Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Tecrys on September 13, 2023, 09:35:54 AM

Title: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
Post by: Tecrys on September 13, 2023, 09:35:54 AM


Symbiotic Void Creatures
(https://i.imgur.com/ygwFX5m.png) (https://github.com/DesperatePeter/starsector-symbiotic-void-creatures/releases/tag/0.5.0-alpha)
(click the banner to download)


SVC adds wild creatures you can encounter and interact with during your travels.
Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0), GraphicsLib (https://fractalsoftworks.com/forum/index.php?topic=10982.0) and MagicLib (https://fractalsoftworks.com/forum/index.php?topic=25868.0).
Advanced Gunnery Control (https://fractalsoftworks.com/forum/index.php?topic=21280.0) and JRE8 are highly recommended but not a dependency.


Features

Can be added (but not removed) to an existing save if Nexerilin is activated.
a variety of creatures with lots of animations
quirky organic weapons
exploration focused gameplay
make friends among the stars or exploit them for their [REDACTED]

Fully supported mods:
Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0),
Starship Legends (https://fractalsoftworks.com/forum/index.php?topic=15321.0),
Substance Abuse (https://fractalsoftworks.com/forum/index.php?topic=24378.0),
Take No Prisoners (https://fractalsoftworks.com/forum/index.php?topic=25979.0),
Combat Chatter (https://fractalsoftworks.com/forum/index.php?topic=10399.0),
Experimental Hullmods (https://fractalsoftworks.com/forum/index.php?topic=24291.0),
Progressive S-Mods (https://fractalsoftworks.com/forum/index.php?topic=23006.0),
Automated Commands (https://fractalsoftworks.com/forum/index.php?topic=21576.0),
More Military Missions (https://fractalsoftworks.com/forum/index.php?topic=26880)

Graphics, animation, sound and some writing: Tecrys
Co-Author, Coder and Writer: Jannes aka DesperatePeter
Read the Readme inside mod folder for additional credits.
in case you want to spoil the surprise, here are some gifs
(https://i.imgur.com/EnaMKHZ.gif)(https://i.imgur.com/ITO5VvR.gif)(https://i.imgur.com/q3cbN6A.gif)
[close]
Changelog
0.5.0-alpha
- basic 0.97a compatibility
0.4.4-alpha
- increased Scoliac flux capacity by 50%
- fixed some decorative weapons showing up as loot
- Stjarwhals now count as "civilian" to reduce the risk of deploying them by accident
- fixed rare crash when trying to spawn whale fleet when player fleet is stationary
- fixed a crash caused by a missing zero length vector check
0.4.3-alpha
- fixed a typo that resulted in certain variants not spawning
- Parasumbilical Cord can now only deflect a maximum of 5% of target hull per second, resulting in a maximum of 20% hull damage over its duration
- Whale Event has been further improved by spawning fleets further apart
0.4.2-alpha
- fixed a crash caused by shipsystem AIs
- drastically nerved Parasumbilical Cord and Parry shipsystems
- adjusted fleet points for better combat auto-resolve
- Whale event should now last long enough for player to intervene
0.4.1-alpha
- fixed a crash due to pseudo dependency for Substance Abuse (hopefully)
0.4.0-alpha
- players no longer need the automated ships skill to recover Voidlings. There's now a different way to attain that ability
- added a new weapon
- a colony structure blueprint can now be earned
- implemented a custom Nexerilin start
- new bar events
- updated all Voidling variants
- full Exotica Technologies support including a special upgrade
- juggled many stats around
- fixed some edge case crashes
0.3.0-alpha
- Voidlings use some new tactics
- 3 new weapons (maybe 1 more)
- Voidling weapons are now obtainable
- Exotica Technologies mod integration
- Parasumbilical Cord: slight rework in the way the ability reflects damage
- 1 Miniboss: Scoliac
- Description fixes
0.2.0-alpha
- cross-mod support for Starship Legends [Big Thanks to Sundog!], Substance Abuse [Thank you PureTilt], Take No Prisoners, Combat Chatter, Experimental Hullmods, Progressive S-Mods, Automated Commands and More Military Missions [Stjarwhals are no longer a possible target]
- integration of DecoLib reducing vram footprint by almost half
- Voidlings are more dangerous now (improved manoeuvrability, removed EMP vulnerability, custom right click defensive system, erratic behaviour)
- more Voidling variants
- customized loot pool
- slightly increased spawn rates
- slightly reduced creature sound volume
- fixed whales not having fins in refit screen
0.1.2-alpha
-Fixed Voidlings not using grapplers which massively nerfed them
-fixed Nexerilin faction relations which should in turn fix the event dialog screens
[close]
Title: Re: [0.96a] Symbiotic Void Creatures 0.1.1-alpha
Post by: Tecrys on September 13, 2023, 09:36:07 AM
Reserved
Title: Re: [0.96a] Symbiotic Void Creatures 0.1.1-alpha
Post by: HokiroBroomstick on September 13, 2023, 11:05:34 AM
ohno
Title: Re: [0.96a] Symbiotic Void Creatures 0.1.1-alpha
Post by: PreConceptor on September 13, 2023, 12:35:34 PM
You just had to do it. You just HAD to make hyperspace demons real.

