Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - stormbringer951

Pages: 1 [2] 3 4 ... 9
16
Mods / Re: [0.95a] Captain's Log 0.1.3 - Note-taking and Reminders
« on: April 01, 2021, 04:02:56 AM »
Got an error with Console Command and this mod when trying to add a stable point in a starsystem.

This was from version 0.1.1. I haven't tried the newest update but this is for a heads up just in case.

Hey, thanks for the report. That should be fixed from 0.1.2 onwards.

17
Mods / Re: [0.95a] Captain's Log 0.1.3 - Note-taking and Reminders
« on: March 31, 2021, 03:13:09 PM »
I get this error when loading a save after updating from 0.1.1 to 0.1.3.

Did you also upgrade Starsector to a new hotfix version at the same time? There was a save serialization issue for savegames made with 0.1.1 which makes it not portable across different versions of Starsector, which includes the hotfixes. This is fixed if you save the game with Captain's Log 0.1.3 first.

What you need to do is install the version of Starsector you were on when you made the save, load up the game but with Captain's Log 0.1.3, save that savegame again but with 0.1.3 (which fixes the serialization issue), at which point it should load okay and you can upgrade Starsector back up to the most recent version.

EDIT: For anyone reading, the download hyperlinks for old versions of hotfix installers have been replaced with the newest one, but the actual hosted files are still available from e.g.

Code
https://s3.amazonaws.com/fractalsoftworks/starsector/starsector_install-0.95a-RC12.exe

But with whichever RC number you need.

18
Mods / Re: [0.95a] Adjustable Skill Thresholds 1.0.0
« on: March 31, 2021, 01:39:18 PM »
Im confused. This edits the skill tree or ordnance points of different hulls, fighters and weapons?
Same I'm confused as well as to what this mod does. I haven't yet played the update though so I'm guessing its's related to that. Just sorting out my mod list for the update.

It edits the skill tree. There are a number of skills where you only get the maximum benefit of the skill when you're under X DP limit/fighter bay limit. This mod externalizes those variables into settings so you can change those thresholds.

I actually miswrote the names in the settings file (it should say dp, not op, but I'll change that in a future update).

19
Mods / [0.95.1a] Adjustable Skill Thresholds 1.2.0
« on: March 31, 2021, 07:02:19 AM »
Download
Version Checker compatible

Features:
  • Lets the player edit all the fighter bay, DP and cargo-related skill thresholds

Code
{
  "carrier_group_fighter_uplink_fighter_bay_threshold": 8,
  "crew_training_flux_regulation_op_threshold": 240,
  "tactical_drills_op_threshold": 240,
  "containment_procedures_field_repairs_op_threshold": 240,
  "phase_coil_tuning_op_threshold": 40,
  "automated_ships_op_threshold": 120,
  "bulk_transport_cargo_threshold": 2000,
  "bulk_transport_fuel_threshold": 2000,
  "bulk_transport_personnel_threshold": 5000,
  "derelict_operations_percentage_per_d_mod": 6
}

These are all set to vanilla values, edit them however you like in AdjustableSkillThresholds\data\config\settings.json (or in your own settings.json file or settings.json mod).

Changelog:
1.2.0 - 2022-01-02
- Updated skills compatibility and default starting numbers for 0.95.1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831)

1.1.0 - 2021-10-12
- Added support for Bulk Transport (thanks to cman0014)
- Updated default values in json (thanks to Satirical)

1.1.0 - 2021-10-12
- Initial release

20
Mods / Re: [0.95a] Captain's Log 0.1.3 - Note-taking and Reminders
« on: March 30, 2021, 07:08:36 AM »
0.1.3
Download

Changelog:
- Fixes concurrent modification error when loading savegame with an older version of CaptainsLog

21
Mods / Re: [0.95a] Captain's Log 0.1.2 - Note-taking and Reminders
« on: March 30, 2021, 02:21:59 AM »
0.1.2
Download

Changelog:
- Actually include the correct .jar file this time
- Fix crash with addstablepoint (thanks to JRG for reporting)

22
Mods / Re: [0.95a] Captain's Log - Note-taking and Reminders
« on: March 29, 2021, 11:21:38 AM »
Welp, that matches alright. Thanks!

I'll have a look at why the archiver might be producing truncated zip files; let me know if you're still getting this .cgpz issue next version.

23
Mods / Re: [0.95a] Captain's Log - Note-taking and Reminders
« on: March 29, 2021, 10:33:17 AM »
Do you have a checksum for your zip file? I'm getting a weird issue where it 'decompresses' into a .cpgz file, and a quick google on that extension suggests that this can crop up if the original zip got truncated somehow.

The internet also suggests using a different decompression program that's able to extract partial contents from truncated zip files, which I've done, and the mod seems to be working fine after that... but I'd feel better if I could verify that the archive I'm working from is correct.

SHA256: 2e32dd7992d31f21d8e93f0e04dcefcf027b463ef8ef1f4d931458c9319786eb

24
Mods / Re: [0.95a] Captain's Log - Note-taking and Reminders
« on: March 29, 2021, 09:24:16 AM »
People of the forums, rejoice, for you have been blessed.

This mod has existed on Discord for year(s), and holy cow, it's one of the must have staples.

You can jot down notes if you found a good system for colonisation, bosses, or interesting things.
You can check if you forgot a ruin somewhere.
You can use it to auto navigate to that piece of crap weapons cache the radar told you you found but that's completely invisible on the map.
You can write up what it was you wanted to do before passing out for the night, to have it in game when you boot it up the next time.

No more sticky notes!
It's the best.

