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Messages - Machine

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16
I can see why that might be happening, since making a default_d skin was the way to get a ship with a damage overlay, which was going to be used for mission purposes, removed both test skins, so it should be fixed... anyway, in what context is that happening, considereing there's also a TSC_Sabre_default_D?.

17
Meanwhile that "Angon issue" is caused by a vanilla bug, which is fixed for the next patch. I still tried to do something about it, and to be honest I'll be trying to eliminate all module dependencies from now on. At this moment, I've removed the need for a module shield for all ships with a Ram Drive. So the "Angon bug" is fixed on my end.

I don't think I can do the same for the Burst Shields shipsystem though, since the shield needs to have a fighter-class collision, and can't alter shield collision type independently without modifying the module/ship it is on. And If removing the modules is the goal, then I would need to alter the ship itself, which is not happening. So that will need a different approach.

Anyway removing the module dependency for the Ram Drive shipsystem, also fixed the refit crash bug, which to be honest was the reason why I started removing them on the first place. This also forced me to change the vanguard halberd shipsystem to something that does not require a module, for the time being, fortress shields. Regarding the Adarga (P), it is no longer a skin of the Adarga, which also fixes the bug.

18
Heh, good to know.

also, sure go ahead, the script is TSC_ProjectileFX located in the data/scripts/plugins folder, just also credit MesoTroniK since he helped me a lot to make it, and gave me the original source, granted I did butcher that poor script horribly to the point it barely resembles the original.

19
Just to be sure, did you add the ship via console commands? or played the "To tame a land" mission?.

Since after some testing, this only happens if the "shield emitter" module is missing from the ship; spawning the ship variant (TSC_Halberd_Vanguard) with the "addship" command, gives you a fully loaded version with the modules intact, that can be refitted with no issues  ;). Recovering the Vanguard Halberd from the Anomaly should also be fine, since it shouldn't lose the module, if it was that one, then that is a another different bug to hunt, which I haven't encountered personally, so it would be nice to know.

This said, this bug seems to be a vanilla bug, already notified Alex about the issue, and sent him a test mod to replicate the issue. So thanks for the feedback.

And sadly, this also affects the pirate versions of the ranseur and adarga (they lack the module naturally), so try to avoid autofitting them... until I come up with a fix, which means the upcoming patch will get delayed a little bit. And this specific bugfix, will likely be a workaround, most likely just adding back the shield module to the pirate versions, but make it completely brain dead.

For some good news, I'm fairly sure the doubled ruins bug is gone, if it is not, I should probably start looking into gambling all my money, because my luck might be at stratospheric levels... checking all planets, in 30 saves, and none had the double ruins issue anymore, nor the orbital ring condition or reydian crab (just checked those 2, to be sure)... also thank god for word processors otherwise I would be still testing that.

20
@Spess Mahren:
Regarding the "dedicated launchbays", originally I planned to have "converted hangar" altered by my mod, in order to add an extension to its script and add an exception so it could be mounted on ships with a modular hold that also had launch bays.
There were some issues with that though, since converted hangar works quite differently to the "expanded cargo holds", "auxiliary fuel tanks" and "additional berthing" mods, considering it is not a logistical hullmod, and it also doesn't require a dock to install.
Because of that a player could exchange one of those hullmods for the upgraded modular version of converted hangar, at any time. The answer was to either add a similar hullmod to converted hangar, or modify converted hangar even further; after discussing it a bit, the alternative similar hullmod idea seems to be less intrusive, and due to that it was implemented.

I admit it is superior to converted hangar, but in contrast it does use a logistic slot, and requires a dock to install, it is also a bit more expensive for capitals.


Regarding the drops, I was already aware, and already fixed it. I've been doing a proper long normal playthrough for testing purposes, rather than several short ones looking for specific things, and because of it noticed this issue.
Also, the Coalition tech packages do drop (the 2 that are supposed to, at least), but they are a bit rare by themselves, the TSC blueprint package is a expensive one, and it will drop along all other tech packages, but it can only randomly roll if the value of the loot is at least 40000 credits, the TSC auxiliary tech package, which has all the retrofits and civilian vessels is valued at 20000 credits.

I redownloaded my mod, just to check if I messed something but the tech packages do point to the correct tags, "package_bp" on the package itself, so it will drop along the other blueprint packages, and on the plugin params line to the (weapon, fighter, ship) blueprint tags they should contain (TSC_base_bp, TSC_aux_bp, TSC_rare_bp and TSC_vanguard_bp; where the last 2 are packages unable to drop normally, and just there for testing purposes).

