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Messages - Uxion

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1
Modding / [0.96a] Add Stable Locations using Console Commands
« on: August 13, 2023, 07:21:57 PM »
I made this mod because I wanted to add more Stable Locations in a system.
Obviously this is a cheat.

Instructions:
1) Park your fleet where you want to make a new Stable Location.
2) Open Console Commands
3) Type 'AddStableLocation'
4) Done

Requirements: Console Commands by LazyWizard

Credit to Histidine and Algester's posts, quoted below.

Editing the save is probably too complicated, but you can use the Console Commands mod with the following command (copy and paste):

Code: java
runcode SectorEntityToken fleet = Global.getSector().getPlayerFleet();  
      StarSystemAPI sys = (StarSystemAPI)fleet.getContainingLocation();
      SectorEntityToken stable = fleet.getContainingLocation().addCustomEntity(null, null, "stable_location", "neutral");
      float orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(fleet, sys.getCenter());
      float orbitDays = orbitRadius / (20f + new Random().nextFloat() * 5f);
      float angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(sys.getCenter().getLocation(), fleet.getLocation());
      stable.setCircularOrbit(sys.getCenter(), angle, orbitRadius, orbitDays);
This creates a new stable location at your fleet's current location. You can tweak orbitDays for realism if you want.

this is the more simplified version of the Stable Location based on the player location found way earlier of this forum post you can search for it though unless you are a lazy person
Code
runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); if (star != null) { $loc.addCustomEntity(null, null, "stable_location", "neutral").setCircularOrbitPointingDown(star, VectorUtils.getAngle(star.getLocation(), $playerFleet.getLocation()), MathUtils.getDistance(star.getLocation(), $playerFleet.getLocation()), 180f); }
you can change stable location to "nav_buoy", "comm_relay", "sensor_array" while adding "nav_buoy_makeshift" so on and so forth turns them into makeshift variants

I got autogenerate Hyperspace jump points to work
Code
runcode Global.getSector().getStarSystem("System Name").autogenerateHyperspaceJumpPoints(true,true)
// the first true statement is for Gas Giants
// the second true statement is for generating Fringe Jump Points

2
to anyone who appears to support the edit to my mod: there is a new license for the version on 0.96a. please do not use my now-updated code for your vile and trash edit that affects other people's work.

Apologies, but context? Did something happen?

3
Received following error for 40-Rapid:

Code
Fatal: DIRECTORY [[color=red]path to mod[/color]](data/config/settings.json) Expected a ',' or '}' at 82 [character 2 line 6]

This is the line in question:
Code
# for building in s-mods 

Judging from things, it looks like all '#' comments will all cause the same issue.

4
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: June 05, 2020, 03:57:59 PM »
Quick question about the shades, if the terraforming is done, I can get rid of the shades and the terraforming won't reverse, right?

5
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 04, 2019, 09:31:44 AM »
Welcome!
Hi there, this is my first time posting, was introduced to this great game by SsethTzeentach. :)

My game crashes whenever I initiate a combat. Is there something I am doing wrong? Thanks in advance.

Here's the log:

231089 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError
java.lang.AbstractMethodError
   at com.fs.starfarer.combat.oOOO.B.?00000(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)
Seems to be an outdated mod. When you get ingame after loading the save, do any mods say they require an update in the bottom-left? (press V for details)

Also, you'll want to check if any mods you're using (even if they're the latest version available) are only updated for Starsector 0.9 (or worse, 0.8.1) rather than 0.9.1.
(If you post a screenshot of your mods folder with the mods used, someone could also spot the outdated mods)

Hi, I've run into an issue when I try to run the mod and it sends me a null error, along with this in the log.

Quote
195102 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config null not found, using default
195102 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Wyrm (PLANET), faction null
195103 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
195104 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
195245 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.PopulationAndInfrastructure.apply(PopulationAndInfrastructure.java:112)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:523)
   at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:485)
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1564)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1007)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:361)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.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.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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)

I don't know what I did, but the settings I made were Random Core Worlds, Prism Station, Derelict Start, Enable all Factions.
Looks like Nexerelin is trying to work with one or more invalid factions (it breaks when trying to spawn a market for "null" faction).
I think this is either because one of the mods present has a broken Nex config, or due to Nexerelin's exerelin_config.json file being corrupted (although in the latter case, the issue should have been instantly noticeable from not having any starting factions to pick).

