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1
Mods / Re: [0.96a] Scan Those Gates (v1.5.5)
« on: July 24, 2023, 06:17:51 AM »
LunaLib 1.8.0 just got released and hence, running into an error from this mod screaming about needing to update LunaLib to at least 1.7.4.

Took a quick look at the source files, seems to be in the ScannerModPlugin file where there's this boolean check that's erroneously forcing an unnecessary crash. It doesn't account for a "version greater than" situation and continues checking the subsequent conditionals, hence it outputting that 1.8.0 < 1.7.4

Code
    @Override
    public void onApplicationLoad() {
        if (lunaLibEnabled){
            if (requiredLunaLibVersionPresent()) {
                addToManagerIfNeeded();
            } else {
                throw new RuntimeException("Using LunaLib with this mod requires at least version "
                        + LUNA_MAJOR + "." + LUNA_MINOR + "." + LUNA_PATCH + " of LunaLib. Update your LunaLib, or else...");
            }
        }
    }

    public static boolean requiredLunaLibVersionPresent() {
        String version = Global.getSettings().getModManager().getModSpec(LUNALIB_ID).getVersion();
        log.info("LunaLib Version: " + version);
        String[] temp = version.split("\\.");
        if (Integer.parseInt(temp[0]) < LUNA_MAJOR) return false;
        if (Integer.parseInt(temp[1]) < LUNA_MINOR) return false;
        if (Integer.parseInt(temp[2]) < LUNA_PATCH) return false;
        return true;
    }

2
Mods / Re: [0.96] QoL Pack 1.2.0
« on: July 07, 2023, 04:55:12 AM »
Hi, I think I might have noticed a bug with the automatic turn shields on after using shipsystem functionality in 1.2.0.

I first noticed it not triggering with SoTF Sierra's special phase ship system(changed to disable shields in the csv file). I doublechecked both the lunalib and .ini file settings and both those places had the setting enabled. This was something that had worked with the previous version in 0.95.1 as well as in 0.96 with the bootleg update.

However, I then tested it with only this mod enabled (and the requisite lazylib), where I noticed that the vanilla shipsystems, Phase Skimmer/Teleporter both would not re-activate the shield on shipsystem use, however Burn Drive did reactivate the shields after it ended, be it via timing out or manually toggled.

I also re-tested it with all my mods enabled, and observed similar behavior with phase skimmer/teleporter not re-enabling the shields after use while burn drive did.

It seems like it's something certain shipsystems do that prevent the shield from re-activating?

3
Mods / Re: [0.96a] Emergent Threats v0.1.2
« on: July 01, 2023, 01:43:13 AM »
That is very strange. Without knowing more about the other mods, the only reason I can think of this happening is due to an outdated version of magiclib. Otherwise I'm stumped. The drop list is in Emergent Threats\data\config\modFiles\magicBounty_data.json under "job_item_reward" for each mission.

I've fixed the missed version update and reloaded the file but it shouldn't affect anyone playing the current version.


I'm seeing a bunch of modspecs and ship_bp listed as rewards in the existing magicBounty_data.json file. Just redownloaded a fresh copy for comparison and no difference in that file either.

I'm using magicLib 1.1.3 rc01, which should be the newest version out according to the thread here, unless there've been updates released elsewhere?



EDIT: Ok, something's definitely wrong on my end, dug through some files to see which bounties have special rewards and did them, I'm not getting any of the job_item_reward drops, Tahlan's legio rising bounty and Amazigh's Ship Foundry were the ones I tested.

I did get the special ship for all the bounties I tested, but that could just be down to RNG, since I have previously gotten the Lampetia from this mod's Diamond in the Dark mission once when reloading and testing.

And I see a magiclib 1.2.0 pre-release build just uploaded on github, gonna try that and see if it solves the issue/breaks anything else no it didn't fix the issue. But regardless, seems to be a wider issue and not an issue specific to this mod.

4
Mods / Re: [0.96a] Emergent Threats v0.1.2
« on: June 30, 2023, 11:36:25 PM »
The hullmods are currently set as mission rewards. White Whale should drop 3, while the rest should drop on either Diamond in the Dark or Gaining Vantage. The flagships for each mission should be guaranteed salvageable, but will occasionally end up as a storypoint salvage due to a quirk of magiclib. The Mimesis (P) escorts are not guaranteed drops but you should receive a blueprint upon mission completion (see here) so you can build them yourself, while the Azure Fire should be a unique guaranteed salvage. The Lampetia encountered in the mission should be salvageable, but it's a stock Lampetia that can be rarely encountered among Remnant fleets. The big reward for that mission should be the Advanced Terminator Core hullmod that can be fitted to any Lampetia or Odyssey (TT).

If none of the new hullmod specs or blueprints are dropping upon mission completion, that is a pretty serious bug. I will do some more testing on my own, but if you could post an image of the post-battle salvage for any of the missions just to confirm they're not dropping, that would be a big help too.