Anyway, the issue was that I decided to add the "TSC_rare_bp" tag to the drop_groups.csv file, in order to avoid adding the ships, weapons, fighters to the vanilla tag "rare_bp", this was done in the case someone used that tag for a faction, and suddenly you had a random faction rolling with TSC ships, for no apparent reason.
Meanwhile this approach works, as an example, it makes it so that if your roll a drop from the "blueprints" group you would be given either a vanilla rare_bp, a TSC_rare_bp, or rarely a blueprint package. This would cause an over-abundance of Coalition blueprint drops, making vanilla and package drops rarer. So at the moment I've integrated the relevant ships into vanilla's "rare_bp" drop group, while also maintaining the tag for the blueprint packages. I've been testing this by making the custom debris fields in the anomaly drop only blueprints at an obscene drop value,

Good news is, the fix seems to be save compatible, since drop_groups are not altered, only their contents and that's used after salvaging, and that I had no issues with a save made before the fix.


@cjusa:
Thanks, I think I've fixed it, however can't be sure 100%, considering chance is a big factor here, but so far I've made about 10 saves, and none had planets with doubled ruins (thankfully you can text search this stuff on the save). Seems to be fixed since I added the anomaly planet to the procgen list with a frequency of 0 (forgot to do that; did not notice it appearing in other systems during testing since it being a custom planet was a late addition to the update), and removing the category entry for the orbital ring condition, which was required to be in the procgen because the anomaly planet can be surveyed, otherwise it gives a nullpointer error.
Still not sure why the orbital ring condition was being replaced by scattered ruins though... If anything I think the bug was a combination of the "anomaly planet" having no procgen data, and then rolling for the orbital ring condition more often than other planet types, and then that condition was transformed into a copy of scattered ruins.

Bad news is that this fix is not save compatible, shouldn't crash the game though, but you won't get any changes either until a new game is made.


@DinoZavarski:
It's mainly due to the price of versatility, so consider it balancing. Also the hullmods it upgrades are already logistics hullmods, so consistency is also factoring into it. And I wouldn't be opposed if someone else wanted to implement a ship with the same hullmod in their mod, as long as it was kept consistent between mods.



Considering these fixes, and after some extra testing on my part, I plan to release an update, most likely tomorrow.

21
Bugs so far:
1: Some planets are being generated with Scattered Ruins alongside whatever other ruins they have. So Vast & Scattered, Widespread & Scattered, etc.
2: The special planet in the Anomaly System: The special heavy manufacturing industry is not an upgrade to Heavy, instead it is built separately, which is redundant and has no function.

Managed to replicate the first bug, not sure what it is causing it though, I have a hunch though, considering the only planets that I've found so far with the issue had the same type as the "Anomaly Planet"... Are the planets you found with this issue also only "Barren-Desert" typed planets?.


The second issue is not a bug, but a known issue, sadly.
I could make it an upgrade, however that means editing the heavy industry/orbital works entry, which breaks compatibility with any other mod that also modifies it, be it to add an upgrade, like I wanted, or add an incompatibility, which was also something that I considered.
Taking this into account, and considering that it can only be built in 2 places, the "Anomaly Planet" and Arcon, I decided that it's better to live with the issue, rather than ruin it for other mods.

The only possible fix, I can see for this, at the moment, is to make another Library-like mod that modifies all vanilla industries (ideally) to use an extended script that adds some sort of compatibility/incompatibility/upgrade method for other mods to hook into it... which might be a lot of work, and still prone to fail, if another mod doesn't support it.

Note that they are not completely redundant, both industries will stack their inherent ship quality bonus, allowing you to reach 100% quality without a nanoforge. Nanoforges themselves won't stack though, and having a corrupted and pristine one installed at the same time (one in the Orbital Manufactorum, and the other in Orbital Works), might make the corrupt nanoforge take priority.


Also glad you had fun finding and sneaking around in "The Anomaly", I hope it wasn't too easy to find; also the systems, and constellation will change their name and location if you make a new save, so the novelty shouldn't die too quickly.

22
Version 1.6.0 (for Starsector 0.9a)
Merry Christmas!!! I'm actually on time, this time edition
More information on the original post


(Requirements: LazyLib, MagicLib)
(Supported by DynaSector)


 

Looking at the changelog... this might be a bigger update than 1.5.0...

Graphical tweaks of multiple sprite to multiple degrees, also compatibility changes required by 0.9a, including but not limited to ship and weapon blueprints, industries, and market conditions.

Still no proper custom station, working on it; you do get the Anvil-class forgeships as custom stations though,  one can be found orbiting Akvan in the Arydas system and the other Chaxiraxi, in Magec. They can't be captured, so they're mostly there for the challenge, which is about a bit harder than a REDACTED Nexus, but less so than a high tech Star Fortress. They are usable if you spawn one, I won't judge you if you do so, it would require adding console commands to you mod list, which reminds me I also added blueprints packages that are not meant to drop, these add rare coalition ships that can only drop, normally, individually, this was done mainly for testing, but I left them ingame, just in case.

Also added some new ship classes, the Corseque-class destroyer, a high tech style brawler ship, now the most common destroyer in Coalition fleets; the Pernach (to be honest I reworked the original concept, since this was a previously removed ship) a troop transport, the Arambai-class phase corvette, a support wing, but perhaps more importantly, the Mantlet-class modular defensive platform, which I've showcased before.

