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Messages - LazyWizard

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17
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: April 10, 2021, 01:54:52 PM »
A new version is up, grab it here.

This fixes a few more issues with the console mod in 0.95a:
  • AddXP no longer gives negative XP after you reach level 15.
  • Fixed enabling screen scaling causing Kill and SpawnAsteroid to target the wrong point on the screen.
  • AddXP with no arguments now gives you enough XP to reach the next level.

18
Mods / Re: [0.95a] Console Commands v2021.04.06
« on: April 10, 2021, 01:41:10 PM »
Hello! I'd like to report a bug, well I think it is one. I spawned a planet using the mod and the first time it worked fine. I colonized it and the colony worked like any other colony but if I use the command again, the spawned planet will bug out: If I colonize it, nothing starts building on it. The spaceport is stuck building with no time limit whatsoever and there is no growth. Fastbuild command doesn't work, it just says no industry is being built on this planet. The problem only starts when spawning in a planet for a second time using the command, I tested it in another save and that was the result. First planet is colonized fine, second doesn't. Ps. "industry construction started" notification also doesn't fire off after colonizing.

Here is the command I used:

runcode import com.fs.starfarer.api.util.Misc; String planetName = "YourPlanetName"; float planetSize = 200; float planetOrbitDays = 180; Vector2f playerCoords = $playerFleet.getLocation(); float angleCCW = Misc.getAngleInDegreesStrict(playerCoords); StarSystemAPI sys = (StarSystemAPI)$playerFleet.getContainingLocation(); PlanetAPI star = sys.getStar(); float orbitRadius = Misc.getDistance(star.getLocation(), playerCoords); PlanetAPI planet = sys.addPlanet(planetName, star, planetName, "terran", angleCCW, planetSize, orbitRadius, planetOrbitDays ); MarketAPI market = sys.getEntityById(planetName).getMarket(); market.addCondition("farmland_bountiful"); market.addCondition("habitable"); market.addCondition("mild_climate");

Did you change planetName? If not, you spawned two planets with the same ID, which could be the cause of your problems.

19
Mods / Re: [0.95a] Console Commands v2021.04.06
« on: April 10, 2021, 01:40:18 PM »
I've only gotten the Kill command to work once in campaign on accident, and I can't figure out what I'm doing wrong

Open console
Type Kill and hit enter
Close console (with esc, this might be the issue?)
Click fleet I want gone
I just fly over to it and start a conversation.
Pressing esc still gives the cancellation message.

The one time it worked the target fleet just disappeared right after I closed the conversation, but no luck with it after that.

Just tested it and it seems where your cursor is isn't actually where it selecting the target from. For me it seem to hit people a bit above and to the right of where I click. Maybe it's a scaling problem? It does work but you basically gotta guess where the cursor is.

Good catch on the cause. Fixed for the next version.

20
Modding / MOVED: [0.95a] Controllable Domain Mothership
« on: April 10, 2021, 11:32:19 AM »

21
Mods / Re: [0.95a] Console Commands v2021.04.06
« on: April 07, 2021, 10:29:30 PM »
I'd really appreciate if we could press up multiple times to use past commands other than just the latest one.
It's on the TODO list. I haven't gotten around to it yet, but I'll bump it up the priority list.


Just tried the new version and when you respec officers, if you have the skill officer training (or whatever it's called), it isn't applied (at least for levels, didn't check for elite skills).
This is an interesting one. I've tried to track down the cause, but none of my attempted fixes, er, fixed it.

Due to API limitations, the respec command for officers is less a respec and more creating a new first level officer from scratch and copying as much data as possible from the old one. I'll try a few more things to work around it, but it's possible this bug may be unfixeable for now.

22
Mods / Re: [0.95a] Console Commands v2021.04.06
« on: April 06, 2021, 09:54:53 PM »
A new version is up, grab it here.

This fixes a few of the more pressing issues the console had post-0.95a:
  • Combat cheats work in missions again.
  • Updated the example commands mini-mod's mod_info.json so it works in 0.95a.
  • AddOfficer no longer starts officers out with an elite skill.
  • Respec works properly with officers.
  • The console overlay follows Starsector's UI scaling setting. If you changed the font scaling using the Settings command in the previous version, you'll have to use the command again (or edit saves/common/config/lw_console_settings.json.data) to return it to normal.

I'll try to fix the remaining issues and add some more 0.95a-specific features soon.

