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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - tzuridis

Pages: [1] 2 3
1
Mods / Re: [0.95.1a] Stellar Networks 2.6.1 - information at your fingertips
« on: September 22, 2022, 08:00:56 AM »
NVM I see it was a starsector version error, awesome mod by the way!

2
Mods / Re: [0.95.1a] Supply Forging 1.5
« on: September 20, 2022, 11:39:36 AM »
Any chance you can make a similar mod with Volatiles and Fuel?

I've been messing around using ore as a commodity to create supplies to make mining with Nex extremely useful for staying in the outer reach

3
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: June 03, 2021, 04:02:00 PM »
And not just the ships but also the weapons. 1 point hmg and laser blaster for pd  ;D

4
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.0)
« on: May 11, 2021, 03:34:35 PM »
That was the issue the settings file

For the missing json error

Thanks

5
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.0)
« on: May 10, 2021, 03:54:56 PM »
I am getting a ctd that says

JSONObject["boggledHarmonicDamperEnabled"] not found

Any idea?


6
Bug Reports & Support (modded) / Re: Lockup when entering system
« on: February 07, 2021, 03:34:37 PM »
Resolved by reinstalling, using the same mods, and save game.

I had changed

"oneClickJumpPoints":false,

In settings.json, I set it back to default (which is false) so I am guessing this was the issue.

7
Bug Reports & Support (modded) / Lockup when entering system
« on: February 07, 2021, 11:54:03 AM »
I just created a new game, probably only like a month in and the only thing I have done so far is mine and do a few survey probes.

I keep getting a bug where whenever I enter a system from hyperspace the game will lock up as it does below:

https://imgur.com/a/F4avQbI

The music is still playing and the console commands still work. So the entire game doesn't lock up.

Here is my Starsector log and here is the thread state from the cmd:, if you look at the bottom there doesn't seem to be an error at the end that causes this (most of the errors are from version checker and magiclib it seems).

https://github.com/Tzuridis/StarsectorLogs


Here is my vmparams:

Code
java.exe -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms6144 m -Xmx6144m -Xss4096k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

And enabled mods:

Code
{"enabledMods": [
  "raccoonarms",
  "lw_autosave",
  "capturecrew",
  "clearCommands",
  "CAS",
  "chatter",
  "lw_radar",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "XLU",
  "sun_fuel_siphoning",
  "galmart",
  "GMDA",
  "hypernet",
  "IndEvo",
  "Imperium",
  "junk_pirates_release",
  "kingdomofterra",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "MagicLib",
  "Neutrino",
  "nexerelin",
  "OcuA",
  "ORA",
  "portrait",
  "roider",
  "sun_ruthless_sector",
  "SCY",
  "SEEKER",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "sd_sundiving_1.1",
  "timid_supply_forging",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming and Station Construction",
  "THI",
  "TORCHSHIPS",
  "underworld",
  "US",
  "URW",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "vesperon",
  "audio_plus",
  "shaderLib"
]}


And the bugreport from the console:

Code
  System info:
---------------
Game version: Starsector 0.9.1a-RC8
Game resolution: 1920x1080 (144hz, 32bpp, fullscreen)
Java version: Java(TM) SE Runtime Environment 1.7.0_79-b15 (Java HotSpot(TM) 64-Bit Server VM)
Platform: Windows (64-bit)
JVM RAM: 444.52 MB / 1,422.00 (977.48 MB free, 1,422.00 MB allocatable)
System RAM: 6,388.75 MB remaining, 16,226.30 MB total
Launch args: -Djava.library.path=native\windows -Xms1536m -Xmx1536m -Xss1024k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods

 Graphics card info:
---------------------
GPU Model: GeForce GTX 1060
Vendor: NVIDIA Corporation
Driver version: 4.6.0 NVIDIA 461.40
Available VRAM: 3,289.05 MB
Dedicated VRAM: 6,144.00 MB
Maximum VRAM: 6,144.00 MB

