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Messages - boggled

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196
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 12, 2023, 07:09:59 AM »
Hi Boggled, i have a question do you have a dsc? I was once asking you about the tech tree and i implemented already basic API for it, i would like to dicuss with you things about research tiers of industries that TASC uses etc etc and how it would work from codding side. Of course if you are still intrested ^^

PM sent.

197
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 11, 2023, 06:31:27 PM »
Iv never actually used any mods for Starsector before, but this one looks really interesting. Quick question though: Can I add it mid game or am I going to need to restart?

TASC works fine if you add it mid game. I'm not aware of any bugs or problems having been caused by this.

198
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 10, 2023, 03:52:46 PM »
If I start a campaign with this and it gets some update for 0.96a, will it be backwards compatible or will I need to start over again? Already lost a favorite run because the Luddic Path planet killer thingy got bugged in a campaign from 0.95.1a

I anticipate that my forthcoming update for 0.96a will not be backwards compatible. Sorry!

I think I moused over something?  Log chunk, the rest is mostly my typos and a couple random things that didn't crash it.

Thanks for posting this! Looks like the Kletka Simulator and CHAMELEON share the same line of code that's throwing an exception in 0.96a. Please be sure to disable those buildings in the settings file and deconstruct them to avoid this.

199
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 09, 2023, 05:16:01 PM »
Ah damn, yeah i build them on every colony to ward off Pathers lmao. I'll deconstruct them i guess. Thanks!
Edit: if i dont use alpha cores, do you think it will still break?

Did you test whether it still breaks if you don't use alpha cores?

I tested the mod but not detected any issue but with combination of mods like HMI and their separated submods my game crashed but I removed the HMI mods so now all is seems okay. The log files cannot be opened for me because it appears bugged and freeze instantly if I try to open it.

Once most mods will be updated to the newest version then I will be able to play with my tons of faction-ship mods aswell. I will further test the terraforming mods to make space stations and adding various buildings on it with console commands to test if it is work too.

That's great news! It seems TASC is mostly working with 0.96a and the changes required are minimal. Thanks for testing!

200
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 08, 2023, 11:09:40 AM »
Sorry about that, dunno why it didnt put the log file in. Aaaand I can't upload the log file even zipped, because the file is too large. Absolutely tiny upload limit here

Edit: cut out what appears to be the error in question and uploaded

Great, thanks! Looks like the problem appears to be with the CHAMELEON building, specifically the alpha core logic. Did you construct one on that colony? If so, try removing it and disabling it in the settings file. If that doesn't work, remove it from the industries.csv file.

I expected there would be problems with that building given the changes to colony threats in 0.96a.

201
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 08, 2023, 10:10:35 AM »
Yes, it's in the starsector.log file.

Was unsure exactly which part that is, so uploading the whole log; sorry if that's not what you need, couldn't find anything when CTRL+F'ing for "stack"


That zip file appears to be empty. I'm sorry but I can't investigate this without the stack trace.

202
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 08, 2023, 08:34:50 AM »
"Can you please post the stack trace? That would make it easer to identify the cause."

How do i find that? Is that in the .log?




Yes, it's in the starsector.log file.

203
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 08, 2023, 06:09:39 AM »
Is there anyway to install a plama dynamo on siphon stations?


Have you tried it? I thought it worked.

Absolutely no pressing or anything at all and I hope the creator of this mod could fix the compatibility in this mod because for me this mod is an essential gameplay mod with colony management and terraform various planets around the sector. The only thing is certain the new version of the game does not let me use the mod at all otherwise it won't run. Anyone who can make it work and test could give feedback so the mod will be available again. Thanks for the mod and good luck with the next update.

I'm glad you're enjoying TASC!

I've been working on development for 0.96a and TASC does actually run on it. You merely have to change the gameVersion value in mod_info.json to 0.96a-RC8. Please let me know if you encounter any incompatibility issues once you start playing!

Please post here if you find any incompatibilities or problems between TASC and 0.96a. That will make it faster for me to release an update. Thank you!
Not sure if it's due to TASC or not but I am regularly getting this error when doing things on my colony screen:
Fatal: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
Check starsector.log for more info.


