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Topics - gruberscomplete

Pages: [1] 2 3
1
General Discussion / How to create comm relay?
« on: December 01, 2018, 08:32:39 AM »
Hi, I have created several colonies in a system before I realized that there is no way to add a comm relay (there are no stable positions in the system). This prevents me from viewing the global market info data for my colonies.

Is there a way to at least gain market info in a system with no comm relay?

2
General Discussion / Disable interface sounds?
« on: November 25, 2018, 06:42:21 AM »
Specifically, the ones which happen you pause the game (1 - "white  noise") and the one where you hover over one of a market's interface options (2 - "tick").

2 - Open the comm directory , Take a shuttle down... ,
and also cargo interface - Open Market, Black Market, All, ship weapons, resources

3
Suggestions / Customizable ship auto-configuration (Autofit)
« on: October 07, 2017, 09:00:11 AM »
There is a useless option in the autofit screen:
Always add "<useless hullmod>"

I like to equip flux distributor / flux coil adjunct instead of bulkheads and blast doors.

It would be nice to be able to customize the autofit options, and allow for new ship builds:

Always add "advancedOptics" to beam-heavy ships.

Always add ITU to frigates (it is only 2 op). --> always add to destroyers, etc.

Always add Unstable Injector when ship speed is below 100/90/70/50 (customizable)

Always add missile racks and ECCM (if enough OP) to missile boats.

Avoid adding "<hullmod>"

Add converted hangar to everything and equip interceptors (+0 OP)

Ship focus (for new variant generation):
Assault, support, sniper/kite, missile boat, carrier.


4
Is it possible that this bug is from modifying settings.json? I changed up a few values from there a while ago.

Mods:
Arsenal expansion 1.4 (new)
autosave
combat chatter
common radar
console commands
disassembleReassemble_v0.6 (new)
dynasector
graphicslib
lazylib
nexerelin
officership program (a console command, this might cause the crash, idk)
ship and weapon pack
unknownSkies
usable [redacted]

I've had this bug for a while, that SS hangs during the campaign for no reason or during saving.
It keeps looping like this for a while:

Code
711894 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.3528414
711903 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
711911 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.3528414
711927 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.3528414
711944 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.3528414
711961 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.3528414
711977 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.3528414
711994 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.3528414
712010 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.3528414
712027 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.3528414
712033 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
at java.util.HashMap$EntryIterator.next(Unknown Source)
at java.util.HashMap$EntryIterator.next(Unknown Source)
at com.thoughtworks.xstream.converters.collections.MapConverter.marshal(MapConverter.java:75)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.marshallField(AbstractReflectionConverter.java:256)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMarshal(AbstractReflectionConverter.java:141)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.marshal(AbstractReflectionConverter.java:89)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.marshallField(AbstractReflectionConverter.java:256)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMarshal(AbstractReflectionConverter.java:141)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.marshal(AbstractReflectionConverter.java:89)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.marshallField(AbstractReflectionConverter.java:256)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMarshal(AbstractReflectionConverter.java:141)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.marshal(AbstractReflectionConverter.java:89)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.writeItem(AbstractCollectionConverter.java:64)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.marshal(CollectionConverter.java:74)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)


Then it says a lot of these:

740648 [Thread-12] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0

5
Modding / AssignFleet console command: factions give u kitted out ships
« on: September 17, 2017, 03:14:35 PM »
What it does: Adds ships straight to your fleet. Each ship is fully equipped and customized by the game's variant generator.

You can roughly select how many ships to add, and what class they will be. If you add "1" fp worth of ships, it will add 1 frigate/corvette. If you add "5", it might give you 5 frigates or 3 frigates and a destroyer ... etc.

In addition, each ship added will be from the list of hulls that a faction uses. If you want pirate ships, it will not give you an astral.


here is dl: DL version 2: fixed a few bugs

Requires Console Commands!!! Also Lazylib.


Use it like: "assignfleet faction_id fp"

for example: "assignfleet luddic_path 5"
Here '5' is the size of the fleet (fp or fleet points), 'luddic_path' is the internal faction id.

To get faction ids, you can type the command "list factions"

You also need to run the commands "addcrew" and "repair all".


Backstory:
Spoiler
I hate having to buy and outfit ships, and I'd like to play as a non-OP fleet, be able to have all my fleet destroyed, and have a new fleet given to me just because I am a member of the faction.

So I built a command for that. (membership of faction not required)

Inspired by the spawnfleet console command.
[close]

6
So I don't have to click 50 times when I deposit weapons salvaged from battle.

7
General Discussion / Missile autofiring properly
« on: September 01, 2017, 05:58:32 PM »
I have a big missile boat that has a ton of harpoons + missile racks, but the AI does not fire any missiles.

I'd like for the AI to launch all missiles at one ship (focus-fire). How can I get the AI to do that?

Also, how can I get the AI to fire only enough missiles to actually destroy a ship and get through shields, but not waste too much ammo?