Wasn't the Collapse enough?
Title: Re: [Hotfix] [0.96a] Symbiotic Void Creatures 0.1.2-alpha
Post by: Wyvern on September 13, 2023, 04:12:11 PM
Interesting. Definitely going to add this in to my game.

As a technical aside, though, I see you've got a lot of seemingly-identical left-and-right versions of weapon graphics, which might benefit from using the weapon mirroring code from my DecoLib (https://fractalsoftworks.com/forum/index.php?topic=25579.0) mod.
(My current in-dev version of DecoLib has additional features that might also be of use, like allowing weapon centerpoints to be specified so you don't have to have enormous amounts of empty space in sprites just to get the centerpoint where you want it. But, well. In-dev. Still, if you think that'd be useful to you, I can certainly fast-track actually getting it released and available.)

I will also note that, if you want to use my mirroring code, but don't want to add yet another dependency, the actual code is very simple and I'm not going to complain if you just incorporate it directly. (Especially not given that the original mirroring code I based mine off of was, in fact, your work to start with.)
Title: Re: [Hotfix] [0.96a] Symbiotic Void Creatures 0.1.2-alpha
Post by: Tecrys on September 14, 2023, 04:32:47 AM
I'd love to hear your thoughts on balance/difficulty of the mod. I think it's hard to hit the right spot and I tend to make my content way too weak.

I will also note that, if you want to use my mirroring code, but don't want to add yet another dependency, the actual code is very simple and I'm not going to complain if you just incorporate it directly. (Especially not given that the original mirroring code I based mine off of was, in fact, your work to start with.)
Thanks for your offer, much appreciated!
I had that code implemented when the mod was still called Biomancy Genetic Engineering years ago but I could never fix the ship selection view on the left hand side of refit screen not being mirrored. Sadly it also didn't work for fleet preview on campaign layer.
I don't know if your modifications fixed that or not. If yes, I'd love to include the mirroring code since it would save me a ton of vram used.

Also, I never actually wrote that code myself, I found it in radioactive code dump and modified it back in the day. I just want to add this to make sure I don't take credit for something I didn't actually make ^^ (Coding isn't exactly my strong suit)
Title: Re: [Hotfix] [0.96a] Symbiotic Void Creatures 0.1.2-alpha
Post by: Wyvern on September 14, 2023, 08:52:27 AM
I had that code implemented when the mod was still called Biomancy Genetic Engineering years ago but I could never fix the ship selection view on the left hand side of refit screen not being mirrored. Sadly it also didn't work for fleet preview on campaign layer.
I don't know if your modifications fixed that or not. If yes, I'd love to include the mirroring code since it would save me a ton of vram used.
Yes, that's all been fixed! Took some work from Alex, actually - the key was a new init method that gets called even in contexts that don't have a CombatEngine.

