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News: New blog post: Revisiting the Economy (01/03/18); Starsector 0.8.1a is out!
 
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1  Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21) on: January 22, 2018, 03:06:23 AM
Is there a way to give the player faction a description?
For the intel screen? Nexerelin/data/strings/description.csv: add an entry with ID player_npc and type FACTION
2  Starsector / Modding / Re: 3 Skill choices for Officer possible? on: January 20, 2018, 10:49:53 PM
Yeah, those are what you want. (Can't specifically vouch for them though, since I don't use IntelliJ)

You'll also need to set up a mod folder with a mod_info.json later. Any mod available can give you an example to start with.
3  Starsector / Modding / Re: 3 Skill choices for Officer possible? on: January 20, 2018, 09:17:20 PM
Look at com.fs.starfarer.api.impl.campaign.OfficerLevelupPluginImpl (in starfarer_api.zip), pickLevelupSkills method. Change this so the list it returns has three entries instead of only two.

(For compiling this into a mod that the game can reference, look up one of the tutorials on the forum.)
4  Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.3c "Battle Stations!" (DME compat. 2018-01-21) on: January 20, 2018, 09:04:46 PM
Compatibility update! Endorsed by four out of five DME players.
(The fifth was given the boot and condemned to play Star Citizen.)

Nexerelin v0.8.3c
Download

Changelog
Code:
v0.8.3c
* Support for Dassault-Mikoyan's Blade Breaker Deserter start, vengeance fleets
* Remove free storage at starting location when using free start
* Asgard's large module has asymmetric loadouts with DynaSector
* Fix a procgen crash with some start settings
* New game dialog tweaks

Note: The download includes an updated faction config for DME's Blade Breaker Deserters. Don't reinstall DME 0.9.7 or you'll overwrite it.
If you do, replace the contents of Dassault-Mikoyan Engineering/data/config/exerelinFactionConfig/the_deserter.json with this.

(Also I accidentally uploaded with the wrong file, so the two people who downloaded v0.8.3c before I took it down should do the above text replacement)
5  Starsector / Bug Reports & Support / [0.8.1a RC8] Food shortage number is confusing on: January 19, 2018, 10:40:55 PM
The way the rounding works causes the "approximately X units of food needed to end shortage" message to give confusing or even outright nonsensical figures.

I had a shortage on Salamanca which said "approximately 350 units". When I delivered exactly 350 units of food, the market condition said "approximately 1 units".
I then drip-fed it 1 unit of food at a time. The "approximately 1 units" message remained till I'd sold 25 more units (above the original 350), at which point the shortage ended.

Easiest fix: make it say "at least" instead of "approximately" (since getRound() never rounds up, if I'm reading it right).
It'd also help if the number wasn't rounded at low levels.
6  Starsector / Mods / Re: [0.8.1a] Diable Avionics 1.88 (2017/01/09) on: January 18, 2018, 04:03:13 PM
Personally I found the Heavy TPC dull to use.
A modular heavy mount might be fine, albeit probably not on a destroyer carrier.
7  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: January 16, 2018, 02:39:52 AM
Templars mod adds Templar Flux Core drops by adding them to the cargo of the fleets it generates.

The other easy way is to use reportEncounterLootGenerated(FleetEncounterContextPlugin plugin, CargoAPI loot) in a CampaignEventListener. Here's an example.
8  Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.3b "Battle Stations!" (update 2018-01-14) on: January 15, 2018, 06:23:37 AM
EDIT: Also i was curious. Does the follower faction simply function as a template faction on its own because I did some testing. When I'm currently not in a faction and set my relations towards other factions higher or lower it automatically resets back to its default value after a day or 2 passes. I went and made the Player_NPC faction visible in the Intel tab and saw that it was indeed the follower factions dictating where my relations stand with other factions when I'm currently not assigned to one of them.
Yeah, followers (mostly) work like other factions.
Although if you're using the console's SetRelationship command to set your own (faction ID "player", or second command parameter left blank) relationship with Faction A, followers should automatically change their relationship with Faction A to the same value. And vice-versa. Is that not what you're seeing?
(If not, you can just use the SyncRelationships command after SetRelationship to force it to match)
9  Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.3b "Battle Stations!" (update 2018-01-14) on: January 13, 2018, 05:47:35 PM
Nexerelin v0.8.3b
Download
Not compatible with old saves from v0.8.2d!

Changelog
Code:
v0.8.3b
* Fix rebellion suppression fleet crash
* New game dialog: Fix Prism Freeport toggle resetting sector generation sliders
* Throw exception if max player/officer levels in config are too high
    * See http://fractalsoftworks.com/forum/index.php?topic=13195.0 for details
* Use American English for defense station fleet name
* Compatibility with old Save Transfer versions

@CarbineOne: Can't say I have a clue what would cause that, unfortunately. It may help if you provide a full modlist.
M isn't bound to anything in my Starsector (in vanilla settings or in mods), so I'd also like to know what the expected behaviour was in this case.
Yeah, it's not bound to anything, entirely an accident as I tried to (erroneously) hit the 'Map' button (bound to 'M' like a million other games)

Modlist:

Dynasector
Graphicslib
Lazylib
Nexelerin
Underworld

All updated. Pressed M in vanilla, does nothing, no crash.
oh yea mine also crashes when i click M in devmode. I never really cared much about it though.
Turns out it's not something within my control. So, uh, don't use devmode or don't press M if you do, I guess.
10  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: January 09, 2018, 06:17:13 AM
Make sure to change your spawner code so that it doesn't try to spawn fleets at the market's location, since the fake market doesn't have one.