 Active mod list:
------------------
Regular mods (34):
 - Arsenal Expansion 1.5.3i by Inventor Raccoon
 - Capture Officers and Crew 1.0.3 by Kentington
 - Combat Alarm Sounds 1.31 by jamplier
 - Dassault-Mikoyan Engineering 1.18a by Harmful Mechanic
 - Diable Avionics 2.54 by Tartiflette, originaly created by Flashfrozen, with the participation of Debido.
 - Disassemble Reassemble v 1.6.9 by AxleMC131
 - Extratential Lanestate Union 0.7.1a by Protonus
 - Grytpype and Moriarty's Defense Authority 0.9.6 by King Alfonzo
 - Industrial.Evolution 1.8.c by SirHartley
 - Interstellar Imperium 2.3.0 by DarkRevenant & others
 - Junk pirates / ASP / PACK (Release) 3.5.1 by mendonca
 - Kingdom of Terra 0.11 by Sinosauropteryx
 - Legacy of Arkgneisis v1.8.4 by Gwyvern
 - Neutrino Corporation 1.86-RC3 by Flashfrozen and Deathfly
 - Nexerelin 0.9.8 by Histidine (original by Zaphide)
 - Oculian Armada 0.8.3a by Protonus & EI
 - Outer Rim Alliance 0.91 by Tartiflette
 - Portrait Pack v1.2.4 by null
 - Roider Union 1.1.0 by SafariJohn
 - Scy Nation 1.61 by Created by Tartiflette. Music by Fastland. With the help of Debido, Mesotronik, Dark Revenant, Histidine, Silentstormpt, SniZupGun, Deathfly, 19_30 and many others.
 - Seeker - Unidentified Contact 0.2 by Tartiflette
 - Ship/Weapon Pack 1.12.3b by DarkRevenant
 - SkilledUp 1.1 by bonomel
 - Starship Legends 1.4.3 by Sundog
 - Sylphon RnD 1.0 by Nia and Nicke
 - Tahlan Shipworks 0.4.1 by Nia Tahl
 - Terraforming and Station Construction 5.4.6 by boggled
 - Tiandong Heavy Industries 1.2.1a by -MesoTroniK
 - Torchships And Deadly Armaments 0.14 by Tartiflette
 - Underworld 1.4.7 by DarkRevenant
 - Unknown Skies 0.42 by Tartiflette
 - Vayra's Sector 3.1.5 by Vayra
 - Vayra's Ship Pack 1.1.4 by Vayra
 - Vesperon Combine 1.2.0 by Straticus
Utility mods (19):
 - Autosave 1.1b by LazyWizard
 - ClearCommands 1.0.c by SirHartley
 - Combat Chatter 1.10.1 by Histidine
 - Common Radar 2.5b by LazyWizard
 - Console Commands 2021-1-19 by LazyWizard
 - Fuel Siphoning 1.1.4 by Sundog
 - Galactic Markets 1.0.1 by Jaghaimo
 - Hyperspace Network 1.6.2 by Jaghaimo
 - LazyLib 2.5c by LazyWizard
 - Leading Pip 1.9.0 by DarkRevenant
 - MagicLib 0.29 by Modding Community
 - Ruthless Sector 1.2.7 by Sundog
 - SpeedUp 0.7.0 by DarkRevenant
 - Sundiving 1.1 by ShadowDragon8685
 - Supply Forging 1.3 by Techpriest
 - Upgraded Rotary Weapons 1.42 by Tartiflette
 - Version Checker 2.0b by LazyWizard
 - ZZ Audio Plus 1.1.2 by DarkRevenant
 - ZZ GraphicsLib 1.4.4 by DarkRevenant




8
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: August 28, 2019, 12:59:53 AM »
Thank you, I am not sure how I didn't see that.

