Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 44 45 [46] 47 48

Author Topic: [0.9.1a] 'Junk Pirates' 3.5.3 (including ASP & P.A.C.K.)  (Read 597046 times)

mendonca

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« Reply #675 on: November 19, 2020, 12:13:17 PM »

Thank you for the kind words :)

Will hopefully be getting some of the rough edges of the sector gen smoothed out just a little, sort of soon ish.

Also, just if it wasn't clear, the Scrapjet is entirely the work of Vayra, and yeah I think they are great too!
Logged


"I'm doing it, I'm making them purple! No one can stop me!"

Deageon

  • Commander
  • ***
  • Posts: 115
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« Reply #676 on: November 20, 2020, 03:42:38 PM »

yeah, the rough edges getting ironed out would be nice, kinda wish i could get more junk pirates type ships out there on the rim from the pre-anarchs but alas, they're pack type boys
Logged

mendonca

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« Reply #677 on: December 28, 2020, 07:49:52 AM »

Just about done with this update, I think, picking up from last time - not feeling too bad if I only get it out a few days after the last one*

What I've got so far, difficult to entirely remember but:

- Fixed procgen elements, as far as I can tell. Now populating / occupying in some way around 15 systems typically in around 6 constellations (for reference typically 220-260 systems in any Normal worldgen) seems to be coming out that they are touching 5%-8% of worlds. Should stop doing the stupid things it used to do around overlapping core worlds etc. Should be much less prevalent.
- Lower tier Pre-PACK Anarchists act neutrally towards player. Around 50%-60% of Anarchist procgen systems seem to be run by these guys.
- Tweaked loot drops. Not sure exactly what, but generally shifted things from where they were as and when I thought about it to try and make it a little better in Pre-PACK anarchist research stations etc.
- Added HVBs as compatible with Vayra's Sector. Brother and sister with Blue Tangerines.
- Added support for Commissioned Crews.
- Added 'Boss Fight' out in the wilds. Some strange things kicking around in orbit around Cryovolcanic worlds. Soft cap of 3; normally 2-3 per worldgen. Seems like a tough fight without bringing a capital or two. Can get a decent haul of cores. Gens in non-tagged or JP systems, should steer clear of any other procgen mods systems with tags. Hit me up if you want me to include any tags from your mod.
- New illustration for above.
- I'm sorry to say I have actually nerfed the Mastiff and the Langoustine, in the most unimaginative way possible (i.e. I raised their DP), but also did tweak the stats. Also pretty sure I made the Constrictor worse. Hopefully I didn't do all those things multiple times.

Going to ponder, tweak and test for a bit longer, but thinking will release based on the above relatively soon, to get a solid grounding for a few more releases / additions over the next few months.

*The entirety of 2020, of course, doesn't count
Logged


"I'm doing it, I'm making them purple! No one can stop me!"

mendonca

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.5.1 (including ASP & P.A.C.K.)
« Reply #678 on: January 28, 2021, 01:59:21 PM »


Just a little bump for 3.5.1, now released, following 3.5.0 changelog generally as above.

3.5.1 CHANGELOG:
- Industrial.Evolution support and integration (including additional facilities implemented if activated; the Karkov Academy is an academy etc.)
- New Beginnings support
- mendoncaModSettings.ini; ever been tempted to turn off the procgen? Desperate for more stuff in your adjusted sector? Don't like either of the factions systems? Turn them off! Fiddle around! Break things!
- ASP Syndicate now spawns couriers running around the system carrying out various missions based on markets served. All above board, no money laundering round here officer etc. (requires elaboration on mechanics and intel etc., but they carry appropriate cargo). Can be disabled.
- ASP Syndicate value the courier service they offer very highly and don't appreciate people interfering with their services ...
- Some balance tweaks, additional small things picked up (BIG thanks to Avanitia for pointing out many things, some still on my to-do list)
- Spinerette power and loot buffed, simple measures for now pending additional design work.
- Addition of [Junk Pirates] to all tips and de-nonsensing them (to an extent). I still sincerely stand by the full AMB Aurora as a valid approach.