In addition, I also added a couple of unique...ish ship skins, which can VERY rarely appear in TSC fleets, or you could just get them as a guaranteed drop in a secret star system.

Had a lot of fun coding that star system, and its full of sweet sweet loot, including the colonizable kind, however be warned, it is extremely dangerous... And before it is reported, no, the amount of enemies is not a bug, it was a bug before though... I had it spawning, accidentally, between 48 to 78 enemy fleets full of REDACTED, it's not that high anymore, but still noticeable. Just remember the transponder can be your best ally.

Also added a retrofit market to Arcon, it mainly deals with doing proper restorations, transforming non TSC skins into their TSC version. The market itself has a high entry cost, but otherwise has no fees for the conversions. There's also a custom military market in Atrio that does not require commission, it also offers a slightly higher number of weaponry and ships, both in quantity and variety, than a normal military market. The ships offered are those available to both the Independent and the Coalition itself.

I'm probably forgetting some extra stuff that's worth mentioning here, but this is getting too long already...

Anyway couple of known issues:
-The modular versions of the upgraded hullmods granted by the Modular Hold hullmod are not hidden, this was done because the game requires them to be so for its dynamic loadouts.
-Dynamically generated TSC ships that include Dmods, can roll with the "Damaged Particle Conduits" Dmod, in this case, if the generated variant had also an "Integrated Particle Conduits" dependant hullmod, it will present an informational error hullmod, which has no effects. This issue could happen in the previous release but only on recovered ships. It is technically easy to fix, all I would need to do is to remove it, however that defeats its purpose which was to inform the player of the reason why those IPC hullmods can't be installed anymore.
-The Orbital Manufactorum unique...ish industry (requires an orbital ring) can be built alongside Heavy Industry/Orbital Works, it was not made incompatible, since doing so presents a mod compatibility issue (nothing that could crash your game though). Their effects on ship quality will stack, but the effect of any nanoforge present in either of them won't, and a corrupted one might overwrite the effects of a pristine nanoforge.

"Full changelog" in the section below.


Previews of some of the new content in action
Spoiler

Fully upgraded Mantlet-class platform at work


New customized markets for Arcon and Atrio, respectively




Animated gifs
Spoiler

Mantlet in action.
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Changelog:

