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Topics - isaacssv552

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1
Recently, the Outer Rim Alliance, with whom I have a commission, put out an assassination on an Interstellar Imperium captain. I completed the contract successfully, successfully receiving the 951k reward. However, I was simultaneously penalized for my actions, receiving two stern warnings over my hostile conduct.

Assassination bounties should not be offered on non-hostile factions. Alternatively, your commissioner should not penalize you for hostile acts against a non-hostile faction if they contracted the acts.



2
Mods / [0.8.1a] Omnifactory Rebooted 2.2.7
« on: June 03, 2017, 09:05:17 AM »
I've reworked Lazywizard's discontinued Omnifactory mod (with permission) for balance and compatibility. Will eventually switch to spawning only in uninhabited systems.
Remnant Autofactory
A production based mini-mod
Download version 2.2.7

Features:
  • Analyze Weapons and LPCs:
    At the cost of one Gamma/Beta/Alpha core per Tier 1/2/3 weapon or fighter LPC, the omnifactory will scan them for future production. To use cores simply put them in the Omnifactory's storage.
  • Build Weapons:
    Weapons can be build by buying them in the purchase screen. Multiple weapons of the same type can be queued in sequence up to the stack amount present in the purchase screen. This will begin the construction process and after a time period dependent on size and tier the weapons will be deposited into storage. This process consumes resources including metal, rare metal, volatiles, and fuel.
  • Build LPCs:
    Fighter LPCs can be build by buying them in the purchase screen. Multiple LPCs of the same type can be queued in sequence up to the stack amount present in the purchase screen. This will begin the construction process and after a time period dependent on size and tier the LPCs will be deposited into storage. This process consumes only transplutonics but is significantly more time consuming than weaponry construction.
  • Analyze Ships:
    At the cost of one Gamma/Beta/Alpha core per Frigate/Destroy/Cruiser and 5 Alpha cores per Capital, the omnifactory will scan them for future production. To use cores simply put them in the Omnifactory's storage.
  • Build Ships:
    Ships can be build by buying them in the purchase screen. This will begin the construction process and after a time period dependent on size and fleet points the ship will be deposited into storage. This process consumes resources including metal, rare metal, organics, volatiles, and heavy machinery.
  • Order Ships:
    Pay a premium to have the sector's many markets search for you. At a markup between 25% and 375%, depending on the difficulty of acquisition, have ships from any market in the sector delivered to your storage.

Changelog
Code

 Version 2.2.7: (September 20, 2017)
================================
Added safety check to cancel scanning of D-modded ships.

 Version 2.2.6: (September 16, 2017)
================================
Fixed cost multiplier.

 Version 2.2.5: (August 31, 2017)
================================
Fix for lower resolutions.
No longer able to replicate D-modded vessels.
Misc fixes.
Autofactory market description explains how to use the factory.

 Version 2.2.4: (July 23, 2017)
================================
Resource consumption occurs on order start.
Numerous bugfixes.
May break saves.

 Version 2.2.3: (June 19, 2017)
================================
Production no longer costs credits.

 Version 2.2.2: (June 19, 2017)
================================
Fixed leave option.
Fixed resource requirements.
Fixed refit screen exploit.
Added dismissal functionality to blueprint screens.

 Version 2.2.1: (June 8, 2017)
================================
Fixed crash that could occur if restricted DME weapons were enabled by user.

 Version 2.2.0: (June 7, 2017)
================================
UCS agency finished.
Many bugs fixed.
Ability to specify autofactory location added.
Weapon cost display now includes barrels and glow.

 Version 2.1.5: (June 5, 2017)
================================
Preliminary work on UCS agency.

 Version 2.1.4: (June 5, 2017)
================================
Random spawn is now guarded by a REDACTED battlestation.
Added source files to jar.

 Version 2.1.3: (June 5, 2017)
================================
Fixed survey level.
Made Omnifactory point downwards.

 Version 2.1.2: (June 5, 2017)
================================
Added new option to omnifactory interaction. Displays all weapons the omnifactory has data for. Clicking on a weapon displays the resource requirements.
Reworked resource requirements.
Fixed a few bugs in the settings.