I definitely didn't get the Mimesis(P) BP or any of those hullmods after the battle. I don't have a save to redo that battle again, but I did have one with Diamond in the Dark active, fought that again and here is the end of battle drops for both ships(No Lampetia) and items(first one default, second filtered to Other only so the the full list of those items are visible).

Full disclaimer though, I am running quite a few mods, including some bootlegs/version-number-changed ones. However, most of the mods and especially Nex and the assorted library mods should be the latest official releases with a clean folder install.

But it's possible that it could be something broken on my end from ill-advised modifications. If so, I could always just console command in the relevant rewards.


For another minor thing, just noticed that the 0.1.2 files still indicates version 0.1.1 in the mod_info.json file.

5
Mods / Re: [0.96a] Emergent Threats v0.1.2
« on: June 30, 2023, 11:29:24 PM »
The hullmods are currently set as mission rewards. White Whale should drop 3, while the rest should drop on either Diamond in the Dark or Gaining Vantage. The flagships for each mission should be guaranteed salvageable, but will occasionally end up as a storypoint salvage due to a quirk of magiclib. The Mimesis (P) escorts are not guaranteed drops but you should receive a blueprint upon mission completion (see here) so you can build them yourself, while the Azure Fire should be a unique guaranteed salvage. The Lampetia encountered in the mission should be salvageable, but it's a stock Lampetia that can be rarely encountered among Remnant fleets. The big reward for that mission should be the Advanced Terminator Core hullmod that can be fitted to any Lampetia or Odyssey (TT).

If none of the new hullmod specs or blueprints are dropping upon mission completion, that is a pretty serious bug. I will do some more testing on my own, but if you could post an image of the post-battle salvage for any of the missions just to confirm they're not dropping, that would be a big help too.

I definetely didn't get the Mimesis BP or any of those hullmods after the battle. I don't have a save to redo that battle again, but I did have one with Diamond in the Dark active, fought that again and here is the end of battle drops for both ships(No Lampetia) and items(first one default, second filtered to Other only so the the full list of those items are visible).

Full disclaimer though, I am running quite a few mods, including some bootlegs/version-number-changed ones. However, most of the mods and especially Nex and the assorted library mods should be the latest official releases with a clean folder install.

But it's possible that it could be something broken on my end from ill-advised modifications. If so, I could always just console command in the relevant rewards.

6
Mods / Re: [0.96a] Emergent Threats v0.1.2
« on: June 30, 2023, 09:23:28 AM »
Got a few questions since some things don't seem to be working quite right in my game.

How are the hullmods (and blueprints as mentioned by Deageon?) supposed to be unlocked? Are they supposed to be normal hullmod/ship bps that drop after the respective battle or is it some scripted thing that unlocks automatically in the background?

Because whichever way it's supposed to be, I don't seem to be getting any of the rewards after completing the bounty missions outside of the salvaged ships.

Additionally, the bounty flagships/special capitals also don't seem to be guaranteed? I've had one run where the two Mimesis(P) weren't salvageable after that bounty, and another run where Diamond Nexus' special Lampetia didn't drop. Is this intentional?

7
Mods / Re: [0.96a] The Xhan Empire, version 2.51 Gramada
« on: June 28, 2023, 10:51:27 AM »
Kind of a minor thing, but the Pamed Drover is still the 0.95.1 version's with reserve deployment(except with 0.96's stronger reserve deployment system) and lacking the B-deck hullmod, so it performs quite differently than just being "Base Drover plus Recovery Shuttles" that it's described as.

8
Modding / Re: [0.95.1a] The Sunrider
« on: January 24, 2023, 12:54:50 AM »
Went back to take a look at the original Sunrider game, I'd completely forgotten that that series referred to their ships' ballistic cannons as 'Kinetics'. So I guess Ava's technically being consistent with her source material when she refers to the Sunrider's batteries as kinetic cannons.

It's only confusing when thinking about it in terms of Starsector's mechanics.

9
Modding / Re: [0.95.1a] The Sunrider
« on: January 23, 2023, 12:55:03 AM »
Noticed an inconsistency, the Evolved Ceran Saviors are described as kinetic weapons during the quest dialogue text, but the actual weapon received is a high explosive type weapon.

10
Mods / Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
« on: December 07, 2022, 05:29:18 AM »
Hi, I think I might have noticed an issue with the Blast Heater hullmod, it doesn't seem to be applying it's stat bonuses at all.

The visual effect is present, with a light yellow glow on ballistic weapons at low flux and a blue glow on energy weapons at high flux, but the rate of fire and energy cost appear unchanged.

Timed it on a hellbore (slow firing ballistic weapon), no difference with and without the hullmod, 3 seconds between shots.

Used a plasma cannon for the energy test, brought my ship's flux up to near maximum (and with the blue glow on energy weapons) and still approximately 1600 flux per burst.

11
Mods / Re: [0.95.1a] Exotica Technologies v1.2.6 - UI Update 2!!!
« on: December 04, 2022, 11:52:09 PM »
Noted, thanks for the clearing it up.