If you could provide the following info, it would be helpful:
  • When you search for "error" in the log (without the quotes), what else comes up?
  • What about a search for "starting faction"?
  • Could you post the contents of Starsector/mods/enabled_mods.json, or a screenshot of your mods folder with the mods used?
I am only using this mod and the one other required mod.

Also I think it has to do with the game trying to stuff all the factions in a tiny, tiny area, and ran out of room, causing it to crash.

6
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 03, 2019, 11:12:51 AM »
Hi, I've run into an issue when I try to run the mod and it sends me a null error, along with this in the log.

Quote
195102 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config null not found, using default
195102 [Thread-4] INFO  exerelin.world.NexMarketBuilder  - Creating market for Wyrm (PLANET), faction null
195103 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
195104 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
195245 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.PopulationAndInfrastructure.apply(PopulationAndInfrastructure.java:112)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:523)
   at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:485)
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1564)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1007)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:361)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.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.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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)

I don't know what I did, but the settings I made were Random Core Worlds, Prism Station, Derelict Start, Enable all Factions.

7
Is there a good way of finding habitable systems without having to visit each one?

8
Suggestions / Re: inside view
« on: October 20, 2012, 11:55:13 AM »
I was thinking about going to an isometric view of the city which is in grid form so that you can easily click and build whatever facilities you want.

9
Suggestions / Re: Hyperion Phase teleporter
« on: October 17, 2012, 02:16:34 PM »
How do you even aim the teleporter anyways?

10
Suggestions / Re: Multiple suns?
« on: October 16, 2012, 05:03:51 PM »
Variety is the spice of life as someone famous said.

Besides, if it can be done easily with no real effort, then there is no excuse to not do it.

11
Suggestions / Re: relationship bar
« on: October 16, 2012, 05:02:40 PM »
Why not a relationship meter that is similar to the one Freelancer used?

12
Suggestions / Re: Landing on planets or capturing space stations.
« on: October 16, 2012, 05:02:05 PM »
What about have them act as resource points?

Where they land and set up a resource gathering operation on the surface where they create food, mine minerals, etc.

And then have them form convoys to send the raw resources to either refineries in space or on the same planet? The former has risk of being attacked by pirates and the latter has easier of time being captured by planetary assault (which leads to another thread I made about stationing marines with various experience levels guarding the facilities on the planet).

It would be like the X-series (X3 Reunion, X3 Terran Conflict, etc).

I would love to see something like that implemented.

13
Suggestions / Re: Make boarding a real choice
« on: October 12, 2012, 04:27:33 PM »
Can we also consider the experience level of the marines as well?

Whether the experience translates to actual experience and/or better equipment is irrelevant.

14
Suggestions / Re: Leveled Marines
« on: October 11, 2012, 07:46:21 AM »
I don't think controlling the marines in a minigame would be a good idea. Let the ground assault be commanded and planned by people who do it for a living.

How about a separate experience and equipment tree?
Where Marines slowly gain experience like ship crew would, while when we have a tech tree that allows better armor and weapons for the marines?

It doesn't have to be a strictly a tree, it could also be a linear progression of upgrades.

Edit: I was also thinking that we are treating the crew with great care, but the marines are a fire and forget deal. In order to make them more versatile and useful I was thinking of those ideas.

15
Suggestions / Leveled Marines
« on: October 10, 2012, 02:45:43 PM »
Could we have marines that also follow the crew experience model?
So that they would have different amount of competence in their roles where the less component they are the more of them would die along with the ships getting damaged.
I was just thinking the way marines worked in X3 Terran Conflict.

Also when they are defending a facility they have a higher defense rating with their experience along with other stackable such as their CO being trained in ground warfare as with everything else.

I need to clarify this a bit more.

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