Version 1.6.0:
Spoiler
-Compatibility changes needed for 0.9 RC10. Yup, this way I don't have to type lines and lines for the required changes.
   -Missions "Knowing Yourself" and "Knowing your Enemy", removed... temporally.
   -Moved the CSV Andes from the asteroid belt in Arydas to Akvan.
   -Moved the CSV Himalayas from the asteroid belt in Magec to Chaxiraxi, added conditions to Chaxiraxi.
   -Added market conditions to all the planets in the Penelope's Star system.
   -Added custom "space stations" industries for the CSV Andes and CSV Himalayas, from now on the unique forgeships are part of the campaign layer.
   -Added the CSV Andes "industry" to Akvan with an added Beta core.
   -Added the CSV Himalayas "industry" to Chaxiraxi with an added Beta core; Chaxiraxi is now under Coalition control.
   -Added the Orbital Manufactorum industry, an upgraded version of "Orbital Works", requires a pre-existing Orbital ring to be built.
   -Added the Orbital Manufactorum industry to Arcon with an added Corrupted Nanoforge.
   -Arconian Orbital Ring custom entity is no longer interactable.
   -Added the Arconian Naval Reconstruction, a custom retrofitting submarket, to Arcon. It offers ships reconstruction (IE converts pirate/TT/... ship variants to their equivalent TSC variants), and upgrade services (it can install the IPC hullmod to some non-TSC ships), it does so free of charge, as long as you paid the "entry fee" and the ship is in pristine condition (has no dmods).
   -Added the Artesian Market, a custom military submarket that sells both independent and faction equipment and ships without requiring a commission, to Atrio. Also removed the existing military submarket and the old extra independent market.
   -Added custom icons to the following shipsystems, Ram Drive, Drone Swarm, Shield Burst, Mega Shield Burst, Phase Minelayer, Booster Jets, Kamikaze and Deploy Drones.
   -Added custom icon to Low Resolution Sensors hullmod.
   -Added the Mantlet Platform built-in hullmod, it allows the parent ship to mount hullmods that upgrade Mantlet-class defensive platforms.
   -Added the Mantlet Armor Plating hullmod, it adds 3 armor plate modules to (spawned) Mantlet-class platforms.
   -Added the Mantlet Weaponry Upgrade hullmod, replaces the built-in Heavy Burst Laser of (spawned) Mantlet-class platforms with a built-in Glass Cannon.
   -Added the Coalition Vanguard built-in hullmod, it increases the ship's manoeuvrability and flux venting speed.
   -Added the Dedicated Launch Bays hullmod, an upgraded version of converted hangar that has docking requirement and takes a logistic slot.
   -Added the Modular Launch Bays hullmod, it adds dedicated fighter launch bays to ships with a Modular Cargo Bay.
   -Added the Sliver Gun weapon, a small sized somewhat inaccurate energy weapon that fires 3 projectiles; does area damage in a very small radius.
   -Added the Glass Cannon weapon, a medium sized energy weapon that fires a single projectile; does area damage in a small radius.
   -Added the Hive Launcher weapon, a large sized missile weapon that fires 5 2-stage "smart missiles/dumb suicide drones"; the weapon benefits from the effects of the Drone Swarm shipsystem.
   -Added the Mantlet Dronepod Launcher weapon, a large sized built-in drone spawning weapon, spawns a dronepod that eventually deploys into a Mantlet-class modular defense platform.
   -Added the Scanner Array weapon, a small sized built-in beam weapon used by the Kabura-ya-class drones and Arambai-class corvette, applies a debuff to the target ship defensive stats as long as the beam hits its armor or hull.
   -Added the Plasma Burst Lance, a large sized built-in upgraded version of the Plasma Lance, can store and fire up to 3 shots, otherwise it keeps the same fire rate as the normal Plasma Lance.
   -Added the Strategic Laser, a huge sized built-in long range laser.
   -Added the Corseque-class destroyer, a though front line combatant, equipped with the ram drive shipsystem.
   -Added the Labrys Mk.II-class destroyer, a pirate version of the Labrys that keeps its original concept.
   -Added the Pernarch-class troop transport, a military crew transport, equipped with the missile autoforge shipsystem.
   -Added the Pernarch Mk.II-class siege cruiser, modified for long range firepower, equipped with the high energy focus shipsystem.
   -Added the Mantlet-class defense platform, a small frigate sized station spawned by the Mantlet Dronepod Launcher weapon, it equips the Shield Burst shipsystem and a Heavy Burst Laser by default.
   -Added (properly; and finally... it has been WIP for a very long time) the Arambai-class Corvette, a large phase-capable single fighter wing designed for battlefield distortion.
   -Added retrofiting market to Arcon.
   -Added the "REDACTED" constellation, a randomly located and randomly named constellation offering a "REDACTED" challenge experience and "epic loot".
   -Added unique variations of the Halberd, Atlatl, Kestros, Amentum.
   -Updated the sprites for... pretty much every TSC combat ship, ranging from small color alterations (reducing pure gray areas) for most of the sprites, to almost complete re-spriting for some like the Atlatl and Labrys.
   -Updated the sprites for all the pirate variants.
   -Updated the sprites for most of the portraits.
   -(Alex) Fixed an issue with ship spawning, reinforcement spawn area is no longer pushed back by every spawned ship, only by proper reinforcements. This affected all mods, however only mine is the one that goes bonkers with this mechanic.
   -Fixed a potential gamecrash source found in the drone spawning script, the crash was related to an engine oddity with simultaneous projectile removal and station spawning.
   -Improved the performance of shield module scripts, unified the modules into a single module.
   -Renamed "Drone" variants to "Dronehost".
   -Ship variants updated.
   -Balance Changes:
      -Atlatl-class Carrier:
         -Re-sprited for an overall size increase.
         -Added "Mantlet Platform" hullmod.
         -Replaced built-in "Kulbeda Drone Bay" weapon with a "Mantlet Dronepod Launcher".
         -Weapon positions altered to match new sprite, loadout remains mostly the same.
         -Lateral large sized missile turret mounts changed to front facing hardpoints.
      -Threshal-Class Freighter:
         -Re-sprited for an overall size increase.
         -Reduced base cargo capacity to 400.         
         -Designation changed to "Transport".
         -Added "Modular Cargo Bay" hullmod.
         -Weapon positions altered to match new sprite.
         -Central large sized energy turret mount changed to frontal hardpoint.
         -Downgraded frontal large sized missile mounts to medium size.
         -Downgraded back medium sized missile mounts to small size.
         -OP total updated to reflect changes (185).
         -Threshal (S):
            -Added back the back-facing missile mounts.
            -Designation changed to "Construction Ship".
            -OP total updated to reflect changes (140).
      -Lance-class Cruiser:
         -Reduced base cargo capacity to 175.
      -Angon-class Transport:
         -Reduced base cargo capacity to 200.
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.
      -Angon Mk.II-class Modified Transport:
         -Reduced cargo capacity to 200.
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.      
      -Angon Mk.III-class Modified Transport:
         -Reduced cargo capacity to 200.
         -Added additional launch bay
         -OP adjustment set to -10.
         -OP total updated to reflect changes (95).
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.
      -Sabre-class Destroyer:
         -Reduced overall abundance in Coalition fleets.
      -Sagaris-class Destroyer:
         -Replaced "Maneuvering Jets" shipsystem with "Drone Swarm".
         -Replaced large missile hardpoint with a built-in "Kulbeda Drone Bay" weapon.
         -Upgraded lateral small sized missile mounts to medium size.
         -OP total updated to reflect changes(80).
         -Sprite updated to reflect changes.
         -Reduced overall abundance in Coalition fleets.
         -Sagaris (P):
            -Replaced built-in "Kulbeda Drone Bay" weapon with a carrier's modular launch bay.
            -Replaced "Drone Swarm" shipsystem with "Maneuvering Jets".
            -OP adjustment set to 15 (10 less than standard Sagaris).
            -OP total updated to reflect changes (80).
            -Sprite updated to reflect changes and made more pirate-like.
      -Labrys-class Destroyer:
         -Re-imagined ship as a combat support vessel capable of deploying forward turrets (Mantlet-class defense Platforms).
         -Added "Mantlet Platform" hullmod.
         -Replaced large missile hardpoint with a built-in "Mantlet Dronepod Launcher" weapon.
         -Replaced "Burn Drive" shipsystem with "Drone Swarm".
         -Sprite redone following its original shape.
         -Labrys (P):
            -Removed.
      -Adze-class Transport:
         -Reduced base cargo capacity to 75.
         -OP total updated to reflect "Modular Cargo Bay" changes (30).
      -Ranseur-class Frigate:
         -Reduced max speed to 110.
         -Reduced acceleration to 90.
         -Reduced turn max rate to 50.
         -Reduced turn acceleration to 85.
      -Scimitar-class Corvette:
         -Replaced Disruptor Burst Beam with Glass Cannon.
      -Buckler-class Shield Drone:
         -Shield type change to frontal permanently active shields.
      -Kabura-ya-class Scout Drone:
         -Conceptually re-imagined to be closer to its intended role (long range probe) and namesake (a Kabura-ya is a type of signal "whistling" arrow).
         -Added frontal shields.
         -Replaced "Kamikaze" shipsystem with "Booster Jets".
         -Replaced "Mining Laser" weapon with "Scanner Array".
         -Reduced speed by 50 (set to 100).
         -Sprite redone (following a probe concept designed for space engineers, technically never released... although there should be a bug report scene that I uploaded to Keen's forums which has a WIP version IIRC)
      -Anvil-class Forgeship:
         -Ancile Shield Emitter Module:
            -Removed from Codex (it was shown because of a typo).
            -Huh what is this? play the "To Tame a Land" mission.
         -Added to the campaign layer.
      -Ram Drive shipsystem:
         -Bonus to max turn rate and turn acceleration removed.
      -Modular Cargo Bay hullmod:
         -Renamed to "Modular Hold".
         -Made incompatible with "Converted Hangar".
         -Altered function, now upgrades some logistical hullmods improving their bonuses, and removing their penalties.
         -Shows relevant information about its dependent hullmods in its tooltip.
      -Integrated Particle Conduits:
         -Shows relevant information about its dependent hullmods in its tooltip.
         -Sand Caster hullmod:
            -Added 15% EMP damage reduction.
            -Grants 50% sensor strength reduction.
            -Grants 100% sensor profile reduction to frigates and fighters.
            -Grants 80% sensor profile reduction to destroyers.
            -Grants 60% sensor profile reduction to cruisers.
            -Grants 50% sensor profile reduction to capitals.
   -A lot of minor stuff I tweaked/re-tweaked and forgot to take note of.
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23
Christmas surprise?... who knows? certainly not me, and I would not ruin a surprise if I knew.

