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Starsector 0.9.1a is out! (05/10/19); Blog post: GIF Roundup (04/11/20)

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Messages - Morathar

Pages: [1] 2 3 ... 5
1
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: February 07, 2020, 03:45:17 PM »
I was curious why I'd never seen any of these so-called anarchist systems despite all the sectors I've generated recently, so I glanced at your source code and learned they don't get created in Nexerelin's random sector mode. I'm sure you probably already knew that though, and I wouldn't have even posted anything except that my research led to the discovery of a related potential issue. Basically, I believe you may be running into a similar problem with generating problematic custom constellations that I recently reported in another mod here: https://fractalsoftworks.com/forum/index.php?topic=17362.msg279935#msg279935.

Fortunately, the same fix that worked there (removing the constellation generation entirely and using the vanilla theme generator collection instead) should also work here. You would just need to simplify your existing generate() method in JunkGen.java like this:
Spoiler
Code: java
	public void generate(SectorAPI sector) {

SharedData.getData().getPersonBountyEventData().addParticipatingFaction("pack"); 
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("syndicate_asp");

SectorThemeGenerator.generators.add(1, new JunkPiratesAnarchistThemeGenerator());
       
new Brehinni().generate(sector);
new Canis().generate(sector);
//new York().generate(sector);
new Ursulo().generate(sector);

initFactionRelationships(sector);
                                   
}
 

And as with the other mod, you'll probably also need to add the following import statement:

import com.fs.starfarer.api.impl.campaign.procgen.themes.SectorThemeGenerator;
[close]

Anyway, that change should guarantee that the vanilla sector theme generator logic gets access to as many constellations as possible while also allowing your anarchist theme to do its thing...

2
I've been playing around with sector generation lately and I think your mod is preventing the generation of some of the special themed systems like those for ruins, research stations, etc. Having taken a look at your source code, I don't think it's intentional, but in your efforts to add hidden goodies to several systems, you're also creating 20 constellations that cannot be used by the vanilla sector creation logic for its own special systems. Making matters worse, those 20 constellations also take up space that the vanilla logic would normally use to create its own constellations. Given that the game only tries to generate 100 constellations max (and usually only has physical space to generate around 50 to 60 total), that means the vanilla logic is losing access to anywhere from one-fifth to one-third of the systems as candidates for special systems.

Fortunately, the fix is fairly simple and is actually already being used by a few other mods already. It takes advantage of the fact that vanilla's list of theme generators is both public and static. As an added bonus, it significantly reduces the amount of code required to add your special systems. Basically, you should be able to replace all of your constellation logic in GTGen.java with just one line of code like this:
Spoiler
Code: java
    @Override
    public void generate(SectorAPI sector) {
        SharedData.getData().getPersonBountyEventData().addParticipatingFaction("galaxytigers");

        initFactionRelationships(sector);

        SectorThemeGenerator.generators.add(1, new GalaxyTigersThemeGenerator());

        if (sector.getStarSystem("Corvus") != null) {
            new Tigris().generate(sector);
            //new Testo().generate(sector);
            new Croissann().generate(sector);
        }
    }

You'll probably also need to add the following import statement as well:

import com.fs.starfarer.api.impl.campaign.procgen.themes.SectorThemeGenerator;

[close]

On a related note, one thing those other mods (Dassault-Mikoyan Engineering, Sanguinary Anarchist Defenders, etc.) have in common is that they also provide settings so the user can control roughly how many special systems get generated. This is especially useful for people who use mods like Adjusted Sector to increase the sector size. Anyway, that's a feature you may want to consider implementing yourself at some point in the future...

3
Mods / Re: [0.9.1a] Player Station Construction (v3.0.0)
« on: January 24, 2020, 04:41:01 PM »
I think the key lines are:

   at org.lazywizard.omnifac.OmniFacModPlugin.createOmnifactory(OmniFacModPlugin.java:43)
   at org.lazywizard.omnifac.OmniFacModPlugin.onEnabled(OmniFacModPlugin.java:140)

That looks like it's from the old Omnifactory mod (https://fractalsoftworks.com/forum/index.php?topic=12544.0). As far as I know, that mod hasn't been updated to run with the latest version of Starsector, so that's probably why it's crashing...

