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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 1726350 times)

AxleMC131

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3405 on: June 13, 2017, 04:02:54 PM »

Quick question:
Some mods are listed 0.8, and some 0,8.1 is it okay to use 0.8 ver. mod on 0.8.1 game?

Tricky. Some are, some aren't. It depends what sort of stuff the mods change, add or use.

If in doubt though, I'd stick to only using mods for your particular version though. That's the safest option.
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Seth

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3406 on: June 13, 2017, 07:36:09 PM »

I see, thanks.
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Originem

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3407 on: June 14, 2017, 02:48:06 AM »

How can I get a armor cell's location by cellX and cellY?
I just know callX and cellY can be get by Vector2f(Well API told me that).
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My mods


Jc

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3408 on: June 15, 2017, 11:54:49 AM »

Is it possible to triple the amount of ships and weapons that show up on ALL markets across the board? Is there a global variable that just straight up triples the amount inside every single market?
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mangalore

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3409 on: June 15, 2017, 02:17:35 PM »

Hi! I'm currently trying to bring a homebrew faction over to 0.81 and have trouble with a very vague NullPointerException concerning Bounty Fleet spawing, I think.Thing is how to best debug the issue. I would think the main error cause may be in the ships specification or fleet description but since I don't have any JSON parsing error it must be more subtle than that, possibly the change of fighters. As it happens in different spawn iterations of the world creation I would guess it has to do when a specific ship is pulled.

How can I best activate/deactivate ships from the spawn pool to narrow down the problem?

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prav

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3410 on: June 15, 2017, 02:45:57 PM »

I've got a crash that has me scratching my head - what would cause a Ship hull spec [prv_ljus_d_default_D] not found! error? It seems to be related to post-battle ship recovery, as I got the crash just after a fight where I lost a Ljus (D).

Full log message:
Spoiler
2249109 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [prv_ljus_d_default_D] not found!
java.lang.RuntimeException: Ship hull spec [prv_ljus_d_default_D] not found!
   at com.fs.starfarer.loading.F.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.DModManager.setDHull(DModManager.java:37)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.getRecoverableShips(FleetEncounterContext.java:1372)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:1698)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncount erEndPath(FleetInteractionDialogPluginImpl.java:1526)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1282)
   at com.fs.starfarer.ui.newui.newsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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]
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Histidine

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3411 on: June 17, 2017, 02:09:16 AM »

How do I make the procgen component of a handmade star system use names based on the star instead of the custom names (e.g. "Shaanxi IV" instead of "Tartiflette")? The withSpecialNames arg in this method seems to do nothing:
public static float addOrbitingEntities(StarSystemAPI system, SectorEntityToken parentStar, StarAge age,
                                 int min, int max, float startingRadius,
                                 int nameOffset, boolean withSpecialNames)


How can I best activate/deactivate ships from the spawn pool to narrow down the problem?
Commenting them out from the .faction file is probably the most straightforward.

I've got a crash that has me scratching my head - what would cause a Ship hull spec [prv_ljus_d_default_D] not found! error? It seems to be related to post-battle ship recovery, as I got the crash just after a fight where I lost a Ljus (D).

Full log message:
Spoiler
2249109 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [prv_ljus_d_default_D] not found!
java.lang.RuntimeException: Ship hull spec [prv_ljus_d_default_D] not found!
   at com.fs.starfarer.loading.F.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.DModManager.setDHull(DModManager.java:37)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.getRecoverableShips(FleetEncounterContext.java:1372)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:1698)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncount erEndPath(FleetInteractionDialogPluginImpl.java:1526)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1282)
   at com.fs.starfarer.ui.newui.newsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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's trying to get the autogenerated D skin for your ship (which it shouldn't, since it's already a D skin).
I'm not sure how to fix it; perhaps try "restoreToBaseHull":true in your premade D .skin file? If that fails, post the hullmods the skin has defined.
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kerghnox

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3412 on: June 17, 2017, 10:23:16 PM »

I just want to make a simple mod that changes some hyperstorm values, how do you go about doing this?