 Version 2.1.0: (June 4, 2017)
================================
Added new option to omnifactory interaction. Displays all ships the omnifactory has data for. Clicking on a ship displays the resource requirements.

 Version 2.0.2: (June 3, 2017)
================================
Improved notifications.
Fixed bug with Tier 4 items.

 Version 2.0.1: (June 3, 2017)
================================
Omnifactory now displays resource consumption.

 Version 2.0: (June 3, 2017)
================================
Reworked replication for increased balance and immersion.

Feedback, testing, and advice is welcome. Analysis and production times are currently set to 1/2 to aid testing.

3
Modding / Illegal Text Tooltip
« on: June 03, 2017, 05:50:36 AM »
How can I add a tooltip to the illegal notification text? I'm using the illegal notification text to display the resource requirements of ships and it is overflowing. I've found the TooltipMakerAPI but I don't know how to pass it to the UI.

4
Modding / [0.8a] Industrial Skill Expansion
« on: May 30, 2017, 01:44:35 PM »
The industry skills currently lack personal ships skills. I added two new skills. Both are available for officers. Feedback is appreciated.

Efficient Operations:
Level 1: -50% Crew Requirement (piloted ship)
Level 2: -25% Supply Use for Maintence (piloted ship)
Level 3: -25% Fuel Use (piloted ship)

Commercial Spacefaring:
Level 1: +40% Cargo/Fuel Capacity (piloted ship)
Level 2: +1 Burn Level (piloted ship)
Level 3: -50% Sensor Profile (piloted ship)

[attachment deleted by admin]

5
When a hostile patrol discovers I don't have my transponder on, they will always engage if I refuse to turn it on. If I turn it on, they will choose to flee or engage as normal.

Perhaps the patrol could leave and come back with more ships if I refuse and greatly outnumber them.

6
Suggestions / Stronger [Redacted]
« on: May 18, 2017, 09:35:41 AM »
For all the strength of the battle-station, the mundane [Redacted] are fairly weak given their status as uncapturable loot-guards. They also lack unique weapons and capital ships, but I assume that is just incomplete content.

I would like to see the [Redacted] given a 10-20% boost in stats to make them beefier. Currently, I frequently find myself fighting entire Ordos with a mere half my fleet while needing my entire fleet against mundane enemies. The only time the [Redacted] have ever proven a threat, outside of the battle-station, was through the sheer CR attrition of 5 Ordos attacking me in sequence after I jumped into the corona of a 'triple-ping' system.

