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

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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3014405 times)

DrakonST

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1275 on: April 11, 2017, 07:35:54 AM »

v0.7.7b is broken. Fixing in a bit.
Excuse me? Not dowload or you have already corrected an error?
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Histidine

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1276 on: April 11, 2017, 07:53:52 AM »

Okay, reuploaded; use the already-provided links to download.
The 12 or so people who downloaded before seeing this post will have to download again (or just grab this .jar). So sorry for the inconvenience! :-X

(for those wondering: the Java code was improperly compiled, thus not having the proper fixes for new DynaSector)
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OOZ662

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1277 on: April 16, 2017, 03:52:16 PM »

This was an interesting message to get when trying to generate a new sector. Them wily number generators.

Code
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1447)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:777)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(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)
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Elijah

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1278 on: April 22, 2017, 06:29:54 AM »

So many new ways to make money, such a big desire to capture worlds  ;D ;D
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facc00

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1279 on: April 22, 2017, 08:16:47 PM »

I need this mod in my life for 0.8a :)
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adimetro00

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1280 on: April 24, 2017, 08:01:04 AM »

I can imagine why you would take so long updating this for 0.8a. It changes many things. Not least the randomly-generated sector.
Since the mod basically create a random sector, will it be redundant? I'm thinking that either you integrate the vanilla sector generator to the mod or stick to the one already in the mod.
Regardless, Great mod here ;D Looking forward to the 0.8a compatibility update!
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Histidine

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1281 on: April 25, 2017, 04:35:21 AM »

Note: Due to a bug in Starsector, no Nexerelin update will be possible until SS 0.8.1.
Even then I probably won't be able to do more with a quick release than keep most of the existing feature set: specifically, the first Nex version will likely have mandatory Corvus mode and possibly a temporary removal of mining. Still, look forward to it!
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RandomnessInc

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1282 on: April 25, 2017, 05:30:29 AM »

May I ask what the bug is?
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Histidine

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1283 on: April 25, 2017, 06:19:58 AM »

May I ask what the bug is?
Any mod with a custom rules command won't launch.
(Steiner Foundation, Mayorate and a bunch of DR mods will also be affected, in case anyone is wondering)
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SainnQ

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1284 on: April 25, 2017, 12:47:05 PM »

May I ask what the bug is?
Any mod with a custom rules command won't launch.
(Steiner Foundation, Mayorate and a bunch of DR mods will also be affected, in case anyone is wondering)

Did Alex indicate how far out the 8.1 update was?
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Mr. Nobody

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1285 on: April 25, 2017, 06:10:24 PM »

Question, is there any way to spawn a station or create a market where there was none before?
Considering the recent introduction of surveyed planetary modifiers (ie: rich ore deposits and similar) it would be interesting if the player could create, at a massive cost, a settlement there to exploit the resources for loadsamone.
That or having a safe haven where to drop off stuff between survey runs.

Also a very endgame stuff, if possible, would be to set up an entire production chain where volatiles mined from a gas giant are shipped to a refinery that in turn makes fuel.

Again, i don't know if any of this is even remotely doable (maybe console commands?), just saying it would be great.
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Midnight Kitsune

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1286 on: April 26, 2017, 03:45:51 PM »

May I ask what the bug is?
Any mod with a custom rules command won't launch.
(Steiner Foundation, Mayorate and a bunch of DR mods will also be affected, in case anyone is wondering)

Did Alex indicate how far out the 8.1 update was?

Most likely a few weeks
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Axisoflint

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1287 on: April 26, 2017, 06:02:28 PM »

Question, is there any way to spawn a station or create a market where there was none before?
Considering the recent introduction of surveyed planetary modifiers (ie: rich ore deposits and similar) it would be interesting if the player could create, at a massive cost, a settlement there to exploit the resources for loadsamone.
That or having a safe haven where to drop off stuff between survey runs.

Also a very endgame stuff, if possible, would be to set up an entire production chain where volatiles mined from a gas giant are shipped to a refinery that in turn makes fuel.

Again, i don't know if any of this is even remotely doable (maybe console commands?), just saying it would be great.

This blog post from June last year indicates that this is the intention of outposts (I did a quick search since I wasn't sure, may have changed since) - find some resources, establish an outpost to exploit that. I don't know how far away that is though in terms of being a practical thing you can do. I know Alex has said in another post somewhere that it (obviously) wasn't in this version so no clue when/if it will appear. No idea if the underlying mechanics are coded in already for people to exploit although I'd doubt it?
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Mr. Nobody

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1288 on: April 27, 2017, 04:59:22 AM »

Theoretically the only two things that are needed Alex-side are:
1) Spawning a market where there was none previously
2) Get information from a planet
Optional: 3) re-running the market simulation to account for new markets, though is likely to be hardcoded within the worldgen routine at this point unless Alex has planned ahead for outpost implementation, in that case there is no real problem

I believe getting a market's information is already possible (stability, etc) and can, to a certain extent, be changed (stability comes to mind)

The logic would/could be:
-satisfy requisites for enabling a menu interaction (the survey stuff already does this if you don't have enough crew/supplies/machinery/skill you can't survey a planet at all)
-get the planet's information
-create a market with the relevant "skills" (ie: rich ores) based on the planet's information
-(optional) rerun market simulation
>>now the "evolution" of a market could be either be "hands off" or player driven, if the latter then the logic used in step 1 can be recycled to an extent
IF (condition satisfied) THEN evolve market (add facilities, increase size, etc), rerun market sim (if possible)

In theory this should allow for both creating a full fledged market or just "we poured some quickcrete and a loose panel from the Hound (D) and made a depot" to act as extra storage between runs
Don't know if i'm missing anything
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felixsimon

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Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« Reply #1289 on: May 03, 2017, 09:15:07 PM »

Cant wait for Nexrelin update: after playing current version for quite a bit, it feels like it discourages fighting due to heavy supply costs of restoring CR and repairing. Missing being able to just mine as much as you want and go on a murder spree  ;D
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