DOWNLOAD (or see OP)

https://bitbucket.org/mendoncka/my-files/downloads/Junk_Pirates_351.zip
Logged


"I'm doing it, I'm making them purple! No one can stop me!"

mendonca

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« Reply #679 on: February 07, 2021, 12:05:41 PM »

-+- DOWNLOAD 352 HERE -+-

3.5.2 Changelog:

Junk Pirates Explorers added:
- Sit around planet thinking about what to do;
- Some go off and cause trouble
- Some go off to decivilized planets and have a party.
- Can be switched off.
Intel added
- ASP Couriers variously
- Hit Fleets; should you attract the unwanted attention of the Familia
- Explorers; if you are friendly with the Junk Pirates you can keep up with the various things going on.
As the ASP Familia are more prominent; have been balanced with better (combat) ships; better and more variants.
Few balance tweaks including Goat, Gigantophis.
Better variants generally (thanks particularly due to Vayra for the tournament builds which I adapted a little)
Deco weapons; little aesthetic touches on some ships. Boxer, Boxenstein particularly.
Lots of small aesthetic improvements in various ways over the sprites. Plenty more to do, but incremental improvements continue.
PACK MESH - new built-in hullmod on bulk of pack fleet. Supports mixed fleets; mixed hulls.
« Last Edit: February 08, 2021, 01:54:15 AM by mendonca »
Logged


"I'm doing it, I'm making them purple! No one can stop me!"

dis astranagant

  • Lieutenant
  • **
  • Posts: 56
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« Reply #680 on: February 07, 2021, 02:23:12 PM »

On starting a new game with nex:

Code
194149 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.fleets.JunkPiratesExplorerFleetAssignmentAI.findPartySystem(JunkPiratesExplorerFleetAssignmentAI.java:176)
at data.scripts.campaign.fleets.JunkPiratesExplorerFleetAssignmentAI.findPartyPlanet(JunkPiratesExplorerFleetAssignmentAI.java:283)
at data.scripts.campaign.fleets.JunkPiratesExplorerFleetAssignmentAI.advance(JunkPiratesExplorerFleetAssignmentAI.java:61)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
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.?00000(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)

Logged

Dazs

  • Admiral
  • *****
  • Posts: 1029
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« Reply #681 on: February 07, 2021, 02:44:48 PM »

Same here:
725933 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.fleets.JunkPiratesExplorerFleetAssignmentAI.findPartySyst em(JunkPiratesExplorerFleetAssignmentAI.java:176)
   at data.scripts.campaign.fleets.JunkPiratesExplorerFleetAssignmentAI.findPartyPlan et(JunkPiratesExplorerFleetAssignmentAI.java:283)
   at data.scripts.campaign.fleets.JunkPiratesExplorerFleetAssignmentAI.advance(JunkPiratesExplorerFleetAssignmentAI.java:61)
   at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   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)

mendonca

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« Reply #682 on: February 07, 2021, 02:47:37 PM »

Thank you; apologies clearly insufficiently tested with Nexerelin.

Wonder what I changed since it last worked! Thanks for the stack traces - sorry it's late here will have to sort out in the morning.
Logged


"I'm doing it, I'm making them purple! No one can stop me!"

mendonca

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« Reply #683 on: February 08, 2021, 12:34:05 AM »

Hi, would it be possible to provide a mod list?

I'm trying with several miscellaneous mods, vayra and nex my end and seem to move into campaign okay.
Logged


"I'm doing it, I'm making them purple! No one can stop me!"

Dazs

  • Admiral
  • *****
  • Posts: 1029
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« Reply #684 on: February 08, 2021, 12:49:47 AM »

Currently playing a very modded game so I am not sure if this is helpful but before this patch it all worked.

