugger mode: Attach to remote JVM
Transport: Socket
Host: localhost
Port: 5005
Command line arguments for remote JVM: -agentlib:jdwp=transport=dt_socket,server=y,suspend=n,address=5005
Use module classpath: <your mod>
Before launch: Run another configuration -> run the debug-starsector batch script.

Oooohh, okay. This worked. I was getting confused on the wording in the tutorial. It says "Replace the beginning of the one line in the file as follows:" Key word is replace. I replaced this: "-Djava.library.path=native\windows" with this: "-agentlib:jdwp=transport=dt_socket,server=y,suspend=y,address=5005" because I thought something needed to be replaced. Due to the wording of it, but now it makes sense.

Thanks for being patient with my lack of experience with any bat files at all, and also the tip for attaching a debugger.

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