Also, I never actually wrote that code myself, I found it in radioactive code dump and modified it back in the day. I just want to add this to make sure I don't take credit for something I didn't actually make ^^ (Coding isn't exactly my strong suit)
...Looks like I owe Xenoargh an apology, then. Thanks for the information; I've updated the credits listing on my mod's thread to actually trace all the way back to the original code. (I'm leaving your name on the listing too, of course; if you hadn't been playing around with this stuff, I wouldn't have found it and kept poking until Alex eventually implemented things that let it work properly.)
Title: Re: [0.96a] Symbiotic Void Creatures 0.1.2-alpha
Post by: Erhes on September 22, 2023, 04:08:00 AM
Love this mode, great work!
Title: Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
Post by: Erhes on September 24, 2023, 10:06:45 AM
Cant launch Starsector with the newest version of this mod.
Title: Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
Post by: Tecrys on September 24, 2023, 11:55:34 AM
Cant launch Starsector with the newest version of this mod.
This version is not save compatible with the last one in case you tried to continue a previous save where an earlier version of the mod was installed.

Does the game crash or what happens? If you can, pls send me your starsector.log right after the crash happens so I can investigate
Title: Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
Post by: Erhes on September 24, 2023, 12:15:08 PM
Cant launch Starsector with the newest version of this mod.
This version is not save compatible with the last one in case you tried to continue a previous save where an earlier version of the mod was installed.

Does the game crash or what happens? If you can, pls send me your starsector.log right after the crash happens so I can investigate

Crash happend when try to launch Starsector, right after loading bar to menu of the game reach end.

Attached image is notify I get after crash.
Title: Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
Post by: Hatter on September 24, 2023, 01:52:59 PM
Hmm. Maybe an unmarked dependency on Substance Abuse?
Title: Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
Post by: DesperatePeter on September 24, 2023, 10:50:44 PM
Crash happend when try to launch Starsector, right after loading bar to menu of the game reach end.

Attached image is notify I get after crash.

I just tested it, the game launches fine without Substance Abuse enabled.
Did you do a clean install (i.e. delete the folder with the old version before unpacking the new version)?
If not, please try a clean install and let us know if that solves the issue =)
Title: Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
Post by: Erhes on September 25, 2023, 02:24:18 AM
I tried to launch game without Starpocalypse 3.0.2 and it works. For some reason game crash when both Starpocalypse and Symbiotic Void Creatures are enabled.

Clean install didnt help, tried it before.
Title: Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
Post by: Oni on September 25, 2023, 10:09:29 AM
I tried to launch game without Starpocalypse 3.0.2 and it works. For some reason game crash when both Starpocalypse and Symbiotic Void Creatures are enabled.

Clean install didnt help, tried it before.

Odd, I've got Starpocalypse 3_0_2 and this active, everything seems to work fine.  ???
Title: Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
Post by: Dazs on September 29, 2023, 09:53:51 PM
Tecrys I am so happy that you have decided to bring your artwork to life. The animations are just so good and hit that insect creepy crawly sweet spot. I will defiantly be keeping track of how this progresses.
Title: Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
Post by: w00d on October 01, 2023, 12:14:48 AM
yes this is awesome!  can you make ready for Nexx and make it like a growing or end game threat? i dunno, after a while they get stronger and more numerous and get buffed up unless you do the a story line and confront them in an origin point etc

looks great!
Title: Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
Post by: mkire on October 03, 2023, 05:15:20 PM
i love that i can befriend the space whales and get cheap cargo ships from it
Title: Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
Post by: questioningmeme on October 06, 2023, 01:16:41 AM
Arguably my favorite mod right now, can't wait to see what sort of leviathans you are cooking up for the future.

Hopefully, we'll get some hull mods for these guys, like some kind of gym to put the void creatures into.
Title: Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
Post by: Tecrys on October 07, 2023, 10:53:36 AM
Fresh Update is out!
check release notes on the bottom of op.

Just pushed 0.4.1-alpha hotfix, please redownload the mod!
Code
0.4.1-alpha
- fixed a crash due to pseudo dependency for Substance Abuse (hopefully)

Tecrys I am so happy that you have decided to bring your artwork to life. Snip
Arguably my favorite mod right now, can't wait to see what sort of leviathans you are cooking up for the future. Snip
Thank you so much!

i love that i can befriend the space whales and get cheap cargo ships from it
I never thought this feature would be so popular. Glad you and many others like it so much!
Title: Re: HOTFIX [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: Wyvern on October 09, 2023, 03:45:28 PM
Well, carp.

Apparently there are a few places where the Mirror code still doesn't apply. I've posted this to bug reports (https://fractalsoftworks.com/forum/index.php?topic=28141.0) as well, since it's something that only Alex can fix.