{"enabledMods": [
  "anotherportraitpack",
  "anvil_industries",
  "ApproLight",
  "ApproLightPlus",
  "armaa",
  "lw_autosave",
  "blackrock_driveyards",
  "HMI_brighton",
  "capturecrew",
  "CombatAnalytics",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "COPS",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "edshipyard",
  "XLU",
  "fluffships",
  "Aic",
  "galmart",
  "gt_galaxytigers",
  "gates_awakened",
  "HMI_SV",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "junk_pirates_release",
  "kadur_remnant",
  "kiith-nabaal-shipyard",
  "LTA",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "luddenhance",
  "MagicLib",
  "Mayasuran Navy",
  "metelson_release",
  "missingships",
  "more_hullmods",
  "sun_new_beginnings",
  "nexerelin",
  "OcuA",
  "ORA",
  "pearson_exotronics",
  "roider",
  "sun_ruthless_sector",
  "SCY",
  "SEEKER",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "StopGapMeasures",
  "timid_supply_forging",
  "tahlan",
  "Terraforming and Station Construction",
  "star_federation",
  "THI",
  "TORCHSHIPS",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "XhanEmpire",
  "audio_plus",
  "shaderLib"
]}

Dazs

  • Admiral
  • *****
  • Posts: 1029
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« Reply #685 on: February 08, 2021, 01:23:23 AM »

Ok I did some testing and think I may have figured it.
{"enabledMods": [
  "HMI",
  "junk_pirates_release",
  "lw_lazylib",
  "MagicLib",
  "nexerelin",
  "vayrasector",
  "vayrashippack",
  "audio_plus",
  "shaderLib"
]}

I disabled all my fluff and was able to run. I enabled factions one by one and the third one was Hazard mining (HMI) and when I started a game it crashed.

73370 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.fleets.JunkPiratesExplorerFleetAssignmentAI.findPartySyst em(JunkPiratesExplorerFleetAssignmentAI.java:176)
   at data.scripts.campaign.fleets.JunkPiratesExplorerFleetAssignmentAI.findPartyPlan et(JunkPiratesExplorerFleetAssignmentAI.java:283)
   at data.scripts.campaign.fleets.JunkPiratesExplorerFleetAssignmentAI.advance(JunkPiratesExplorerFleetAssignmentAI.java:61)
   at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   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)

I'll keep enabling other mods and see if I find another crash conflict but I figured I'd update with what I've found so far

mendonca

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« Reply #686 on: February 08, 2021, 01:30:04 AM »

Thank you,

I've actually gone the slightly less elegant way round and stuck a null check in, which seems to be fixing the issue.

It appears that some markets are getting a 'null' faction, which is tripping out a bit of code that the Explorer's use.

I think, that even though I'm using similar code elsewhere, this 'null' risk is only exposed by the Explorer's who are less picky about where they visit, and are more likely to start looking at planets with null factions ...

If you can identify the mod, that would be incredibly helpful, but I still think it is reasonable that I include this null check, because it's a bit of a weird case that I'm sure another mod will do in the future ...

EDIT: Link updated, hopefully should be working now!
« Last Edit: February 08, 2021, 01:56:17 AM by mendonca »
Logged


"I'm doing it, I'm making them purple! No one can stop me!"

Dazs

  • Admiral
  • *****
  • Posts: 1029
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« Reply #687 on: February 08, 2021, 02:20:11 AM »

Update:
I enabled all utility mods with no issues then I went and enabled faction mods (minus HMI) alphabetically and was fine until I enabled Tiandong Heavy Industries at which point I received the same crash. SO so far HMI and Tiadong conflict. Still have the remaining alphabet to go, Ill let you know :)

Dazs

  • Admiral
  • *****
  • Posts: 1029
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« Reply #688 on: February 08, 2021, 02:35:21 AM »

OK so I have enabled all mods with the exceptions of Hazard Mining Incorporated, HMI Supervillians and Tiadong Heavy Industries and do not crash. Those two faction mods seem to be the only ones that conflict with yours and though it may look as though I have every faction mod in use I am sure there are one or two that I do not have enabled. :)

Dazs

  • Admiral
  • *****
  • Posts: 1029
    • View Profile
Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« Reply #689 on: February 08, 2021, 02:50:47 AM »

Ok so before I get reported for Spamming, last update. I see you updated your code so I enabled all mods with the newest version of JP and voila no crash. Thank you so much for jumping on this and sorry if I was a pain in the process.
Pages: 1 ... 44 45 [46] 47 48