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News: Starsector 0.9a is out! (11/16/18); In-dev patch notes for 0.9.1a (01/31/19)
 
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1  Starsector / Modding / Re: Mod Stations on: March 22, 2019, 02:16:32 PM
Hi
 i do not see this covered in previous topic so i ask it here.

Are there plans to add stations in the mods?
i now only SEA has one currently.


They are hard to made, so only Shadowyard and soon Diableavionics.

You have also Artefact.(But they are badly designed and ugly, like this  is me who have done them)
2  Starsector / Mods / Re: [0.9a] Gladiator Society on: March 16, 2019, 12:50:52 AM
The link says it's "blocked".
Worked for me and 19 others persons.
Maybe you have a problem with Bitbucket? (Like this is a direct link, they are maybe count like a virus for some anti-virus, but i have never get the problem for all of them, like this is a zip)
3  Starsector / Mods / Re: [0.9a] Gladiator Society on: March 15, 2019, 01:38:01 PM


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AHHH.

Update for Gladiator, for fix a crash and others IMPORTANT USELESS THING OF EVERYDAY OF YOUR LIFE has be added to the mod.

Version 1.1pre: (Break probably save for save who has already the mod)
Quote
-Posted early for the fix, but a ton of bounty will appears when they will be done, with the new dependencies stuff.
-Fix a crash.
-fix a bit the Gladiator faction for be sure than they never retreat.
-Add dependencies and others stuffs for support others mods on GS Bounty.
-Fix every bounty who depends of variants of another mod.
-Add a bounty who need 9 mods to be enabled. And some are not available for the moment.
-Nerfed remnant and delerict bounty.
-Add two portraits for some fleet.

The download link is on the main page.

This is "pre", for:
P: PONY
R: REALLY
E: ENERGETIC
Else, this update is just the pre-release of the real version, but i need to wait some time because a gentle guy will add more than twenty missions. Each with a story and a meme fleet.
Also, i need to made a "thing" for say what mods are lack for some missions and add a button for access to every others missions available. So yeah.
PRE for Pre-release.

Oh, and you can fight the Spore of SWP. Good luck for you.(Oh and like i like you, i will just say than you need anothers 9 mods to enable, for unlock the honor to beat this ship.)



4  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: March 15, 2019, 01:02:19 PM
I *think* this could be caused by having an invalid weapon slot ID in a variant. IIRC I'd changed the code to throw a more meaningful error when this happens. (Checking: yep, I did.)

How this is possible, when i just used the variant gived per the game? (For some others cases)
https://bitbucket.org/Snrasha/gs/src/master/data/config/gsounty/gladiator_variants/cathedral/
He do not have any invalid weapon slot ID. Like this is the same(who him, load correctly) than one of SWP?  (And for module, they look all good)


EDIT: (yeah, same time than i posted this thing)
Nothing modified except than now, i break the loop when i search a variant valid to use.
But work now. What?
5  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: March 15, 2019, 12:45:03 PM
Hi, sorry to busy you, but for a purpose to add variant with filled with 4-6 mods but maybe not all enabled, i add them on a another place, where i load them if needed. They are 100% like vanilla variant else.
This is the method addCustomVariant:
https://bitbucket.org/Snrasha/gs/src/master/src/data/scripts/campaign/GS_TinyFleetFactoryV2.java
Quote
37671 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)

But, if i have not problem for add a normal ship before, i got a big problem of ships with modules, where these modules do not spawn.
Then, DR has explain me than i needed a existant variant. This is what i have done, but now, i got a problem than i cannot found...

The variant used, here,  is the Cathedral from SWP and do not have any decorative weapon, just one built-in weapon(redeemer), many modules and many built-in hullmods.

Thank for help me to explain what i have go wrong on my thing.
6  Starsector / Mods / Re: [0.9a] SAD: Sanguinary Anarchistic Defectors on: March 09, 2019, 05:55:31 AM


Download here  0.9f
Requires LazyLib,GraphicsLib,MagicLib
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work

Descriptions:
Quote
With the authorization of the creator of Shadowyard, i made a fan mod of Shadowyard. Not the best, but special.
This fan mod is composed of Kitbashing and re-use code/sound/weapons.

This is a mini-faction who act like remnant, they spawn randomly on the sector, with their own mothership.
You are aware of their presence with a warning beacon because they are hostile to you.

They are most hard than Remnant but they can loot many data survey about the sector.

Spoiler:

And others...


Important informations about the mod:
Quote
The fan mod is not finish, the mothership need clean-up.
But if people want try out for playback testing, they can freely.
This is a tiny faction, so you can lost 1 hour to found just a starsystem who contains maybe not their mothership.