Anyway, since I've been quiet for quite a while... and I like spoilers.

Spoiler

Life found a way in Jurassic Park

hahaha... do ancient spoilers still count?

Spoiler

Actual teasers.

Integrated Particle Conduits


Mantlet Platform


Modular Hold


Forgeship


Sector Map


As usual with most of the teasers I upload, there's more stuff on display than what I'm directly showing  ;).
Also there's something wrong with the sector map, if you can point it give yourself a cookie; a hint, it is not on the core worlds.
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24
I've been trying to add a constellation name to a non procgen system, this is for a hidden star system out in the edges of the map that relies heavily on random generation, including name, location and type of nebula; but so far I haven't been able to add a constellation, the rest is working fine though...

Initially I tried this:

Code
List<StarSystemAPI> star_systems = sector.getStarSystems();
        if (!star_systems.isEmpty()) {
            StarSystemAPI closest = null;
            float closestDistance = Float.MAX_VALUE;
            for (StarSystemAPI star_system : star_systems) {
                if (!star_system.equals(system)) {
                    float distance = MathUtils.getDistance(system.getLocation(), star_system.getLocation());
                    if (distance < closestDistance) {
                        closest = star_system;
                        closestDistance = distance;
                    }
                }
                Constellation TEST = closest.getConstellation();
                system.setConstellation(TEST);
            }
        }

Figured it wasn't working because it was likely throwing null, since non procgen systems do not have constellations, and I guess they are likely generated first. I would also like to point that this didn't cause any crashes.