24
Mods / Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
« on: April 04, 2021, 11:33:17 AM »
How come more people aren't begging for this to be updated to 0.95a? Does it secretly already work on 0.95a? or is there a new mod that's taken this mod's place?

In this case you'd be correct. I threw up an untested 0.95a version of the mod on the Discord on the day 0.95a released. I haven't heard any reports of problems, so I assume it works fine. You can grab it here.

The radar, Version Checker, and Simulator Overhaul were all in the middle of major rewrites when the update came out. I haven't had the time to sit down and test all the changes post-0.95a (or even really play 0.95a), so I haven't put out proper releases for them. If you want to use them, the old 0.9.1a version of VC should work if you change the mod_info.json, the above link should work for the radar mod, and SO was never updated for 0.9.1a anyway.

25
Mods / Re: [0.95a] Console Commands v2021.03.27
« on: April 02, 2021, 01:19:19 PM »
Just wanted to ask, would it be possible when adding marines to set how much experience they have?
AddOfficer doesn't work properly for officers above level 5 (or I suppose 6 if you've got that skill) - I was trying to use it to do a sortof a save-transfer-lite on starting a new game with extra mods enabled, and was hoping to keep the two level 7 officers I'd found in the previous game.

Respec is similarly non-functioning; I think what's happening here is that the game's officer-level-up mechanism cuts you off at 5 regardless of what level the officer thinks they're up to.

Also, addofficer apparently auto-elites whatever random skill they started with, which is not always what you want. (Looks like this is a result of assigning "two skill points" to said skill?)
Is it possible to modify the addcredits command to give "X" credits at the start/end of each month for "Y" Months. If it is possible can multiple versions be running at the same time or would they just replace the last one?

Context: I wanted to be able to invest in NPC markets (Growth incentives, new building, upgrades etc) and get a modest return on the investment over time. As there doesn't seem to be vailla support for this and no mods that I know of. I was just going to use this mod to transfer the market to myself, do the investments manually and then transfer the market back to it's original owner via the console.

Yes I could just add the extra credits to myself via the console at the time I make the investment (which doesn't really fit with my idea) or do it either periodically or at the end of the investment period which I'd be prone to forgetting about and hence need to do extensive and tedious record keeping which I'd rather not do if it can be helped.
Added these to the TODO list, thank you.


Can someone give me the dowland for th older version? (0.9.1a)
Here's the last release for 0.9.1a.


maybe issue(version 2021.03.27):

Some combat commands won't work in the Misson's simulation, only work in campaign's combat and simulation.

Fixed in the next version. This was a bug related to the new "disable cheats for the current save" setting added in the last version. Thanks for letting me know!

26
Mods / Re: [0.95a] Autosave v1.1c (released 2021-03-26)
« on: April 02, 2021, 08:41:51 AM »
Any chance of a new feature being added? Specifically, using save copy instead of overwriting the save?

Unfortunately, no. The autosave portion of this mod works by simulating keyboard presses, and there's no dedicated keybind for making a save copy.

27
Mods / Re: [0.95a] Console Commands v2021.03.27
« on: March 28, 2021, 08:22:36 PM »
Right now it uses its own scaling that's completely separate from Starsector's setting. You can change the font size with the Settings command in the campaign.

28
Mods / Re: [0.95a] Console Commands v2021.03.27
« on: March 27, 2021, 07:43:32 PM »
A new version of the console is up, get it here.

This update adds an AddStoryPoints command. It also adds dependency tags to mod_info.json, so make sure you have at least LazyLib 2.6 and Starsector 0.95a-RC10 (the hotfix that was released earlier today) or you won't be able to enable this mod!

29
Modding / MOVED: [0.95a] The Asteroid ship pack 1.2a
« on: March 27, 2021, 05:06:51 PM »

30
Mods / Re: [0.95a] Console Commands v2021.03.26
« on: March 27, 2021, 11:35:35 AM »
Getting an NPE crash anytime I mouse over the text size settings bar. Might be others as well. .95 RC9
[snip]
Can you help me? I am interested changing the font color in the console. What file should I be looking for to do that?
The Settings crash is due to a known bug. I'll try to work around it if I can until it's fixed, but until then you'll need to manually edit the file saves/common/config/lw_console_settings.json.data if you want to change the console's font size or color.


(Now I'm crossing my fingers for an "addstorypoint" command. :D )
AddStoryPoints is already in for the next version!


Hello mr.wizard,could i post your console mod on starsector chinese forum?
Go ahead, you have my permission.

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