Um, forgive me Hist, but, how? I could set up the weighted picker to pick the fake market, but then how do you tell the game to spawn from an object and not the market? I think this is the fundamental things I couldn't, and still can't, wrap my head around. I mean, I think I can see bits and pieces in the IBB script about picking the nearest market, and a separate picker that picks a hideout location, with the idea that the IBB fleet picks the market then spawns at the hideout location, but what I don't understand is how this is done.
Code: (java)

CampaignFleetAPI fleet = FleetFactoryV2.createFleet(params);

SectorEntityToken spawnEntity = methodToGetASpawnPoint();  // like a planet or such
LocationAPI location = spawnEntity.getContainingLocation();  // a star system, or hyperspace
// adds our new fleet into the containing location
location.addEntity(fleet);
// positions fleet on top of the spawn entity
fleet.setLocation(spawnEntity.getLocation().x, spawnEntity.getLocation().y);


Or to spawn in hyperspace near the player, LuddicPathFleetManager does this:
Code: (java)

Vector2f loc = Misc.pickHyperLocationNotNearPlayer(target.getLocation(), Global.getSettings().getMaxSensorRange() + 500f);
Global.getSector().getHyperspace().addEntity(fleet);
fleet.setLocation(loc.x, loc.y);
11  Starsector / Bug Reports & Support (modded) / [0.8.1a RC8] NPE on pressing M in devmode campaign layer on: January 09, 2018, 03:48:56 AM
From Nexerelin thread:
Fresh install, modified x_stream installed, memory modded to 4GB/4GB, compatible mods only, kicked this error when I press the "M" button upon initial fleet spawn.

Quote
229083 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CampaignState.processInput(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)

@CarbineOne: Can't say I have a clue what would cause that, unfortunately. It may help if you provide a full modlist.
M isn't bound to anything in my Starsector (in vanilla settings or in mods), so I'd also like to know what the expected behaviour was in this case.
Yeah, it's not bound to anything, entirely an accident as I tried to (erroneously) hit the 'Map' button (bound to 'M' like a million other games)

Modlist:

Dynasector
Graphicslib
Lazylib
Nexelerin
Underworld

All updated. Pressed M in vanilla, does nothing, no crash.

oh yea mine also crashes when i click M in devmode. I never really cared much about it though.

I wasn't actually able to reproduce with the provided modlist, but in any case it should fail gracefully (just print the error to message field).
12  Starsector / General Discussion / Re: Devmode Commands? on: January 09, 2018, 03:33:55 AM
Campaign:
M spawns a derelict ship
N spawns a pirate fleet
13  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: January 08, 2018, 04:49:16 AM
IIRC FleetFactoryV2 does need a market - if you don't provide one, it'll look for the nearest one of the same faction, and if that fails, I think it will abort. So if a faction doesn't have any markets, that'll be trouble.

What defines a 'market' exactly? Is it a planet? Or is it a planet with an interactable store etc.?
"Planet/station with store" (or a planet/station combination, like Jangala) is probably a sufficient player-facing description, yeah.

If you don't have or want one, you can create a fake market for the script, like so:
MarketAPI fakeMarket = Global.getFactory().createMarket("spawner_fake_market", "[market name]", [market size]);

Make sure to change your spawner code so that it doesn't try to spawn fleets at the market's location, since the fake market doesn't have one.
14  Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.3 "Battle Stations!" (update 2018-01-08) on: January 08, 2018, 04:32:27 AM
Not compatible with previous saves!

This includes save transfers?
When I tried to transfer from 0.8.2d to 0.8.3, I got this error
Oh dear. I can release a Nex patch with Save Transfer compatibility in half a day or so, at least.
Okay, here it is:
Put in Nexerelin/jars
Main download will be updated in a few days; waiting in case anything else that needs fixing comes in.

@CarbineOne: Can't say I have a clue what would cause that, unfortunately. It may help if you provide a full modlist.
M isn't bound to anything in my Starsector (in vanilla settings or in mods), so I'd also like to know what the expected behaviour was in this case.
15  Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.3 "Battle Stations!" (update 2018-01-08) on: January 07, 2018, 03:52:29 PM
Not compatible with previous saves!

This includes save transfers?
When I tried to transfer from 0.8.2d to 0.8.3, I got this error
55578 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.captureMarket(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;ZLjava/util/List;F)V
java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.captureMarket(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;ZLjava/util/List;F)V
   at org.dark.transfer.console.commands.LoadSave.deserializePlayerData(LoadSave.java:1897)
   at org.dark.transfer.console.commands.LoadSave.runCommand(LoadSave.java:2133)
   at org.lazywizard.console.Console.runCommand(Console.java:255)
   at org.lazywizard.console.Console.parseInput(Console.java:317)
   at org.lazywizard.console.ConsoleOverlayInternal.checkInput(ConsoleOverlay.kt:290)
   at org.lazywizard.console.ConsoleOverlayInternal.show(ConsoleOverlay.kt:97)
   at org.lazywizard.console.ConsoleOverlay.show(ConsoleOverlay.kt:34)
   at org.lazywizard.console.ConsoleCampaignListener.advance(ConsoleCampaignListener.java:36)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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)


Edit: I just realized this might have less to do with Nexerelin and more to do with Save Transfer  Embarrassed
Oh dear. I can release a Nex patch with Save Transfer compatibility in half a day or so, at least.

Keep getting this error not sure what it could be.
3089012 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
   at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:272)
   at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
   at com.fs.starfarer.ui.newui.OoOo.öØ0000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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)
Download the newest Starsector version (0.8.1a-RC8) from the same page.

Is Approlight compatible with the random sector?
It is. Well, should be; let me know if it doesn't work for you.
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