Tried making a new constellation(testconst) and then setting the system to use it (system.setConstellation(testconst)), but got the same result, no crashes, but no constellation label on the system either.
I thought it might just not be showing the label, so I made the following tests:

Code
List<StarSystemAPI> star_systems = testconst.getSystems();
            for (StarSystemAPI star_system : star_systems) {
                if (star_system.equals(system)){
                    system.getStar().setName("IT WORKED");
                }
            }

This didn't crash, so that should mean testconst, exists as a constellation, otherwise I should get a null pointer... I think. However the star system was still using its original name.

Finally I tried this:

Code
testconst.getSystemWithMostPlanets().getStar().setName("IT WORKED2");

this crashes with a null pointer at that line, I think it does so because testconst is empty, which would explain why the previous test didn't crash. If this is so, I would guess "system.setConstellation(testconst)" is doing nothing, but I can't be sure, I'm probably missing something.

Any ideas?

25
@MShadowy:
Try something like this.

Code
     //Ship Recovery Test
        SectorEntityToken Arcon_Adarga_D = TSC_AddDerelict.addDerelict(
                system, //Star system
                system.getPlanets().get(1), //Orbital focus
                "TSC_Adarga_D_Attack", //Variant Id
                ShipRecoverySpecial.ShipCondition.BATTERED, //Ship condition
                550f, //Orbital radius
                true //Recoverable?
        );/

I used that to get the first planet on the star and spawn a derelict on penelope's star, might work for markets.

26
Getting a null pointer error with my mod, after starting a new campaign save, no idea what is causing it though, specially since I had it already running fine in the new update, and I haven't made any further campaign level modifications since getting the campaign to run.

Code
67420 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.NGCAddStandardStartingScript$2.run(NGCAddStandardStartingScript.java:144)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.while.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.float.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(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)

27
Modding / Re: How to add Derelict hulls to an existing starsystem.
« on: November 22, 2018, 08:41:03 PM »
Currently using this script, I made based on Alex's tutorial, to spawn my derelicts
Code
package data.scripts.world;

import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.impl.campaign.DerelictShipEntityPlugin.DerelictShipData;
import com.fs.starfarer.api.impl.campaign.ids.Entities;
import com.fs.starfarer.api.impl.campaign.ids.Factions;
import com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator;
import com.fs.starfarer.api.impl.campaign.procgen.themes.SalvageSpecialAssigner.ShipRecoverySpecialCreator;
import com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial.PerShipData;
import com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial.ShipCondition;

import com.fs.starfarer.api.util.Misc;

public class TSC_AddDerelict {
   
    public static SectorEntityToken addDerelict(StarSystemAPI system, SectorEntityToken focus, String variantId,
            ShipCondition condition, float orbitRadius, boolean recoverable) {       
       
        DerelictShipData params = new DerelictShipData(new PerShipData(variantId, condition), false);
        SectorEntityToken ship = BaseThemeGenerator.addSalvageEntity(system, Entities.WRECK, Factions.NEUTRAL, params);
        ship.setDiscoverable(true);

        float orbitDays = orbitRadius / (10f + (float) Math.random() * 5f);
        ship.setCircularOrbit(focus, (float) Math.random() * 360f, orbitRadius, orbitDays);

        if (recoverable) {
            ShipRecoverySpecialCreator creator = new ShipRecoverySpecialCreator(null, 0, 0, false, null, null);
            Misc.setSalvageSpecial(ship, creator.createSpecial(ship, null));
        }
        return ship;
    }
}

Tried it on penelope's star, and it worked. Granted I had to get all planets in the system and then select the one I wanted from the list.
Code
        //Ship Recovery Test
        SectorEntityToken Arcon_Adarga_D = TSC_AddDerelict.addDerelict(
                system, //Star system
                system.getPlanets().get(1), //Orbital focus
                "TSC_Adarga_D_Attack", //Variant Id
                ShipRecoverySpecial.ShipCondition.BATTERED, //Ship condition
                550f, //Orbital radius
                true //Recoverable?
        );

28
I suppose you got yourself a Sabre (P). TSC pirate variants use ballistic weapons instead of energy weapons, additionally they do not get the "integrated particle conduits" built-in hullmod, just like the TT variants.
If so, this is working as intended. The idea behind this is to increase player choice... to a small degree. Do you want a Sabre, but you want to mount a large ballistic?, capture a pirate one and restore it (it will keep the pirate skin, and ballistic mounts). Similarly, need to equip a TSC ship with hardened subsystems, get yourself a TT variant, since they lack the IPC hullmod, which conflicts with hardened subsystems.

Also keep in mind, that in both cases, the ships won't restore to the TSC standard (energy weapons and IPC hullmod), so if you want to use the IPC hullmod, you would need a proper TSC variant. Next version might include a way to convert TT, and pirate variants into TSC variants.
That said, I'll make a note to change its description.

No idea when I will update the mod, currently dealing with IRL stuff (it's nothing bad, it is just keeping me busy), hopefully I should be able to work more on it during December; anyway it will also depend on the release date of 0.9.