What is the Change Log 0.9f Huh

On the last message, sorry x) (or changelog on the SAD folder)
7  Starsector / Modding / Re: Help getting started with moddin on: March 04, 2019, 11:17:56 AM
You can come on the Discord Server for a fast help too, if you want.(On the general discussions)

Else, we can maybe see your error if you send the zip per private message(if you want to be private) and say where you have the problem.
8  Starsector / Mods / Re: [0.9a] High Tech Armada on: March 03, 2019, 12:33:10 AM
Many thanks. I have ran a quick test and updated caltrop behaves much better. Too good to be honest. Unless the ship is focused it is pretty much invincible. The repair rate rate might need some nerfs.

it do not regen the armor, and i have imagined than they will take be focus and die easily. After yeah, if  it has good shield, armor is a useless stuff.
9  Starsector / Mods / Re: [0.9a] Artefact on: March 02, 2019, 09:05:11 AM
Require:
LazyLib,GraphicsLib,MagicLib
Download the mod here 1.9b_b

Version 1.9b_b: (Not sure if break your save game, need to try)
Quote
-Fix a system weapon available on the market.
-Fix the "low" radius of the right click shipsystem of Looters ships.
-Add HUD help for the Looters.
-Require MagicLib
-Fix crash about a null against Looter station
-Nerf the Noir small PD(maybe a buff for some people?) per remove the "not aim"
Fast update. Without the new lore, just for fix some fix. You can try the new HUD for Looters on this version.

Now require MagicLib:
MagicLib

You need also the LazyLib update.
10  Starsector / Mods / Re: [0.9a] High Tech Armada on: March 01, 2019, 12:36:04 PM

Version 0.6e:
Quote
-Increase Minster OP to 360 from 340
-Double the price of the Minster, because  500K is nothing for it.
-Add a Space Mech
-Remove Blevis of TT and Independant market.
-Add Gladiator Society options. (Blevis can be found here.)
-Increase the shield radius of Minster. (Technically, a nerf for the AI)
-Modify the Claptrop, the armor repair has be too buggy.(And repair hull is more easy for handle the AI, too.)

Sorry, for the Claptrop, i have modified it to a hull repair, i have really not found the time to made a correct AI for detect the level of damaged armor on a ship. Too for repair. But the AI is improved else. And he focus more the player too.


Edit: Matveich, sorry, think to it too late, now, but yeah, i have forgot to put a hullsize factor for the choice of ship to repair.
11  Starsector / Mods / Re: [0.9a] SAD: Sanguinary Anarchistic Defectors on: March 01, 2019, 12:35:36 PM


Download here
Requires LazyLib,GraphicsLib
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work


Version 0.9f(Hotfix):
Quote
-Fix a crash if you put your mouse on the Reduced hangar hullmod.
-Fix some shipsystem description when enabled.
-Nerf the Taweret (remove these 4 frontal medium missiles hardpoints). For remove the dangerosity of him, on the front. And keep just a support ship.
-Remove 20 OP from the Taweret.(Technically a up).

Balance the Taweret, post tournament.
Also, some shipsystem will be more clear for the player, in-game when active.
12  Starsector / Mods / Re: [0.9a] SAD: Sanguinary Anarchistic Defectors on: March 01, 2019, 06:44:41 AM
Crash at refit screen
Seshat frigate carrier
Reduced Hangar Hullmod
When hovering a mouse on a mod for description game crashes

Code:
71273 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.IllegalFormatConversionException: o != java.lang.String
java.util.IllegalFormatConversionException: o != java.lang.String
at java.util.Formatter$FormatSpecifier.failConversion(Unknown Source)
at java.util.Formatter$FormatSpecifier.printInteger(Unknown Source)
at java.util.Formatter$FormatSpecifier.print(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.?o0000(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.D.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.void.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
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)

Yeah, thank, already reported, but i have not updated yet. Sorry for the problem.
13  Starsector / Mods / Re: [0.9a] High Tech Armada on: February 27, 2019, 11:41:30 PM
I have been trying to make caltrop work in my fleet but this ship needs improvements. The repair rate seems to be a little to low to make any difference. But most importantly the ship chooses any target but the one that actually needs repairing. I had two capital ships on guard order next to caltrop, one of them is under heavy fire, the other is full hp/armor. Caltrop never repaired the damaged ship even after the battle was over. It is even worse if there are two of them in the fleet as they will just keep repairing each other.

Thank for the feedback, i will improve the Caltrop for the next update.

Sorry ^^
14  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: February 26, 2019, 01:20:27 PM
Hi
No see nowhere, but with the new Inflater system, we got so many crash because of some error from modders. (Like me.)
But they crash on campaign, and sometimes, modders do not seems them.
While the inflater crash( the famous than you have see maybe everywhere), do not send any ID string of the culprit.

This is for know if you have added a log before the nullpointerexception for indicate what ship/wing/weapon caused the crash.
Just a line to add, but so much for everyone.

Thank you!
15  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: February 25, 2019, 02:25:54 PM
Thank you  Smiley


A bit sad for the UI stuff, but meh. This is life. And sometimes i need to do with life.
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