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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Debido

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1
General Discussion / Re: [REDACTED] [REDACTED] Core Farming
« on: April 30, 2017, 01:14:26 AM »
If it hasn't been said already, for the best Core farming take them to the Tri-Tachyon corporation - those guys pay 300% the normal price! So a $10,000 core is worth $30,000 and a $100,000 core is worth $300,000 - very lucrative.

2
TwigLib has been superseded by the built in space station functionality that also allows multi-part ships. Migrating from TwigLib to the built in function to the new system is straight forward as it uses the same weapon slot based modularity but without the need for additional JSON files beyond variant files.

3
Blog Posts / Re: Orbital Stations in Combat
« on: October 24, 2016, 09:57:44 PM »
Hmmm this feature looks awfully familiar  ;D

Nice work Alex!

4
Modding Resources / Re: [0.7.2a] TwigLib TWIG™ 0.6.10
« on: March 24, 2016, 12:54:18 AM »
Download 0.6.11

Modified the default behavior of isMultiShip to not return true if it is a detached node if it is dead.

5
Modding Resources / Re: [0.7.2a] TwigLib TWIG™ 0.6.10
« on: March 23, 2016, 10:13:33 PM »
Thanks! I'll have it updated real soon!

6
Modding Resources / Re: [0.7.2a] TwigLib TWIG™ 0.6.10
« on: March 17, 2016, 06:09:19 PM »
Hi, I've been having crashes with the latest version of TwigLib. It happens when I fight Scy ships. Before you ask I have all my mods updated and they are all compatible with each other. Here is the tail end of one of the crash logs:

Code
11192384 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [Spacer15Seconds.ogg]
11192385 [Thread-10] INFO  sound.H  - Playing music with id [Spacer15Seconds.ogg]
11193161 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: db.twiglib.core.SubNode cannot be cast to db.twiglib.core.RootShipAPI
java.lang.ClassCastException: db.twiglib.core.SubNode cannot be cast to db.twiglib.core.RootShipAPI
at db.twiglib.TwigUtils.getChildNodesAsShips(TwigUtils.java:58)
at data.scripts.util.SSP_Twig.empTargetTwig(SSP_Twig.java:27)
at data.scripts.weapons.SSP_TachyonLanceEffect.advance(SSP_TachyonLanceEffect.java:47)
at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
at com.fs.starfarer.combat.systems.void.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.void.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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(Unknown Source)

Thanks! I'll look into it.

7
Modding Resources / Re: [0.7.2a] TwigLib TWIG™ 0.6.10
« on: March 09, 2016, 07:53:41 PM »
Download 0.6.10

Modified the default behavior of getRoot(ShipAPI ship) to not return the root if the multiship part is detached from the parent to cause less headaches to modders.

9
Modding Resources / Re: TwigLib TWIG™ 0.6.9 [for 0.7.2a]
« on: March 02, 2016, 04:43:21 PM »
Apparently had some of the version numbers incorrectly stated, updated them in the files. I've replaced the 0.6.9 download with an update one correcting that.

10
Modding Resources / Re: TwigLib TWIG™ 0.6.9 [for 0.7.2a]
« on: March 02, 2016, 04:21:17 PM »
Download 0.6.9

  • Added/implemented remaining methods for 0.7.2a
  • Now suppresses spawning of parts notifications
  • Allied ship parts are now spawned as allied rather than player parts.

11
Modding Resources / Re: TwigLib TWIG™ for Interim 0.7.1-RC5 patch.
« on: March 01, 2016, 10:35:52 PM »
0.7.2



Needs a little bit of spit and polish, working on it.

12
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 26, 2016, 08:01:10 PM »
Alex did you release this patch just for little ol me? Time ships and API assistance for hiding TWIGs? You even wrote a 'temporal' shell ship system for me!

13
Suggestions / Re: API request thread (please read OP before posting!)
« on: February 25, 2016, 12:07:43 AM »
Went through this; added some new methods:


CombatFleetManagerAPI:
   boolean isSuppressDeploymentMessages();
   void setSuppressDeploymentMessages(boolean suppressDeploymentMessages);
WeaponAPI
   void setMaxAmmo(int maxAmmo);
CombatEngineAPI
   CombatNebulaAPI getNebula();
CombatNebulaAPI
   int getTilesWide();
   int getTilesHigh();
   float getTileSizeInPixels();
   boolean tileHasNebula(int cellX, int cellY);
   boolean locationHasNebula(float x, float y);
   int getLeftOf();
   int getBelow();
   int getRightOf();
   int getAbove();


Thank you Alex.

14
Announcements / Re: Starsector 0.7.2a (In Development) Patch Notes
« on: February 01, 2016, 09:31:58 PM »
Soooo....David could you tell us what the 'larger' ships are and the 'roles' they are going to be filling out? Please?

15
Announcements / Re: Starsector 0.7.2a (In Development) Patch Notes
« on: February 01, 2016, 06:00:58 PM »
Quote
I'm not sure what you're asking. I suspect the answer is "some combination of adjusting the engine and ship time multipliers", though Smiley

Ah huh, so if per say I wanted to make time slow to near a stop, and make a 'time ship' keep moving at normal rate as if outside the time bubble I just have to amp up it's speed/acceleration proportional to the amount time is slowing. That could be cool.

Nice.

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