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Author Topic: [0.8.1a] Omnifactory Rebooted 2.2.7  (Read 100171 times)

Sooner535

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Re: [0.8.1a] Omnifactory Rebooted 2.2.3
« Reply #90 on: August 23, 2017, 08:40:00 AM »

It is indeed the random gen, thanks for letting me know :) I think I can deal without it (since I am playing Elona+ lately instead of StarSector lol)

also #FinallyLieutenant
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TMPhoenix

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Re: [0.8.1a] Omnifactory Rebooted 2.2.3
« Reply #91 on: August 23, 2017, 10:34:58 AM »

As for the d-mod thing: I think the ship in question was spawned as a d-mod ship (I think it was the ship found on the abandoned station in the vanilla starting system), as opposed to a ship that was damaged in a battle. Maybe that has something to do with it.

Perhaps the safest way to deal with it is to guard that section of code with a try ... catch block to guard against the exception if you can't figure it out. That way at least the game won't crash. You could perhaps even say that the ship was too damaged to be reverse-engineered.  :)
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isaacssv552

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Re: [0.8.1a] Omnifactory Rebooted 2.2.3
« Reply #92 on: August 24, 2017, 07:56:41 PM »

As for the d-mod thing: I think the ship in question was spawned as a d-mod ship (I think it was the ship found on the abandoned station in the vanilla starting system), as opposed to a ship that was damaged in a battle. Maybe that has something to do with it.

Perhaps the safest way to deal with it is to guard that section of code with a try ... catch block to guard against the exception if you can't figure it out. That way at least the game won't crash. You could perhaps even say that the ship was too damaged to be reverse-engineered.  :)
I've had spawned d-mod ships work and damaged d-mod ships not work in my larger test set. I have absolutely no idea what is going on. I will most likely end up doing something like you describe. However, I started the fall semester  Monday and I haven't had time to deal with it.
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Nemerid

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Re: [0.8.1a] Omnifactory Rebooted 2.2.3
« Reply #93 on: August 30, 2017, 01:54:15 PM »

Spoiler
[close]
Spoiler
[close]

The x/y coords appear when I click anywhere on the blue box.

I'm using the current version of Lazylib and Omnifac (they are the only mods I have installed).
« Last Edit: August 30, 2017, 01:59:13 PM by Nemerid »
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isaacssv552

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Re: [0.8.1a] Omnifactory Rebooted 2.2.3
« Reply #94 on: August 30, 2017, 02:34:35 PM »

Have you scanned any ships? You have to sell ships to the market and wait for analysis to finish to make them show up.
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Nemerid

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Re: [0.8.1a] Omnifactory Rebooted 2.2.3
« Reply #95 on: August 30, 2017, 03:02:33 PM »

Have you scanned any ships? You have to sell ships to the market and wait for analysis to finish to make them show up.

Eheheh... I assumed that it wasn't supposed to look like that. I just scanned a ship and now I understand that is actually the interface itself, not a bug.
Sorry LOL
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isaacssv552

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Re: [0.8.1a] Omnifactory Rebooted 2.1.0 (Beta)
« Reply #96 on: August 31, 2017, 11:10:25 AM »

Version 2.2.5 is out! Lower resolutions should now function correctly. In addition, D-mods are no longer allowed.

Remnant Autofactory
A production based mini-mod
Download version 2.2.5

Changelog:
Fix for lower resolutions.
No longer able to replicate D-modded vessels.
Misc fixes.
Autofactory market description explains how to use the factory.
« Last Edit: September 04, 2017, 06:26:18 PM by isaacssv552 »
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zaszella

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Re: [0.8.1a] Omnifactory Rebooted 2.2.5
« Reply #97 on: September 14, 2017, 07:19:11 AM »

There is a bug when omnifactoryCosts < 1 (mods\Omnifactory\data\config\omnifactory\omnifac_settings.json)

Factory tells me insufficient resources when I order a weapon

3 metal and 2 fuel in storge
omnifactoryCosts = 1 , this weapon need 4 metal and 2 fuel , insufficient resources
omnifactoryCosts = 0.5 , this weapon need 2 metal and 1 fuel , insufficient resources again(but I have enough resources in storge)

It seems factory always calculate the omnifactoryCosts=1 when factory decide whather a weapon/ship has enough resources to order.