Can you please post the stack trace? That would make it easer to identify the cause.

Question. How will you reconcile the PK that you can make on TASC with the PK from the new mission?
I was curious ever since that mission was announced.

I haven't looked into that yet, but if the PK device has been added in vanilla then it will be removed from TASC.
The vanilla PK is one with lost codes. It serves as quest fodder, kinda like the Janus Prototype.
Maybe have it so you can't find TASC PK's om ruins, and can only make them after this quest?

Interesting... I'll have to play through that quest and figure out what to do.

I don't know if it was already suggested, but would it be possible to choose the appearance of the stations we can build?

There are some limited options for doing this in the settings file. You can also change the station sprites in the mod folder and the custom entities file.

204
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 07, 2023, 05:44:33 PM »
Question. How will you reconcile the PK that you can make on TASC with the PK from the new mission?
I was curious ever since that mission was announced.

I haven't looked into that yet, but if the PK device has been added in vanilla then it will be removed from TASC.

205
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 06, 2023, 12:00:32 PM »
Please post here if you find any incompatibilities or problems between TASC and 0.96a. That will make it faster for me to release an update. Thank you!

206
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 02, 2023, 04:37:52 PM »
Thanks boggled!

Anyway I'm posting here again because someone on Discord had an error report where a save fails to load:
Caused by: java.lang.NullPointerException
   at data.campaign.econ.boggledTools.refreshAquacultureAndFarming(boggledTools.java:733)
   at data.campaign.econ.boggledTools.removeCondition(boggledTools.java:2940)
   at data.campaign.econ.conditions.Cramped_Quarters.apply(Cramped_Quarters.java:65)
   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.PlanetConditionMarket.convertToRegular(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)

Looking at the source, is this from a market that doesn't have a primary entity? Although who knows where that might have come from.

Hey, I've seen this before and did some extensive troubleshooting with a player who encountered it. If I recall correctly, a market can somehow get into an invalid state after the player has spent a lot of time on a particular save, and certain assumptions (like the market having a primary entity) end up no longer being true. I don't think it's caused by TASC, but maybe I'll change that function so it won't throw an exception if the market becomes invalid. Thanks for letting me know about this!

Would it be possible to allow players to add new items to the artifact list?

No, the player cannot add additional items to the artifact crafting list (without editing the source code and recompiling). I'll look into whether I can make this configurable in the future. Sorry!

207
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: May 01, 2023, 11:49:54 AM »
So, UAF thing. The mod adds a nanoforge that is basically an eco friendly pristine nanoforge, the dimensional nanoforge. It also adds the 50% fleet quality, but does not add pollution and produces one unit less. Would it logically be possible to use it to manufacture artifacts, or are the Domain and Auroran tech bases too different, thus why you can't on the current version?

Hmm, I can add support to recognize that item as a nanoforge for purposes of crafting. Thanks for letting me know about this!

208
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 30, 2023, 11:46:08 AM »
Say boggled, may I copy a bit of your code? Specifically, the use of spec editing to change the planet type (the specific example I cribbed from was from terraformHabitableToParadise).

Absolutely! Anyone can copy any code they want from TASC.

209
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 29, 2023, 06:57:49 PM »
Heya boggled, just had the astroboli bug:

Here's the log


576818 [Thread-3] INFO  data.campaign.econ.boggledTools  - ASTROPOLIS STATION ACTIVATEIMPL: Entering build logic.
576818 [Thread-3] INFO  data.campaign.econ.boggledTools  - ASTROPOLIS STATION ACTIVATEIMPL: Creating third astropolis station.
576819 [Thread-3] INFO  data.campaign.econ.boggledTools  - ASTROPOLIS STATION ACTIVATEIMPL: Created third astropolis station with orbital angle -82.86792. The first station has angle 37.13208 and the second station has angle 277.2002.

The angles suggest the third astropoli is on the second but it's actually on the first, not sure what's up with that.

Hope you can figure out what's up with that, cheers!

Thanks for sending this to me! It definitely appears to be bugged - I'll see if I can figure out what's causing it.

210
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: April 28, 2023, 03:00:27 PM »
The more you update, the more I become amazed at your mod.

I'm glad you're enjoying TASC!

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