29
So what is the range of the random seed used by sector generation?

Doing some testing I realized that the seed "MN-0" works, and it works up to a number that is over "MN-9000000000000000000" but below "MN-9999999999999999999" at which point the game won't recognize it as a valid seed.

Fun fact "MN-9999999999999999999" is not the limit as I expected, it is something lower than that since "MN-9999999999999999998" wouldn't work either; nor is it "MN-9000000000000000000", since the game generates seeds that are over it, although somewhat rarely?.
Also I did spend some time getting random seeds; none seemed to be less than 19 digits (I admit I might have missed some that were), that said, less than 19 digits seeds do work.

Why would I want to know about this? I actually want to have a customized star system to generate in a "random" location that is seed dependent. Considering that I could just assume the range to be "0 to 9999999999999999999", to select a "random" point between a circle, this is not a big issue...
However mainly out of curiosity, I would like to know what are the ranges for this, both the maximum and minimum the game would accept, and the range the game actually generates the seeds.

30
Fear not, even if I don't reply, I do take into consideration every piece of feedback, usually making them a note in my "TODO and goals" document. I often agree with most feedback, at times it is stuff that I had already considered. Different perspectives are also welcome, mainly because I'm used to fight with and against my own mod, so I'm aware of their weaknesses and strengths, but those might not be that clear to other players.

I'll post the current changelog, you might notice some changes addressing the latest feedback, either posted here, or as comments from other moders. Keep in mind it is a WIP changelog, and it does not include some of the content that I've been working on lately...ish (haven't had much time to work on the mod this past couple of weeks).

Spoiler
v.1.6.0 DEV
   -Added custom icons to the following shipsystems, Ram Drive, Drone Swarm, Shield Burst, Mega Shield Burst, Phase Minelayer, Booster Jets, Kamikaze and Deploy Drones.
   -Added custom icon to Low Resolution Sensors hullmod.
   -Added the Mantlet Platform built-in hullmod, it allows the parent ship to mount hullmods that upgrade Mantlet-class defensive platforms.
   -Added the Mantlet Armor Plating hullmod, it adds 3 armor plate modules to (spawned) Mantlet-class platforms.
   -Added the Mantlet Weaponry Upgrade hullmod, replaces the built-in Heavy Burst Laser of (spawned) Mantlet-class platforms with a built-in Glass Cannon.
   -Added the Modular Hangar hullmod, it adds dedicated fighter launch bays to ships with a Modular Cargo Bay.
   -Added the Sliver Gun weapon, a small sized somewhat inaccurate energy weapon that fires 3 projectiles; does area damage in a very small radius.
   -Added the Glass Cannon weapon, a medium sized energy weapon that fires a single projectile; does area damage in a small radius.
   -Added the Mantlet Dronepod Launcher weapon, a large sized built-in drone spawning weapon, spawns a dronepod that eventually deploys into a Mantlet-class modular defense platform.
   -Added the Scanner Array weapon, a small sized built-in beam weapon used by the Kabura-ya-class drones and Arambai-class corvette, applies a debuff to the target ship defensive stats as long as the beam hits its armor or hull.
   -Added the Corseque-class destroyer, a though front line combatant, equipped with the ram drive shipsystem.
   -Added the Labrys Mk.II-class destroyer, a pirate version of the Labrys that keeps its original concept.
   -Added the Mantlet-class defense platform, a small frigate sized station spawned by the Mantlet Dronepod Launcher weapon, it equips the Shield Burst shipsystem and a Heavy Burst Laser by default.
   -Added (properly; and finally... it has been WIP for a very long time) the Arambai-class Corvette, a large phase-capable single fighter wing designed for battlefield distortion.
   -Updated the sprites for... pretty much every TSC combat ship, ranging from small color alterations (reducing pure gray areas) for most of the sprites, to almost complete respriting for some, like the Atlatl and Labrys.
   -Updated the sprites for all the pirate variants.
   -Updated the sprites for most of the portraits.
   -Fixed a potential gamecrash source found in the drone spawning script, the crash was related to an engine oddity with simultaneous projectile removal and station spawning.
   -Ship variants updated.
   -Balance Changes:
      -Atlatl-class Carrier:
         -Resprited for an overall size increase.
         -Added "Mantlet Platform" hullmod.
         -Replaced built-in "Kulbeda Drone Bay" weapon with a "Mantlet Dronepod Launcher".
         -Weapon positions altered to match new sprite, loadout remains mostly the same.
         -Lateral large sized missile turret mounts changed to front facing hardpoints.
      -Threshal-Class
         -Resprited for an overall size increase.         
         -Designation changed to "Transport".
         -Added "Modular Cargo Bay" hullmod.
         -Weapon positions altered to match new sprite.
         -Central large sized energy turret mount changed to frontal hardpoint.
         -Downgraded frontal large sized missile mounts to medium size.
         -Downgraded back medium sized missile mounts to small size.
         -OP total updated to reflect changes (185).
         -Threshal (S):
            -Added back the back-facing missile mounts.
            -Designation changed to "Construction Ship".
            -OP total updated to reflect changes (140).
      -Angon-class Transport:
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.
      -Angon Mk.II-class Modified Transport:
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.      
      -Angon Mk.III-class Modified Transport:
         -Added additional launch bay
         -OP adjustment set to -10.
         -OP total updated to reflect changes (95).
         -Reduced max speed to 50.
         -Reduced turn max rate to 20.
         -Reduced turn acceleration to 20.
      -Sabre-class Destroyer:
         -Reduced overall abundance in Coalition fleets.
      -Sagaris-class Destroyer:
         -Replaced "Maneuvering Jets" shipsystem with "Drone Swarm".
         -Replaced large missile hardpoint with a built-in "Kulbeda Drone Bay" weapon.
         -Upgraded lateral small sized missile mounts to medium size.
         -OP total updated to reflect changes(80).
         -Sprite updated to reflect changes.
         -Reduced overall abundance in Coalition fleets.
         -Sagaris (P):
            -Replaced built-in "Kulbeda Drone Bay" weapon with a carrier's modular launch bay.
            -Replaced "Drone Swarm" shipsystem with "Maneuvering Jets".
            -OP adjustment set to 15 (10 less than standard Sagaris).
            -OP total updated to reflect changes (80).
            -Sprite updated to reflect changes and made more pirate-like.
      -Labrys-class Destroyer:
         -Re-imagined ship as a combat support vessel capable of deploying forward turrets (Mantlet-class defense Platforms).
         -Added "Mantlet Platform" hullmod.
         -Replaced large missile hardpoint with a built-in "Mantlet Dronepod Launcher" weapon.
         -Replaced "Burn Drive" shipsystem with "Drone Swarm".
         -Sprite redone following its original shape.
         -Labrys (P):
            -Removed.
      -Ranseur-class Frigate:
         -Reduced max speed to 110.
         -Reduced acceleration to 90.
         -Reduced turn max rate to 50.
         -Reduced turn acceleration to 85.
      -Scimitar-class Corvette:
         -Replaced Disruptor Burst Beam with Glass Cannon.
      -Kabura-ya-class Scout Drone:
         -Conceptually reimagined to be closer to its intended role (long range probe) and namesake (a Kabura-ya is a type of signal "whistling" arrow).
         -Added frontal shields.
         -Replaced "Kamikaze" shipsystem with "Booster Jets".
         -Replaced "Mining Laser" weapon with "Scanner Array".
         -Reduced speed by 50 (set to 100).
         -Sprite redone (following a probe concept designed for space engineers, technically never released... although there should be a bug report map that I uploaded to Keen's forums which has a WIP version IIRC)
      -Anvil-class Forgeship:
         -Ancile Shield Emitter Module:
            -Removed from Codex (it was shown because of a typo).
            -Huh what is this? play the "To Tame a Land" mission.
      -Ram Drive shipsystem:
         -Bonus to max turn rate and turn acceleration removed.
      -Modular Cargo Bay hullmod:
         -Made incompatible with Converted Hangar.
      -Sandcaster hullmod:
         -Added 10% EMP damage reduction.
[close]
         