My english is poor.I wish I have make it clearly.
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isaacssv552

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Re: [0.8.1a] Omnifactory Rebooted 2.1.0 (Beta)
« Reply #98 on: September 15, 2017, 09:42:21 PM »

Version 2.2.6 is out! Fixed a bug with the config's cost multipliers.

Remnant Autofactory
A production based mini-mod
Download version 2.2.6

Changelog:
Fixed cost multiplier.
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isaacssv552

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Re: [0.8.1a] Omnifactory Rebooted 2.2.5
« Reply #99 on: September 15, 2017, 09:44:02 PM »

There is a bug when omnifactoryCosts < 1 (mods\Omnifactory\data\config\omnifactory\omnifac_settings.json)

Factory tells me insufficient resources when I order a weapon

3 metal and 2 fuel in storge
omnifactoryCosts = 1 , this weapon need 4 metal and 2 fuel , insufficient resources
omnifactoryCosts = 0.5 , this weapon need 2 metal and 1 fuel , insufficient resources again(but I have enough resources in storge)

It seems factory always calculate the omnifactoryCosts=1 when factory decide whather a weapon/ship has enough resources to order.

My english is poor.I wish I have make it clearly.
The problem should be fixed.
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EvilWaffleThing

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Re: [0.8.1a] Omnifactory Rebooted 2.2.6
« Reply #100 on: September 16, 2017, 10:10:49 AM »

I am continually getting a crash from a D-mod ship I put in the omnifac
Spoiler
91609 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [tem_jesuit_default_D] not found!
java.lang.RuntimeException: Ship hull variant [tem_jesuit_default_D] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at org.lazywizard.omnifac.Shipyard$ShipData.create(Shipyard.java:535)
   at org.lazywizard.omnifac.Shipyard.utilCreate(Shipyard.java:224)
   at org.lazywizard.omnifac.OmniFac.processBlueprint(OmniFac.java:301)
   at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:171)
   at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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]
I have updated the omnifac to the latest version but that ship was already in prior to that.
Is there any way to maybe clear the ship data out of the omnifac? I have nearly every weapon in there and I'd rather not clear everything but if I have to I will.
Any other solutions will be welcome as well.
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zaszella

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Re: [0.8.1a] Omnifactory Rebooted 2.2.5
« Reply #101 on: September 16, 2017, 05:36:19 PM »

There is a bug when omnifactoryCosts < 1 (mods\Omnifactory\data\config\omnifactory\omnifac_settings.json)

Factory tells me insufficient resources when I order a weapon

3 metal and 2 fuel in storge
omnifactoryCosts = 1 , this weapon need 4 metal and 2 fuel , insufficient resources
omnifactoryCosts = 0.5 , this weapon need 2 metal and 1 fuel , insufficient resources again(but I have enough resources in storge)

It seems factory always calculate the omnifactoryCosts=1 when factory decide whather a weapon/ship has enough resources to order.

My english is poor.I wish I have make it clearly.
The problem should be fixed.


Weapons works well.


This bug still exist after ordered a ship.When factory start to build the ship,in-game messages(bottom left of starsector game window) tells me insufficient resources.
Here is the brief:
OmnifactoryCosts=0.5
Enough resources in storge for costs=0.5,but insufficient resources for costs=1
The ship can be ordered in factory,but after leave the factory menu,in-game messages shows insufficient resources,order cancelled.
Then I put enough resources into the storge for costs=1,order successfully,and factory used cost=0.5 resources.
Factory still have a check when ships are starting to build,but there has not consider the omnifactoryCosts.


Another bug.
Refit a ship in factory may duplicate a weapon.
Enough resources in storge to build 1 certain weapon,the weapon must be analysed.
Refit a ship in factory,and put the certain weapon on ships weapon slot.
Leave the factory,factory start to bulid the weapon.
There is a weapon in storge,there is another weapon on the ship,player get 2 weapons but factory only build 1 weapon.