This doesn't happen with normal weapons, since normal weapons aren't drawn at all in the fleet encounter display, but apparently (some?) deco weapons do get drawn in that context... without running through the proper init method.

See:
(https://www.silverinsanity.com/~wyvern/MirrorFail.jpg)

Bleh. I guess for now you'll just have to have some weapons still using the old separate left-and-right versions. My apologies. >.<
Title: Re: HOTFIX [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: Tecrys on October 10, 2023, 12:02:53 AM
snip
Bleh. I guess for now you'll just have to have some weapons still using the old separate left-and-right versions. My apologies. >.<
Yes I saw that but I'm quite okay with that small fleet preview window being a little weird for the amount of vram it saves.
Thanks for taking it to Alex though!
Title: Re: HOTFIX [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: Tecrys on October 17, 2023, 01:52:16 AM
Jannes and I decided to slow down development a bit since most of the features we planned are implemented.
Let the mod settle down a bit, wait for more feedback etc.

We will probably move into beta with next update
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: jwc1015 on October 21, 2023, 03:29:45 PM
Hello! I just wanted to ask - is the exotica technologies tie-in item thingy working, or is it just not available in-game at the moment?
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: DesperatePeter on October 24, 2023, 01:52:38 AM
Hello! I just wanted to ask - is the exotica technologies tie-in item thingy working, or is it just not available in-game at the moment?

Hi!

It should be available and work, though I will admit that we haven't tested it extensively. You should be able to install VoidChitinPlating, which replaces the ship's shield/phase cloak with a Parry, once you have 1000 void chitin in your inventory.
If this doesn't work, would you care to elaborate? Does the option not show up in the exotica menu? Or does it not work when installed? If so, are you running JRE7 or JRE8? This is a wild guess, but I have encountered issues with JRE8 in cases where I wrote code similar to this kind of code, before.

Hope this helps, thanks in advance for any additional info!
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: FiCho on October 27, 2023, 03:11:44 AM
Finally some space bugs to kill  ;D
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: Crisliten on November 08, 2023, 06:52:17 AM
Spoiler
How to find the mini-boss fight to recover voidlings to my fleet? I interacted with the event in the Bar, but can't find It anywhere.
[close]
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: Wyvern on November 08, 2023, 09:25:26 AM
Spoiler
How to find the mini-boss fight to recover voidlings to my fleet? I interacted with the event in the Bar, but can't find It anywhere.
[close]
That does seem to be, uh, slightly buggy.

But sooner or later you'll get a warning of something approaching in hyperspace. Sometimes this is followed by something actually approaching. Sometimes, presumably, the 'approaching' fleet gets knocked way off-course by hyperspace storms and is never seen.

It'll turn up eventually, though.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: Killer of Fate on November 09, 2023, 03:13:33 AM
ey, did u remove the ability to retreat against them?

Spoiler
https://youtu.be/8soUIFgAUPQ
[close]
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: Wyvern on November 09, 2023, 11:40:31 PM
I feel like the damage share ability some of the void creatures have may be a bit overtuned.

For the player, once you realize what's going on, it's not that bad. You can just stay out of range of the thing and you're fine. Or, if you're in range, you can just hold fire for a bit if you need to.

Unfortunately, these simple tactics are not things the AI is capable of doing, and every two or three fights I'll lose an otherwise-highly-durable ship to this ability, since it completely ignores shields and tends to deal very high damage. (Significantly higher than how much the voidling takes, even; I've seen the retributive system kill capital ships from damage that the destroyer-class voidling survived.)

And it just feels cheap when this happens.

Now, I'll give you: this is definitely a neat idea. But I think it'd work better as something similar to, say, the Master of Orion II energy absorber, where the retaliatory strike comes in the form of a regular projectile attack rather than the current instant unblockable death.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: Ramiel on November 10, 2023, 11:26:37 AM
Yes! More space horrors is exactly what this game needed!
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: Tecrys on November 14, 2023, 01:14:59 AM
ey, did u remove the ability to retreat against them? *snip
No, I did not. Must be some other mod doing that

I feel like the damage share ability some of the void creatures have may be a bit overtuned. *snip
Agreed, I keep getting reports about it.
Either I'll have to tell the AI to avoid the Embolist when that ability is active or change it somehow. I'll think of something
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: mkire on November 17, 2023, 06:13:49 AM
how is your starwhale rescue spawner coded? i've not seen a single one of those encounters since i updated after my comment about liking the whales, but have seen the voidlings
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: Tecrys on November 18, 2023, 08:11:42 AM
how is your starwhale rescue spawner coded? i've not seen a single one of those encounters since i updated after my comment about liking the whales, but have seen the voidlings
Thanks for letting me know!