I'm not sure when I'll post an update, and to be honest I'm on the fence between releasing before the next Starsector update or waiting for it, specially since it addresses a bug I would like to squish for the current release, for which I have no way to properly deal with, specially since some of the changes would make the bug more common. I might still release some sort of "preview version", but that will likely depend on the next blogpost, and how much free time I'm able to dedicate to the mod at the time.



Anyway, here's a "cookie", since there's a post about the sneaky preview (I'm aware that it had been mentioned on the discord already; I still managed to be stealthy for almost a full month).

Spoiler
Built-in Mantlet Dronepod Launcher being fired from an Atlatl, the Atlatl (outside of the image) has been striped from all weaponry and hullmods with the exception of the Mantlet Armor Plating Upgrade, which gives its spawned Mantlets 3 additional armor plates.
That specific loadout was chosen because it gives you a Mantlet variant that's not showcased in the "ship preview". There's currently 4 variants, PD turret, Gun Turret, Armored PD turret and Armored Gun Turret, those would be launched by ships with, no additional hullmods, only the Mantlet Weaponry Upgrade hullmod, only the Mantlet Plating Upgrade hullmod, and both upgrade hullmods, respectively.

Mantlets themselves are "ships with modules", with a custom script that lowers their speed if rammed, as long they are no longer being rammed/colliding, allowing them to eventually anchor again. This was done to counter some of the hardcoded features of stations, specially their fully anchored into place nature, and meanwhile that might seem ideal, large capital ships ignored them for collision purposes and just rammed into them, being stuck into place, this meant that they were eventually destroyed.
Just like the other weapon spawned "ships" a Mantlet's CR will slowly decay, eventually causing its self destruction.

[close]

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