9
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: August 27, 2019, 08:33:19 AM »
Is there a way to give all items of the add commands? Like addwings all or something so I can test out all the fighters, weapons, ships etc? Or maybe there is another way to do it?

10
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 26, 2019, 07:23:34 PM »
Histidine you are the best, thank you for making this  8)

11
2 quick if you guys have time. I am editing the testcombat plugin. I tried to use this method:

Code
public class TestCombatPlugin extends BaseEveryFrameCombatPlugin { 

public static float DAMAGE_MISSILES_PERCENT = 200f;
public static float SPEED_MISSILES_PERCENT = 500f;

public static float SPEED_BONUS = 525f;
public static float TURN_BONUS = 20f;

/**
* Set this to true to have the plugin actually do stuff.
*/
private static boolean TEST_MODE = true;

private CombatEngineAPI engine;
public void init(CombatEngineAPI engine) {
this.engine = engine;
}

   public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getDamageToMissiles().modifyPercent(id, DAMAGE_MISSILES_PERCENT);
stats.getMaxSpeed().modifyPercent(id, SPEED_BONUS);
stats.getBallisticWeaponRangeBonus().modifyFlat(id, 600f);
stats.getBeamWeaponRangeBonus().modifyFlat(id, 300f);
}
I am not sure how to do this exactly. I see this stems from basehull which I believe is not passed down to baseeveryframecombat plugin? Not really any methods that I can pull from there right?

Could you give me a little more syntax as to how I could write the for loop you gave me below? .getShips doesn't take the parameters right? Could I even use stats.getMaxSpeed() or methods like that. I have stats imported through MutableShipStatsAPI.



 
Code
@Override
    public void advance(float amount, List events) {
         //If we're paused or not in combat or whatever, stop here.
         if(engine == null
             || engine.isPaused()
             || (!engine.isInCampaign() && !engine.isInCampaignSim() && !engine.isMission() && !engine.isSimulation())){
                return;
         }   

         //Get all of the ships currently on the battlefield, iterate through them.
         for(ShipAPI ship : engine.getShips()){
                 
         }

    }

This part is not in the file by the way, only the top part I couldn't figure out the syntax for this part. If I am totally wrong I am to take a fee java course.

Thanks for any help

12
Awesome thanks for the quick replies.

13
Random question, mostly on what you guys think would be the best way to go about this. I want to create a mod that changes combat somewhat, basically doing this:

Small ships are faster either by 50%, more or less (using the designations?). As are missiles and torpedoes. Missiles and torpedoes also do 3x - 5x more damage but all weapons can fire 100 - 200% further similar to the hullmod for the battle station. The whole point of this is to make it so that small ships are still capable of taking down big fellas if they can get around as shield strength will be the same. Would test it out a bit, mess around, maybe push the mod so people can try a new experience.

So my idea to implement this was in hope of finding a base hullmod that all ships had, perhaps hidden or something. Not really applicable to apply to all .ship files especially with other mods. I did find the basehullmod in the API, is there one in hullmods that applies to all ships? I was hoping I could find something in there so I could import the supercomputer targetting mod. I'm pretty sure my way is wrong, so any advice as to what should I take a look at? I am guessing it is all in the API?

I don't know java but I know js so I think I could figure it out eventually.

14
 I agree with what a few people said but it would be cool if it worked similar to a 4x game:

1. Some type of trading / freeworld faction that creates worlds and stations kind of like neutral pirate stations that pop up. They can eventually join the independents in some form or join a faction.

2.. Many more independent factions associated (or not) with the PL at the start /  more minor factions stemming from a main faction (like Luddic Path).

3. Alien and/or AI faction that is normal or a horde that is against humanity like the remnants (could also appear randomly at the beginning or later on)

4. A nomadic faction with giant ships



15
General Discussion / Re: Next patch
« on: December 19, 2018, 04:30:09 PM »
Nexerelin mod pretty much solves most of your desires. It will likely be out by the end of January,

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