4
Mods / Re: [0.9.1a] Player Station Construction (v2.4.0)
« on: January 16, 2020, 04:07:14 PM »
First off, love the mod, only played around with it with cheats and such as I haven't gotten far enough to do it lagit.

I know that they have a mod out there that adds the ability to make orbital habitats but I don't like all the other features that it adds so I was wondering if you'd add the option to make them or maybe give the option to add a station that mines the planets as well, that would be great.

If you let me know which mod you're referring to, I can take a look at their implementation of orbital habitats to see if it's something I might want to add.

This could be a reference to the Secrets of the Frontier mod (https://fractalsoftworks.com/forum/index.php?topic=15820.0). It lets you construct orbital habitats at stable locations within the system (instead of comm relays, nav buoys, etc.). The habitat just gives a general hazard reduction to all other colonies in the system, but you can also upgrade a habitat into a full colony/market (at the cost of losing the system-wide hazard reduction).

On a side note, the colonies created in this manner come with a "cramped station" condition which gives a population growth penalty that gets bigger as the colony grows in size. That might be a possible alternative to a strict hard cap on station size if you're still looking to avoid hard caps like you were earlier in this thread...

5
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: January 12, 2020, 08:41:55 PM »
I just wanted to confirm that I tried v1.0.4 and it took care of my problems with the Subjugation Corps not going away and with Barren planets transforming directly into Terran worlds once they got an atmosphere. Thanks for the quick fixes.

6
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: January 09, 2020, 04:09:07 PM »
I didn't realize the two Corps used different commodities and I can see how that might be advantageous - farming is often the first industry I build on my initial colony. Also, I didn't notice the growth bonus difference because I was focusing more on stability (I thought the Integration Corps might hurt that for those roleplaying aspects you mentioned) and hazard rating. Thanks for letting me know.

I'm not on the machine I was using for testing, so I can't give you an exact list but it was a fairly small list for testing purposes. Basically, I was just using some utility mods (CombatChatter, Console Commands, StarshipLegends, etc.) plus LazyLib and Nexerelin. And I wasn't running any faction mods or the Unknown Skies mod, so I don't think anything was adding custom planet types. I'll double-check that computer later to be sure though...

For what it's worth, the planet in question was just a simple barren world with sparse ore and no atmosphere. It wasn't hot/cold, it didn't have low gravity/high gravity, or any other negative conditions - so once the Atmospheric Pump did its work, all the planet had left was a single condition (the ore). Perhaps the problem is related to the fact that I would have been unable to build any more terraforming industries at that point (since it didn't need Solar Shades, Solar Mirrors, etc.). Either that or it's just an odd side-effect of running in DevMode so that construction tasks that should take months or years finish in a day or two.

Edit: Just a quick follow-up, but here's my exact mod list: Captain's Log, Combat Chatter, Console Commands, DIYPlanets, LazyLib, Nexerelin, SkilledUp, Starship Legends, and ToggleWeaponGroup. It doesn't look like any of those mods include a planet_gen_data.csv file, so they shouldn't be adding any new planet types.

7
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: January 08, 2020, 08:22:38 AM »
D'oh for me as well - I was hoping to edit my post with another issue I found before you fixed that last one. You're just too quick for me...

Anyway, I noticed that the Subjugation Corps industry doesn't appear to be going away once it's completed its task. While it successfully removes the decivilized population condition, the industry itself just hangs around stuck in the 'subjugating' state. From what I can tell, the timer gets reset when it reaches zero and then just starts counting down again. There's a fairly easy workaround to the issue - just right-click and remove the industry - but I figured I should let you know anyway. For what it's worth, the alternative Integration Corps industry removes itself just fine when its work is done. (Although I'm not sure why anyone would use the Integration Corps when the Subjugation Corps seems significantly better - but maybe I was missing something...)