12
Mods / Re: [0.95.1a] Exotica Technologies v1.2.6 - UI Update 2!!!
« on: December 04, 2022, 09:10:04 PM »
Tried out 1.2.6, the exotics config file doesn't seem to be reflected on the upgrade UI.

Also, the, the hacked missile forge config variable names don't line up with what the in-game UI seems to state. It has the two variables "secondsBetweenReload": 90 and "percentReloaded": 50.0, but the in-game UI states that it'll do a full reload every 60 seconds (with a 50% penalty to maximum ammo)

that is because the exotics.json is not used any more, sorry.

Is that just for exotics.json or are all the config files no longer in use?

Assuming they're all deprecated, I see that in just the previous 1.2.4 version, the changelog mentions the addition of configuration options, assuming it's not the aforementioned config .json files, is there some other location to tune the mod options outside of editing and recompiling the source files?

13
Mods / Re: [0.95.1a] Exotica Technologies v1.2.6 - UI Update 2!!!
« on: December 03, 2022, 11:55:20 PM »
Tried out 1.2.6, the exotics config file doesn't seem to be reflected on the upgrade UI.

Also, the hacked missile forge config variable names don't line up with what the in-game UI seems to state. It has the two variables "secondsBetweenReload": 90 and "percentReloaded": 50.0, but the in-game UI states that it'll do a full reload every 60 seconds (with a 50% penalty to maximum ammo)

14
Came back to the game after a bit of a break, been using 1.7.0 for a bit and the new targeting prioritization/restrictions are great, they basically covered all the remaining conditions I'd have wanted previously.

Did notice a small issue though, the PrioritisePD mode doesn't seem to account for some weapons ignoring flares (be it innate via the IGNORES_FLARES weapon_data tag or via the IPDAI hullmod). With the PrioritisePD mode on, all PD weapons will target flares regardless.

15
Mods / Re: [0.95.1a] AdvancedGunneryControl 0.13.0
« on: August 05, 2022, 09:07:53 PM »
1.1.1 is out!

Turns out I had a little bit more time on my hands than I thought today and fixing the UI issues was easier than anticipated. At least I hope that I actually fixed them...

I essentially simply scaled all positions by the scaling multiplier and made positions relative, rather than absolute.
Additionally, I explicitly exposed the positioning values in the settings.editme-file. This means that, if you are having trouble with positioning of either the UI or tooltips/messages, you can adjust the positioning in the settings.

I tried a couple of resolutions and scaling multipliers (though my monitor only supports up to 1920x1080) and it looked fine to me. On the lowest possible resolutions (1280xN), the screen gets pretty cramped, but I'm afraid there's not much I can do about that =/
If this becomes a real issue for people, I could maybe consider using a smaller font and smaller buttons on low resolutions.

Of course the previously mentioned fixes to tags and tag selection are also included.

Please let me know if these fixes work or if there are still issues!

Thanks in advance and happy drug-smuggling!

Hey, thanks for your continued work on this! Just a heads up though, but the link in this post seems to be blocked or malfunctioning. Tested on several browsers and devices and they all link to either a blank "https://" or "about:blank#blocked". The link to your github releases on the front page is fine though so most people probably wouldn't even notice the issue unless they come all the way to this page.

As for v1.1.1 itself, seems to work fine, UI is onscreen at both minimum and maximum scaling, the PD(Flx>N%) tag seems to work fine, tested at the default 50% and a modified 75% and mixed PD and non-PD weapon groups ignores ACG PD weapon tags for the non-PD weapons.

Unfortunately, I might have run into another issue. Something about the default setting(no AGC tag used) seems to be affecting weapons that are by default tagged PD_ONLY(in the weapon_data.csv), they seem to lose the PD_ONLY behavior and begin firing at ships(and fighters) as well. Probably a rather rare issue since PD_ONLY weapons aren't too common, I don't think there are any in vanilla starsector, and even mods usually only have them as built-in weapons if even that.

I tested it with weapons tagged with both "PD, PD_ONLY" tags or with only "PD_ONLY" and they both exhibited the same behavior of firing at non-PD targets.

Checked on weapons tagged with PD_ALSO, but those seem to work correctly, targeting ships over missiles/fighters if all 3 are in range but still firing at missiles if no other targets are within their firing area. So the problem seems to be only on PD_ONLY (at least as far as I've noticed).

Toggling the "DEFAULT" ship AI mode on AGC doesn't seem to affect this behavior, PD_ONLY weapons continue firing at non-PD targets while untagged. (Actually, what does the "DEFAULT" ship AI mode do? It doesn't seem to affect AGC tag behavior regardless of whether it's toggled on or off and it isn't a quick way to deselect all AGC tags either.)

Adding the weapon in question to the weaponBlacklist under modSettings.json also didn't seem to affect this PD_ONLY override behavior.


I also downgraded back to 0.13.2 to check, and the vanilla PD_ONLY being overridden problem didn't occur on that version if that helps.

Of course, the vanilla PD_ONLY behavior can be simulated with v1.1.1 AGC's PD and NoFighters tags so not too big a deal personally, but I do understand the argument about not wanting AGC to override vanilla behavior by default so eh~.

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