Some other words.
Can factory spawn at a certain place in nex's randomsector mode?(Like freespot)
Factory often spawn at the end of the hyperspace.Tooooooo far away from core world.
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EvilWaffleThing

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Re: [0.8.1a] Omnifactory Rebooted 2.2.6
« Reply #102 on: September 20, 2017, 04:14:55 PM »

I am continually getting a crash from a D-mod ship I put in the omnifac
Spoiler
91609 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [tem_jesuit_default_D] not found!
java.lang.RuntimeException: Ship hull variant [tem_jesuit_default_D] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at org.lazywizard.omnifac.Shipyard$ShipData.create(Shipyard.java:535)
   at org.lazywizard.omnifac.Shipyard.utilCreate(Shipyard.java:224)
   at org.lazywizard.omnifac.OmniFac.processBlueprint(OmniFac.java:301)
   at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:171)
   at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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]
I have updated the omnifac to the latest version but that ship was already in prior to that.
Is there any way to maybe clear the ship data out of the omnifac? I have nearly every weapon in there and I'd rather not clear everything but if I have to I will.
Any other solutions will be welcome as well.
No solutions yet?
I hate to sound like I'm trying to rush an answer but I can't actually play that game anymore until I figure out how to fix it.
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isaacssv552

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Re: [0.8.1a] Omnifactory Rebooted 2.2.6
« Reply #103 on: September 20, 2017, 07:50:49 PM »

I am continually getting a crash from a D-mod ship I put in the omnifac
Spoiler
91609 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [tem_jesuit_default_D] not found!
java.lang.RuntimeException: Ship hull variant [tem_jesuit_default_D] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at org.lazywizard.omnifac.Shipyard$ShipData.create(Shipyard.java:535)
   at org.lazywizard.omnifac.Shipyard.utilCreate(Shipyard.java:224)
   at org.lazywizard.omnifac.OmniFac.processBlueprint(OmniFac.java:301)
   at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:171)
   at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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]
I have updated the omnifac to the latest version but that ship was already in prior to that.
Is there any way to maybe clear the ship data out of the omnifac? I have nearly every weapon in there and I'd rather not clear everything but if I have to I will.
Any other solutions will be welcome as well.
No solutions yet?
I hate to sound like I'm trying to rush an answer but I can't actually play that game anymore until I figure out how to fix it.
It should be done soon.
There is a bug when omnifactoryCosts < 1 (mods\Omnifactory\data\config\omnifactory\omnifac_settings.json)

Factory tells me insufficient resources when I order a weapon

3 metal and 2 fuel in storge
omnifactoryCosts = 1 , this weapon need 4 metal and 2 fuel , insufficient resources
omnifactoryCosts = 0.5 , this weapon need 2 metal and 1 fuel , insufficient resources again(but I have enough resources in storge)

It seems factory always calculate the omnifactoryCosts=1 when factory decide whather a weapon/ship has enough resources to order.

My english is poor.I wish I have make it clearly.
The problem should be fixed.


Weapons works well.


This bug still exist after ordered a ship.When factory start to build the ship,in-game messages(bottom left of starsector game window) tells me insufficient resources.
Here is the brief:
OmnifactoryCosts=0.5
Enough resources in storge for costs=0.5,but insufficient resources for costs=1
The ship can be ordered in factory,but after leave the factory menu,in-game messages shows insufficient resources,order cancelled.
Then I put enough resources into the storge for costs=1,order successfully,and factory used cost=0.5 resources.
Factory still have a check when ships are starting to build,but there has not consider the omnifactoryCosts.


Another bug.
Refit a ship in factory may duplicate a weapon.
Enough resources in storge to build 1 certain weapon,the weapon must be analysed.
Refit a ship in factory,and put the certain weapon on ships weapon slot.
Leave the factory,factory start to bulid the weapon.
There is a weapon in storge,there is another weapon on the ship,player get 2 weapons but factory only build 1 weapon.


Some other words.
Can factory spawn at a certain place in nex's randomsector mode?(Like freespot)
Factory often spawn at the end of the hyperspace.Tooooooo far away from core world.
This is very odd. I've doubled checked and ships use almost exactly the same code to check eligibility. I also have no idea what's happening with refits. When I enter the refit screen I can only install weapons from storage.

I'll look into an option for restricted factory spawning.

EDIT: Testing confirms that the cost multiplier is working for ships on my end.
« Last Edit: September 20, 2017, 07:58:02 PM by isaacssv552 »
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isaacssv552

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Re: [0.8.1a] Omnifactory Rebooted 2.1.0 (Beta)
« Reply #104 on: September 20, 2017, 08:52:41 PM »

Version 2.2.7 is out! D-modded ships that somehow end up scanned will be removed.

Remnant Autofactory
A production based mini-mod
Download version 2.2.7

Changelog:
Added safety check to cancel scanning of D-modded ships.
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