On an unrelated note, I know I said I wasn't looking at balance issues, but it seems like it's sometimes too easy to make a terran world. For example, I transformed a barren world into a terran world with just the Atmospheric Pump industry and an atmospheric sublimator. I'm not sure if that was just a side-effect of running in DevMode, but it seems like I should have at least had to add water to it or something...

8
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: January 07, 2020, 07:48:06 AM »
I was playing around with this mod a bit yesterday and noticed there's a small bug with the Climate Sculpting Project industry. Apparently, you can build this industry repeatedly on the same terraformed planet (or even on a non-terraformed planet that already has the Mild Climate condition). Doing so will cause that planet to have multiple Mild Climate conditions that stack for the purposes of calculating the hazard rating. (For the record, the UI will still only display one Mild Climate icon, but if you hover over the Hazard Rating it will list multiple copies of the Mild Climate bonus...) To prevent this I recommend not allowing the Climate Sculpting Project to be built if the planet already has the Mild Climate condition.

Otherwise, everything seemed to be working correctly and I quickly had an impressive empire of terran planets thanks to your mod. (And before anyone complains about balance issues, I should note that I was testing in DevMode and so construction/terraforming rates were greatly accelerated. It also probably didn't hurt that I "discovered" dozens of artifacts via the Console Commands mod...)

9
I recently ran into a null error when starting a new campaign...

Spoiler
196399 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.world.NexMarketBuilder.addKeyIndustriesForFaction(NexMarketBuilder.java:728)
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1697)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1063)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:353)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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)
[close]

It only happens when using the random sector mode - the game starts just fine when using the standardized core worlds. For what it's worth, I'm fairly certain the crash is related to one of the other mods I updated or added for this latest play-through (since everything was working fine beforehand). Unfortunately, I just updated about a dozen mods and added almost a dozen other mods that I've never used before (either because they're pretty new or because they were only recently updated to support the latest version of the game). It's going to take me a bit of time to narrow down which other mod(s) are involved, but I wanted to give you a quick heads-up in the meantime...
Are you running Galaxy Tigers? Someone else had this issue and that's the mod I identified (there may be others though).

Quick local fix, I'll contact KnightOfTigers with the details later (and do some stuff on Nex's end, but that's not coming out for some time yet):
Spoiler
Remove line 133 of Galaxy Tigers Faction/data/config/exerelinFactionConfig/galaxytigers.json
specifically, the {"id":"highcommand", "mult":2},

Optional but recommended: Comment out the {"id":"heavyindustry", "mult":2}, above it and reduce the mult in {"id":"orbitalworks", "mult":1.5}, to something sensible like 0.15
Otherwise almost every market the Tigers start with will have orbital works, instead of just one or two.
[close]

Yes, it was the Galaxy Tigers mod that was causing my issue. In fact, I was just getting ready to update my post with that info when I discovered your response. However, I hadn't been able to figure out why the mod was actually causing a problem, so thanks for letting me know about the quick fix.

10
I recently ran into a null error when starting a new campaign...

Spoiler
196399 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.world.NexMarketBuilder.addKeyIndustriesForFaction(NexMarketBuilder.java:728)
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1697)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1063)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:353)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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)
[close]

It only happens when using the random sector mode - the game starts just fine when using the standardized core worlds. For what it's worth, I'm fairly certain the crash is related to one of the other mods I updated or added for this latest play-through (since everything was working fine beforehand). Unfortunately, I just updated about a dozen mods and added almost a dozen other mods that I've never used before (either because they're pretty new or because they were only recently updated to support the latest version of the game). It's going to take me a bit of time to narrow down which other mod(s) are involved, but I wanted to give you a quick heads-up in the meantime...

11
Got a runtime exception while raiding Bharata (Persean League controlled). Running Nex.

Code
3290919 [Thread-4] WARN  com.fs.starfarer.campaign.rules.super  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD: Ship hull spec [dara_lacerator] not found!
java.lang.RuntimeException: Ship hull spec [dara_lacerator] not found!

Wat. ??? The Lacerator is a weapon... something here thinks it's a ship.