I've been collecting complaints and bug reports for a while now and I'll try to push an update next week month or so with fixes for Embolist ship system that shares damage and more time to save whales from Voidlings
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.1-alpha
Post by: Wyvern on November 27, 2023, 07:49:57 PM
Hi! Got a weird crash from this combined with, of all things, Officer Extension (https://fractalsoftworks.com/forum/index.php?topic=23928.msg417455#msg417455). Should be fixed in their side of things, but suggests that there's something potentially problematic going on in Symbiotic Void Creatures, too.

Original stack trace:
Code
292725 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at officerextension.FleetListener.reportShownInteractionDialog(FleetListener.java:37)
at com.fs.starfarer.campaign.CampaignEngine.reportShowInteractionDialog(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
at tecrys.svc.world.notifications.NotificationBase.showNotification(NotificationBase.kt:20)
at tecrys.svc.world.notifications.NotificationBase.showIfRequested(NotificationBase.kt:28)
at tecrys.svc.world.notifications.NotificationShower.advance(NotificationShower.kt:61)
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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
And the mod dev's reply over there:
Thanks for the report, looking at it I see the only way this could happen is if a fleet's getBattle is not null but getBattle().getOtherSideCombined is null. Seems like an odd crash... could it be that the fleet you were fighting against didn't exist or didn't have any ships?

I'll add some additional null checks, though I suspect this is some funky mod fleet. What exactly is tecrys?

Edit: if you're still getting the crash try downloading the latest jar from the github repo and let me know if that fixes it, here: https://github.com/qcwxezda/Starsector-Officer-Extension/tree/main/jars (https://github.com/qcwxezda/Starsector-Officer-Extension/tree/main/jars)
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
Post by: Tecrys on December 01, 2023, 02:00:36 AM
0.4.2-alpha release (save compatible)

- fixed a crash caused by shipsystem AIs
- drastically nerved Parasumbilical Cord and Parry shipsystems
- adjusted fleet points for better combat auto-resolve
- Whale event should now last long enough for player to intervene
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
Post by: power12359 on December 01, 2023, 10:03:17 PM
Yay, I'm gonna go save some whales.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
Post by: Alluvian on December 03, 2023, 06:13:17 AM
Wonderful mod! Just tried it out on a new playthrough. Happily exploring the areas outside the core worlds... and then saw the event. To borrow the phrase from the Dwarf Fortress community: (sometimes) Loosing is Fun. Was a great introduction to the mod. Going to try the custom Bugmaster start sometime soon.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
Post by: John Starsector on December 03, 2023, 11:53:15 AM
I think it would be great if there was an option to have an AI core officer for these creatures rather than human officers.
I really want to use them as support ships for my normal fleet but putting human officers on these creature ships is a really big waste compared to normal ships and it's just not worth it.
On the other hand having a gamma core as an officer would fit them perfectly.
(p.s. I was really surprised the first time I had these ships, having a human officer "polite" these ships just seems odd...)

Lore vise it could be said that the AI cores use the collars, and the AI ship limitation system that's already in the game would also serve to show why you couldn't just flood the sector with these creatures, since these are dangerous monsters and keeping them under control is difficult, especially in great numbers.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
Post by: Pagan Pope on December 09, 2023, 05:36:13 AM
Hello, seems mod has some problems whit substance abuse, as it causes crash when both mods are enabled at same time

52223 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at tecrys.svc.plugins.substanceabuse.LoadSubstanceAbuseKt.loadSubstanceAbuse(loadSubstanceAbuse.kt:17)
    at tecrys.svc.SvcBasePlugin.onApplicationLoad(SvcBasePlugin.kt:65)
    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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Thread.java:748)

Wish you luck whit fixing this crash in future
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
Post by: Tecrys on December 11, 2023, 08:10:03 AM
Hello, seems mod has some problems whit substance abuse, as it causes crash when both mods are enabled at same time *snip