Aww, thanks ;D

25
Mods / Re: [0.95a] Old Hyperion 0.1.1
« on: March 29, 2021, 09:19:57 AM »
Thank you for the mod, it's nice to see that the OG Hyperion will live on.
However it seems that the ability is still the new one with no teleport allowed if the flux is higher than 0.

I tried to fiddle with the phaseteleporter.system that both Hyperions use but it doesn't seem to work sadly. Any idea on how to modify it ? Maybe create a new ship system but the zero flux condition seems built-in the game.

Oops! I can't believe I forgot to check for this bit. Fixed that now, thanks.

0.2.0 Download

Changelog

  • Actually restored old shipsystem

26
Mods / Re: [0.95a] Captain's Log - Note-taking and Reminders
« on: March 29, 2021, 07:53:31 AM »
Crashing for me. Either for new game or loading save.

Fixed. Zip file wasn't packing some subfolders inside the data folder; changed it to actually do that.

0.1.1
- Change the build process to actually put the `config` and `console` folders inside the data folder when making a download zip file this time  :-X

27
Mods / [0.96a] Captain's Log 0.2.0 - Note-taking and Reminders
« on: March 29, 2021, 07:15:51 AM »
Download
Version Checker-compatible
Requires LunaLib

Automatic Intel generation
Automatically creates intel entries for
  • discovered cryosleepers and coronal hypershunts
  • comm relays discovered in non-Core systems
  • surveyed planets with unexplored ruins
  • unsurveyed planets with unexplored ruins that the player has flown close to
  • salvageable ships
  • salvageable stations, caches, etc
  • has Stellar Networks integration to filter/hide intel categories


Note-taking feature
Adds custom note-taking feature to write and display Captain's Logs. Special thanks to Jaghaimo for the proof of concept code for multi-line text boxes.

Accessible from the control panel in the intel screen or using the shortcut (default P) in the campaign


This is safe to add to existing saves already in progress, but not safe to remove from savegames.

Changelog:
0.2.0 - 2023-06-09

- Add GUI with multi-line text editing for writing Captain's Log custom messages
  - Accessible from the control panel in the intel screen or using the shortcut (default P) in the campaign
- Automatically log the location of Comm Relays located outside the Core Worlds
- Automatically log the location of Coronal Hypershunts
- Add version checker changelog support
- Add LunaLib support
- Add LunaLib settings to enable/disable each type of automated intel logging
- Add LunaLib settings to set whether Captain's Log custom log messages should be marked as important by default
- Rework intel reports to more closely follow vanilla style
- Removed console command support (most functionality ported to GUI functions)
- Change ignore hotkeys to use g rather than i
- Updated salvageable ship intels to use the ship sprite as the icon rather than the map icon
- Fix bug that allowed players to use "lay in course" button to repeatedly salvage the same object.

0.1.6 - 2022-02-07
Bugfixes:
- Fixed crash to desktop when hiding icons on a message intel

0.1.5 - 2022-01-06
Features:
- Added intel reports noting the presence of ruins on unsurveyed planets with orbital debris visuals (PR from Jaghaimo)
- Added lay in course button and shortcuts to intel reports (PR from Jaghaimo)
- Added data/config/settings.json key captains_log_enable_automatic_logging for controlling whether automated reports are generated for salvageables and ruins.

Bugfixes:
- Inconsistent date calculation fixed

0.1.4 - 2021-04-13
Fixes:
- Nexerelin museum ships should not generate salvageable intels. Thanks to Avanitia for the report.
- Unexplored systems should not generate intel reports (fixes Seeker issue). Thanks to island and niko on Discord for their reports.

Usability improvements
- Will no longer generate the same damn instructional log entry on every new game, since the forum topic exists now
- All Captain's Log custom messages are set important on creation.
- All Captain's Log intel entries (ruins/salvageables/captain's log entries) are no longer in default fleet log intel category

0.1.3 - 2021-03-30
- Fixes concurrent modification error when loading savegame with an older version of CaptainsLog

0.1.2 - 2021-03-30
- Actually include the correct .jar file this time
- Fix crash with addstablepoint (thanks to JRG for reporting)

0.1.1 - 2021-03-29
- Change the build process to actually put the `config` and `console` folders inside the data folder when making a download zip file this time  :-X

0.1.0 - 2021-03-29
- Fixed bug which caused saves to not be portable across different OSes (thanks to Alex for this)
- Temporarily removed support for deleting vanilla fleet logs that could not otherwise be removed (pending check that this logic is still needed/still all correct)
- Update to confirm 0.95a compatibility

0.0.1 - 2019-09-08
- Discord beta

28
Mods / [0.95a] Old Hyperion 0.2.0
« on: March 26, 2021, 10:30:33 AM »
Download
Version Checker compatible

Features:
Adds the Old Hyperion back into the game as the "Theia-class". It has same description, minus the name, has the same weight in Tri-Tachyon fleets, etc.

This does not replace the current Hyperion

Changelog:
0.2.0 - 2021-03-29
- Actually restore the Hyperion's old ship system.

0.1.1 - 2021-03-26
- Update version file to include mod thread.
- Update mod_info to add correct current Starsector version and increment version number

0.1.0 - 2021-03-26
- Adds hyperion as old_hyperion, with the legacy weight in faction doctrine
- Renamed Hyperion to Theia in player-facing descriptions

29
Modding / Re: Chinese Mods Translation Repository and Request Thread
« on: March 08, 2021, 03:22:40 AM »
:D

30
This is a known bug if you have saved variants for ships with modules. If it generates variants of those ships in the sample patrol that will cause a crash.

Pages: 1 [2] 3 4 ... 9