This might not be a Nex bug, but it's certainly Nex-inflicted. Even so, I can't think what file might exist in DaRa where this ambiguity has occured. I'm not sure what files Nex's MarketCMD script looks at (let alone what that script does), so if anyone could take a look and let me know, that would be much appreciated.

Did you happen to download the hotfix jar that Histidine put out a few days ago? Apparently, there was a bug that broke blueprint raids (as mentioned at http://fractalsoftworks.com/forum/index.php?topic=9175.msg270625#msg270625). Anyway, that updated jar file is no longer available, but that's because there was a full mod update released yesterday (which likely includes the same fix as well). I'd suggest upgrading to Nexerelin 0.9.5e, then if you still have problems you should probably let Histidine know in the Nexerelin thread...

12
Mods / Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
« on: September 21, 2019, 03:01:30 PM »
I think you may be running into both a bit of bad luck and a minor bug in the theme generator code. (Note - I'm assuming you're using something like vanilla's RemnantThemeGenerator class to add the SAD systems, but I can't say for sure because I didn't see any source files packaged with your mod...)

The bad luck comes from an unlucky sector seed that doesn't generate very many systems that can be used by the RemnantThemeGenerator. Looking at the vanilla code, it only tries to add Remnant beacons to systems with either 4+ planets or 1+ habitable planets - and only if those systems have a real primary star (no nebulas, black holes, or neutron stars allowed). Unfortunately, if someone is using mods that add their own theme generators then it's actually possible to "use" up all of the good systems before the Remnants get generated. To avoid this problem you could try reducing the total number of generated SAD systems (I think Soren made a similar change to DME's Blade Breakers a while back). It won't guarantee the Remnants will find enough systems, but it will make it much more likely...

The minor bug I mentioned is only an issue if your code is based on the vanilla RemnantThemeGenerator class. A while back, I reported an issue about it ignoring the CONSTELLATION_SKIP_PROB value (http://fractalsoftworks.com/forum/index.php?topic=14882.msg241589#msg241589), so if your code is based on the vanilla version of that class then you might be doing something similar. If that's true, then you may want to try removing the questionable "skipProb = 0f;" line to cause your theme generator to skip the occasional system and allow the Remnants the chance to claim it instead.


13
Modding / Re: [0.9.1a] Star Trek Eras {v0.0.2}
« on: September 08, 2019, 08:37:17 AM »
@Histidine Thanks for the advice and looking out for me. I actually figured it out last night and fixed it. I have yet to post the fix. There is one issue with Nex that I didn't know until I was troubleshooting. Pressing M to create derelicts while in Random Core Worlds mode crashing the game. (I use dev mode to test features of my mod.) If anyone could tell me why I would appreciate it. I figured it was a Nex problem because I disabled my personal mod and it still crashed.

That Devmode 'M' key crash has been around for a while. From Alex's response, he apparently uses that key for his own testing purposes and we shouldn't really count on it doing anything specific. (See http://fractalsoftworks.com/forum/index.php?topic=13205.0 for details.) I think the general consensus is that it's best to just avoid pressing 'M' in Devmode because you never know what it will do...



14
Modding / Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« on: September 08, 2019, 08:16:08 AM »
Unfortunately, getting any faction mod designed for Starsector 0.8a to work in 0.9.1a can be quite a bit of effort. Just to give you a rough idea of how much work's involved, here's a link to the conversion guide on the wiki: https://starsector.fandom.com/wiki/0.9a_Compatibility.

15
BTW Suddenly(with the new update) Stormhavk start spawning their camps but in core systems. Is this okay?

And thanks for answering but it looks far to complicated for my lowly abilities.

Do those core systems happen to contain Hegemony markets? I believe the camps you're seeing are actual raider bases as opposed to the new colonies they form outside the core. According to the warhawk_republic settings file, the Stormhawk raider bases are special "firebases" which specifically spawn in the same system as their target (which is practically guaranteed to be the Hegemony). As for why you're suddenly seeing them now, I'm guessing that's due to the raider base manager fix in the latest update. It would have been highly unlikely to see them spawn in the older versions...

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