Here's my embarrassing attempt that didn't change anything at all:

Code
package data.scripts.campaign.terrain;

import java.awt.Color;
import java.util.ArrayList;
import java.util.EnumSet;
import java.util.List;
import java.util.Random;

import org.lwjgl.opengl.GL11;
import org.lwjgl.util.vector.Vector2f;

import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.CampaignEngineLayers;
import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.TerrainAIFlags;
import com.fs.starfarer.api.combat.ViewportAPI;
import com.fs.starfarer.api.fleet.FleetMemberAPI;
import com.fs.starfarer.api.graphics.SpriteAPI;
import com.fs.starfarer.api.impl.campaign.ids.Stats;
import com.fs.starfarer.api.loading.Description.Type;
import com.fs.starfarer.api.ui.Alignment;
import com.fs.starfarer.api.ui.TooltipMakerAPI;
import com.fs.starfarer.api.util.FlickerUtilV2;
import com.fs.starfarer.api.util.Misc;
import com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin;

public class NearHarmlessHS extends HyperspaceTerrainPlugin {

public static float MIN_BURN_PENALTY = 0.1f;
public static float BURN_PENALTY_RANGE = 0.1f;
public static final float VISIBLITY_MULT = 0.5f;


public static final float STORM_STRIKE_SOUND_RANGE = 1500f;

public static final float STORM_CR_LOSS_MULT = 0.1f;
public static final float FUEL_USE_FRACTION = 0.1f;
//public static final float SPEED_MULT = 1f;
public static final float STORM_SPEED_MULT = 1f;
//public static final float SENSOR_RANGE_MULT = 0.5f;
public static final float STORM_SENSOR_RANGE_MULT = 1f;
public static final float STORM_VISIBILITY_FLAT = 2000f;


public static final float TILE_SIZE = 200;
}
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sc90

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3413 on: June 18, 2017, 06:07:46 AM »

Any way to stop AI from retreating at all?
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c0nr4d1c4l

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3414 on: June 18, 2017, 08:52:45 PM »

Is there a way to make a hullmod that...occasionally produces food and lobsters in reasonable quantities?
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nomadic_leader

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3415 on: June 19, 2017, 07:25:37 AM »

Is there a way to make a hullmod that...occasionally produces food and lobsters in reasonable quantities?

The user Snrasha had a mod with a hullmod/ship that produces food. Here he is asking about it.

http://fractalsoftworks.com/forum/index.php?topic=5061.msg173501#msg173501

There may be some other mods; if you search confined to the modding forums you may find them.
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Snrasha

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3416 on: June 19, 2017, 09:27:26 AM »

Is there a way to make a hullmod that...occasionally produces food and lobsters in reasonable quantities?

The user Snrasha had a mod with a hullmod/ship that produces food. Here he is asking about it.

http://fractalsoftworks.com/forum/index.php?topic=5061.msg173501#msg173501

There may be some other mods; if you search confined to the modding forums you may find them.

Not only, look page 2 or 3 of this section, you go found a hullmod for that.


Edit:
http://fractalsoftworks.com/forum/index.php?topic=12280.0

Here, use this.
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TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3417 on: June 21, 2017, 09:41:42 AM »

Ok, WTF already!


The game keeps complaining about this: (I'm making a TC by the way)
Code
29935 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [warden_Defense] not found!
java.lang.RuntimeException: Ship hull variant [warden_Defense] 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.loading.thissuper$Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.thissuper.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)

But I HAVE a warden_Defense variant fully defined. I copied the graphics and the hull and the variant (but changed the weapons) from the core game
Code
{
    "displayName": "Defense",
    "fluxCapacitors": 0,
    "fluxVents": 10,
    "hullId": "warden",
    "hullMods": [],
    "quality": 0,
    "variantId": "warden_Defense",
    "weaponGroups": [
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {"WS 001": "med-en-alien-beam"}
        },
        {
            "autofire": true,
            "mode": "LINKED",
            "weapons": {
                "WS 002": "sm-en-alien-laser"
            }
        }
    ]
}
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Thaago

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3418 on: June 21, 2017, 12:17:13 PM »

Just to be sure, the file name matches the variant name with no typos, right?
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TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #3419 on: June 25, 2017, 02:11:36 AM »

What?

What are you talking about? Scrips are .java, ship and weapon data is .csv. What kind of a question is that?
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