This bug has been fixed a while ago, please make sure your mods are up to date.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
Post by: Fallenslav on December 13, 2023, 10:44:21 PM
Do I understand correctly that there is no other way to get new ships besides hunting? If that's the case, why not try to make a dialogue with a patrol that allows you to take their creatures to them.
And another question. What is that script that prevents you from taking more than one alpha creature in a fleet?
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
Post by: power12359 on December 15, 2023, 06:20:42 AM
Do I understand correctly that there is no other way to get new ships besides hunting? If that's the case, why not try to make a dialogue with a patrol that allows you to take their creatures to them.
And another question. What is that script that prevents you from taking more than one alpha creature in a fleet?
There might be a way to get voidling besides hunting them. I got a building blueprint relating to voidlings but haven't tried it yet.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
Post by: Fallenslav on December 16, 2023, 03:36:32 AM
There might be a way to get voidling besides hunting them. I got a building blueprint relating to voidlings but haven't tried it yet.
Voidlings Hatch spams small voidling patrols and nothing more.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
Post by: DesperatePeter on December 16, 2023, 06:32:05 AM
Do I understand correctly that there is no other way to get new ships besides hunting?

Hi Fallenslav!

As of now, you have to defeat hunter fleets to gain the ability to salvage voidlings. There is a way to gain a single blueprint for building your own voidlings, if you finish the magicbounty quest chain.

Quote
If that's the case, why not try to make a dialogue with a patrol that allows you to take their creatures to them.
Hmm, I'm afraid I don't understand what you mean by this. Do you mean there should be a way to "talk" to voidling fleets to "gift" them voidling ships in your fleet?
If so, I'm not really sure if that makes sense lore-wise. You are not really supposed to be able to peacefully interact with wild voidling fleets.

Quote
And another question. What is that script that prevents you from taking more than one alpha creature in a fleet?
It's a hullmod. You can find the code here (https://github.com/DesperatePeter/starsector-symbiotic-void-creatures/blob/d6216c69b8d433c5f5a07801c0a7248922657f2e/src/tecrys/svc/hullmods/SvcAlphaHullmod.kt).

There might be a way to get voidling besides hunting them. I got a building blueprint relating to voidlings but haven't tried it yet.
There's actually two different kinds of blueprint you can get, one by finishing the hunter quest chain (which gives you the building blueprint) and another by finishing the magic bounty quest chain.
I will add, though, that, as this is still in alpha, both of those are still kind of unfinished and probably not all that useful. We will almost certainly improve them in a future update =)

Voidlings Hatch spams small voidling patrols and nothing more.
Yup! As of now, it only spawns fleets to protect the system it was built in. Which, to be honest, probably isn't super useful most of the time.
But we will probably add something to that building in the future (maybe producing a small quantity of void chitin per month. But given that void chitin is currently only useful if you also use the Exotica mod, we probably would also have to add another use for void chitin^^ If you have any interesting ideas, feel free to suggest them =)).
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
Post by: nukularpower on December 16, 2023, 01:46:19 PM
Love this mod.  Really cool how you got blood effects to work for them.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
Post by: Fallenslav on December 17, 2023, 01:38:42 AM
Hi Fallenslav!

As of now, you have to defeat hunter fleets to gain the ability to salvage voidlings. There is a way to gain a single blueprint for building your own voidlings, if you finish the magicbounty quest chain.
So, may you tell more about magicbouty quest line, how to start it?

Quote
Hmm, I'm afraid I don't understand what you mean by this. Do you mean there should be a way to "talk" to voidling fleets to "gift" them voidling ships in your fleet?
If so, I'm not really sure if that makes sense lore-wise. You are not really supposed to be able to peacefully interact with wild voidling fleets.
Yep, but have a small talk (lol) with your own voidling patrool from hatch, not with aggressive ones.

Quote
It's a hullmod. You can find the code here
Can I remove this hullmod with no redaction or cheat options?
 
Quote
If you have any interesting ideas, feel free to suggest them =)).
Oh, thank you, cause I think ideas suggesting without any codding skills is kind of nonsense. I thought about full life-cycle of the voidlings with mothership, which can give you ability to spam voidlings without any colony. