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Author Topic: [0.95a] SAD: Sanguinary Autonomist Defectors  (Read 244310 times)

A_Random_Dude

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Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« Reply #105 on: April 15, 2022, 04:39:40 AM »

Hi, nice mod but I just wanted to inform you that both types of SAD beacons don't seem to show any description when I inspect them. I've taken a quick look into the mod's files, and it seems to be because the beacons description in rule.csv are associated to the wrong tag (warning_beacon). Changing those tags to the ones I could find in ping.json seemed to work, but only for one of the two beacons (sanguinary_autonomist_defectors_warning_beacon2 works perfectly, but not the 3).

Not a big issue, but I just wanted to point that out.
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Snrasha

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Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« Reply #106 on: April 15, 2022, 10:58:37 PM »

Hi, nice mod but I just wanted to inform you that both types of SAD beacons don't seem to show any description when I inspect them. I've taken a quick look into the mod's files, and it seems to be because the beacons description in rule.csv are associated to the wrong tag (warning_beacon). Changing those tags to the ones I could find in ping.json seemed to work, but only for one of the two beacons (sanguinary_autonomist_defectors_warning_beacon2 works perfectly, but not the 3).

Not a big issue, but I just wanted to point that out.

Oups, thank. I will might update it when i have time :).
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I am pretty bad on english. So, sorry in advance.

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Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

snopey1

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Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« Reply #107 on: May 19, 2022, 11:09:21 PM »

Using mod "Unpack Blueprints" and I modified the SAD blueprint pack to be unpack-able, that park works fine, however as soon as I scroll my inventory down and see the unpacked blueprints my game crashes with error "Fatal: Ship hull spec [sanguinary_autonomist_defectors_Anuket_Wing] not found! Check SS.log for more info."

Spoiler
142637 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [sanguinary_autonomist_defectors_Anuket_Wing] not found!
java.lang.RuntimeException: Ship hull spec [sanguinary_autonomist_defectors_Anuket_Wing] not found!
   at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.ui.trade.Object.renderShipWithCorners(Unknown Source)
   at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(FighterBlueprintItemPlugin.java:95)
   at com.fs.starfarer.campaign.ui.trade.Object.render(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I have verified all files unpacked correctly. I doubt many other people will have this issue since it requires you to have installed another mod and edited files in each mod. while not hard it's not something I expect a lot to run into.

I saw that sanguinary_autonomist_defectors_Anuket.SHIP existed and that comes up as "hullsize": "FIGHTER", so I tried to change the file name to sanguinary_autonomist_defectors_Anuket_Wing and had no fix. I opened that file and added a _Wing to the hullid also did not help. tried deleting Anuket_wing line from wing_data.csv but crashed on continuing game.

I'm just going undo changes, and put the blueprint away and sell it later if a solution is said, else it'll collect dust forever.
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McTashio

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Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« Reply #108 on: August 24, 2022, 04:57:28 AM »

Hi, first off cool mod and ship aesthetic. Unfortunately I've ran into an issue with my current save where ALL the remnant systems were replaced with SAD ones on sector generation. I assume there's not meant to be 20 odd SAD motherships? There are no remnants in the sector at all save for the odd few that spawn via Ruthless sector.

I hadn't noticed at first and got a few hours in and have now since had to abandon the save. I'm not sure if it a mod conflict, there are no error messages. Here's my mod list for that game if it would help.

Spoiler
{"enabledMods": [
  "yunrutechmining",
  "$$$_lightshow",
  "$$$_trailermoments",
  "pantera_ANewLevel25",
  "raccoonarms",
  "AttunedDriveField",
  "lw_autosave",
  "BSC",
  "blackrock_driveyards",
  "HMI_brighton",
  "bruh_moment_console_commands",
  "CaptainsLog",
  "CAS",
  "chatter",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "istl_dassaultmikoyan",
  "DetailedCombatResults",
  "diableavionics",
  "Diktat Enhancement",
  "DisassembleReassemble",
  "edshipyard",
  "HHE",
  "fleetsizebydp",
  "fluffships",
  "sun_flux_reticle",
  "sun_fuel_siphoning",
  "GrandColonies",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "hostileIntercept",
  "sun_hyperdrive",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "Interstellar Federation Refurbished -unbalanced-",
  "kadur_remnant",
  "LTA",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "missingships",
  "more_hullmods",
  "nexerelin",
  "officerExtension",
  "console_overlord_additionalcommands",
  "planet_search",
  "TAR",
  "pt_qolpack",
  "roider",
  "rotcesrats",
  "sun_ruthless_sector",
  "sanguinary_autonomist_defectors",
  "SCY",
  "SEEKER",
  "PT_ShipDirectionMarker",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "transpoffder",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "WEAPONARCS",
  "toggleWeapons",
  "whichmod",
  "audio_plus",
  "shaderLib"
]}
[close]

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Snrasha

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Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« Reply #109 on: September 24, 2022, 01:04:20 PM »

Hi, first off cool mod and ship aesthetic. Unfortunately I've ran into an issue with my current save where ALL the remnant systems were replaced with SAD ones on sector generation. I assume there's not meant to be 20 odd SAD motherships? There are no remnants in the sector at all save for the odd few that spawn via Ruthless sector.

I hadn't noticed at first and got a few hours in and have now since had to abandon the save. I'm not sure if it a mod conflict, there are no error messages. Here's my mod list for that game if it would help.

Spoiler
{"enabledMods": [
  "yunrutechmining",
  "$$$_lightshow",
  "$$$_trailermoments",
  "pantera_ANewLevel25",
  "raccoonarms",
  "AttunedDriveField",
  "lw_autosave",
  "BSC",
  "blackrock_driveyards",
  "HMI_brighton",
  "bruh_moment_console_commands",
  "CaptainsLog",
  "CAS",
  "chatter",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "istl_dassaultmikoyan",
  "DetailedCombatResults",
  "diableavionics",
  "Diktat Enhancement",
  "DisassembleReassemble",
  "edshipyard",
  "HHE",
  "fleetsizebydp",
  "fluffships",
  "sun_flux_reticle",
  "sun_fuel_siphoning",
  "GrandColonies",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "hostileIntercept",
  "sun_hyperdrive",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "Interstellar Federation Refurbished -unbalanced-",
  "kadur_remnant",
  "LTA",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "missingships",
  "more_hullmods",
  "nexerelin",
  "officerExtension",
  "console_overlord_additionalcommands",
  "planet_search",
  "TAR",
  "pt_qolpack",
  "roider",
  "rotcesrats",
  "sun_ruthless_sector",
  "sanguinary_autonomist_defectors",
  "SCY",
  "SEEKER",
  "PT_ShipDirectionMarker",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "transpoffder",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "WEAPONARCS",
  "toggleWeapons",
  "whichmod",
  "audio_plus",
  "shaderLib"
]}
[close]
Hi, completely missed that, sorry. Send me a message if i do not answer.
But in my memory, the mod worked properly. Probably incompatible with some mods.
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I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Island

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Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« Reply #110 on: October 19, 2022, 02:45:13 PM »

Ran into the same problem, all "warning beacons" systems are SAD, no remnants at all. These are the mods I used https://pastebin.com/Vb4dkgmj
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Harmful Mechanic

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Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« Reply #111 on: October 19, 2022, 04:22:02 PM »

From my memory of how DME's themegen script worked (before I deliberately made it run after Remnant spawns), even with the two scripts running at the same time and competing for systems, you almost never got zero Remnants - if you want to check, make a save copy, then do this:

1: turn on devmode (in settings.json or via Console Commands - enter 'devmode'),
2: turn off sensors (ctrl-z on the campaign layer), and
3: enter hyperspace.

Now you can look at the full, revealed campaign map, and you should have intel notifications for all the warning beacons on the map, sorted by faction. If there really are no Remnants on the map, you'll know.
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Island

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Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« Reply #112 on: October 20, 2022, 01:18:16 PM »

From my memory of how DME's themegen script worked (before I deliberately made it run after Remnant spawns), even with the two scripts running at the same time and competing for systems, you almost never got zero Remnants - if you want to check, make a save copy, then do this:

1: turn on devmode (in settings.json or via Console Commands - enter 'devmode'),
2: turn off sensors (ctrl-z on the campaign layer), and
3: enter hyperspace.

Now you can look at the full, revealed campaign map, and you should have intel notifications for all the warning beacons on the map, sorted by faction. If there really are no Remnants on the map, you'll know.

Thanks, tried it and there are 2 high, 2 med and 2 low danger systems. It's still a lot less than it should be in vanilla? I thought it should add more SAD-danger systems, not replace majority of remnants?
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Harmful Mechanic

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Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« Reply #113 on: October 20, 2022, 02:24:08 PM »

The themegen script populates by looking for desirable planets; the only way to really fix conflicts like this long-term is to target different systems.
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n3xx

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Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« Reply #114 on: October 08, 2023, 01:37:16 PM »

Is there going to be an update to this mod, it's one of the coolest looking mods?
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Bloodbath

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Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« Reply #115 on: November 19, 2023, 01:04:42 AM »

Is there going to be an update to this mod, it's one of the coolest looking mods?

I have been playing this mod for about a week now with only the mod_info number changed and it has been working for me fine, There might be a bug/crash in there somewhere but I havent ran into it yet.
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