7
Bug Reports & Support (modded) / Crash during combat
« on: May 18, 2017, 06:03:39 AM »
The game has crashed twice during combat, both times after the enemy is mostly defeated. The second time's crash log is
Code
 2473289 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 180, FP2: 233, maxFP1: 220, maxFP2: 280
 2473553 [Thread-6] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
 08:52:10: defending Vector2f[2000.0, 1000.0]
08:52:10: capture sensor_array at Vector2f[4000.0, 0.0]
08:52:10: capture comm_relay at Vector2f[0.0, 2000.0]
08:52:10: capture comm_relay at Vector2f[-1000.0, -6000.0]
08:52:10: capture nav_buoy at Vector2f[0.0, -1000.0]
08:52:10: capture sensor_array at Vector2f[-4000.0, 0.0]
2478495 [Thread-6] DEBUG org.lazywizard.radar.util.DrawQueue  - Released buffers of 5 dead DrawQueues
 2478503 [Thread-6] DEBUG org.lazywizard.radar.util.DrawQueue  - Resizing to 864 vertices
 08:52:25: full escort on Dominus-class Artillery Battlecruiser [0, 9636]
08:52:25: destroyer escort on Malleus-class Artillery Cruiser [988, 9558]
08:52:25: medium escort Dictator-class Heavy Rocket Cruiser [495, 10419] failed (no command points)
08:53:39: retreat Praetorian-class Strike Destroyer [1231, 3408] failed (no command points)
08:53:39: retreat Interrex-class Assault Destroyer [276, 4232] failed (no command points)
08:53:44: retreat Interrex-class Assault Destroyer [614, 4568] failed (no command points)
08:53:48: retreat Interrex-class Assault Destroyer [1252, 4555] failed (no command points)
08:53:52: retreat Interrex-class Assault Destroyer [1542, 4665] failed (no command points)
08:53:58: retreat Interrex-class Assault Destroyer [919, 3977] failed (no command points)
08:54:04: retreat Interrex-class Assault Destroyer [1127, 3952] failed (no command points)
08:54:08: retreat Interrex-class Assault Destroyer [1006, 4038] failed (no command points)
08:54:13: retreat Interrex-class Assault Destroyer [1025, 4048] failed (no command points)
08:54:18: retreat Interrex-class Assault Destroyer [1262, 3769] failed (no command points)
08:54:21: full escort on Dictator-class Heavy Rocket Cruiser [2840, 2670]
08:54:22: ordering retreat Interrex-class Assault Destroyer [1360, 3728]
08:56:41: ordering retreat Dictator-class Heavy Rocket Cruiser [3330, 3300]
2912416 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 180, FP2: 23, maxFP1: 300, maxFP2: 200
 2912679 [Thread-6] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
 2916143 [Thread-6] DEBUG org.lazywizard.radar.util.DrawQueue  - Resizing to 864 vertices
 08:59:34: Begin escape AI
08:59:34: defending Vector2f[0.0, 4000.0]
08:59:34: No delaying action
08:59:34: capture nav_buoy at Vector2f[3000.0, 0.0]
08:59:34: capture sensor_array at Vector2f[-1000.0, 1000.0]
08:59:34: full escort on Interrex-class Assault Destroyer [1000, -3639]
08:59:34: destroyer escort on Colossus-class Heavy Standard Freighter [0, -3640]
09:00:26: ordering full retreat
2975845 [Thread-6] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: -1
 java.lang.ArrayIndexOutOfBoundsException: -1
at java.util.ArrayList.elementData(ArrayList.java:400)
at java.util.ArrayList.get(ArrayList.java:413)
at com.fs.starfarer.renderers.damage.O0OO.o00000(Unknown Source)
at com.fs.starfarer.renderers.damage.O0OO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.applyDamage(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.systems.EmpArcEntity.doDamage(Unknown Source)
at com.fs.starfarer.combat.systems.EmpArcEntity.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(Thread.java:744)

8
Bug Reports & Support (modded) / UI Vanishes after surveying Planet
« on: May 17, 2017, 04:34:43 PM »
When I survey the planet Labes most of the UI vanishes. Clicking on the new invisible buttons still works, but nothing, even restarting and reloading the game, solves it. The latter part of the log is attached. Savefile is at http://www.mediafire.com/file/uckily1pc3av2hm/campaign.xml
http://www.mediafire.com/file/d2p9ydf3y4jp0f6/descriptor.xml

[attachment deleted by admin]

9
Bug Reports & Support (modded) / Game Freezes at Random
« on: May 16, 2017, 02:54:27 AM »
The game randomly freezes, requiring me to force quit it. The time between freezes varies greatly, from hours to minutes. The final lines in starsector.log are:
 AL lib: (WW) FreeContext: (0x7fe5f3f67ae0) Deleting 74 Source(s)
AL lib: (WW) FreeDevice: (0x7fe5f4956a00) Deleting 887 Buffer(s)
AL lib: (WW) FreeDevice: (0x7fe5f4956a00) Deleting 1 Filter(s)

10
General Discussion / Starsector Music
« on: March 27, 2016, 04:06:08 PM »
I saw the topic asking for the ability to listen to the music outside of the game so I looked into it. To get the music files go to Starsector's Java folder, this is in Starsector.app/contents/resources/ on mac and another thread probably has the PC location. There is a folder entitled "sounds" open it, it will have a "music" folder inside. Open the music folder and decompress the file, music.bin, inside. This will result in .oggs for all the Starsector music. To convert the .oggs to other formats use audacity (http://www.audacityteam.org) or your preferred sound program.

11
Modding / Specialized CR Timer
« on: December 09, 2014, 04:52:00 PM »
Would it be possible to make a CR timer that only goes down when it is told to go down by a hullmod's advanceincombat function?

For example, a hull mod that makes shield deal soft flux but has a 3 minute CR timer that ticks down 1 second for every 10 flux generated by the shield. After the CR timer runs out the CR would decay 1 second for every 10 flux generated by the shield.

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