8
I don't know if this was ever mentioned before, but what if you could change the ship systems in a hull? I mean to separate ship systems into four categories - low, mid, high, special tech and only allow low tech systems on a low tech ship (like a condor with burn drive, or enforcer with ammo feeder).

Also, it would be nice to be able to modify the weapon slot types and/or add new slots to an in-game hull. This would be like changing the shepherd's borer wing to a fighter wing slot.

Lastly, if we could modify ship systems and weapon slots, it would be a nice feature for the AI to randomize their own hulls too.

For weapons, I mean mostly custom fighter wings, with different weapon types affecting the speed of the fighter.

9
So today I used console commands and made myself allied with remnants (setrelation remnants 100) and I visited a system that had an undamaged battlestation.

So I could fly around without having to fight their fleets and could see how they work. It appears there are fleets assigned to guard the jump points, abandoned stations, and caches.

The battlestation spawns fleets which fly around, and then return to the station. It would be really cool if u could kinda have a dialogue with it and access its storage, this would kinda be cool for role playing as the AI.

10
General Discussion / salvage: Distribution of hidden treasure
« on: April 21, 2017, 06:11:30 PM »
It seems that there is no clear bonus for systems that are on the edge of the map vs systems next to the core worlds.

Is there anything out there that anyone has found? Do motherships spawn near the core of the sector?

11
Bug Reports & Support (modded) / why specId null?
« on: March 07, 2017, 01:55:56 PM »
I often have a crash on game generation when I run faction mods. Here, I have enabled just one faction mod: Underworld

I also have Dynasector and SS+ enabled, along with a few other mods.

Code
146321 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.K] with id [uw_cabalmarket] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.K] with id [uw_cabalmarket] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.econ.Submarket.readResolve(Unknown Source)
at com.fs.starfarer.campaign.econ.Submarket.<init>(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addSubmarket(Unknown Source)
at data.scripts.campaign.econ.UW_CabalInfluence.apply(UW_CabalInfluence.java:10)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at data.scripts.UnderworldModPlugin.syncCabalMarkets(UnderworldModPlugin.java:105)
at data.scripts.UnderworldModPlugin.syncUnderworldScripts(UnderworldModPlugin.java:37)
at data.scripts.UnderworldModPlugin.onGameLoad(UnderworldModPlugin.java:179)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.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)

12
Suggestions / Basic Codex and "Edit Variants" Features
« on: February 25, 2017, 05:18:06 PM »
There are some obvious features, still unimplemented, that would really help out in the "Edit Variants" window:

  • Jumping to the hull starting with whatever key was pressed, or a search box to find a hull/variant
  • Show commander skills and OP point increase from them: eg. let the user see the commander's skills and select as many skills as they want, such as the 1/2/4 OP reduction per weapon for combat or the 20% OP increase for technology.
  • "Create new variant" button to create a slot for another variant

13
General Discussion / Do officers provide fleetwide bonuses?
« on: January 27, 2017, 08:21:45 AM »
I always max out technology first, and rarely use officers and spend time upgrading them.

If I decided to max out industry, could I lvl up an officer in combat to achieve fleetwide bonuses like the 1/2/4 OP weapon reduction across all ships?

Would technologies' OP increase also apply fleetwide - or only to that ship?

14
Modding / Modability of Starsector versus that of Skyrim?
« on: December 17, 2016, 07:30:45 AM »
As we all know, modding is a massive part of Starsector. When the game goes live, it will become a cluster**** of hundreds of modders creating new factions.

Modding Starsector is becoming more and more like modding Skyrim:
This guide for SS mods just gets more and more like the Skyrim STEP guide, just getting more and more complicated.

The requirements for knowing java to create a good mod/faction will stop most people. On the other hand, a lot of players are programmers and will have an OK time learning modding.

Do you guys feel the same way?


15
Modding / Plentysector v1.1
« on: November 28, 2016, 01:34:06 PM »
Hello!

Now compatible with Nexerelin, Dynasector, SS+, Ironclads!


This mod increases the amount of ships/cargo sold at markets.

Everything is still in the same proportion as vanilla - making this mod vanilla friendly.
Plentysector does not change the ratio of the tiers of ships/cargo sold.


Here is the mod (Version 1.1):
DOWNLOAD HERE!


warning:
  • Dynasector - requires disabling "Market Integration" in DYNASECTOR_OPTIONS.ini
  • Requires a new game in order to function properly
  • Use "ForcePlentyMarketUpdate" instead of Console Commands' "ForceMarketUpdate"  


Updates:
v1.1
Now compatible with Dynasector.
Reduced same ship count to 5.
Increased number of fighters sold.

v1.0
Added a console command: ForcePlentyMarketUpdate which updates all Plentysector markets

v0.0.5
Loads instantly at markets. No more than 10 of same type of ship sold at markets.

v0.0.4
Works with Ironclads and Nexerelin -- Plentysector is now configured to be a utility mod.
Now loads faster when viewing ships for sale at a market.


Welcoming all feedback, criticism and suggestions.

Enjoy,
gruberscomplete

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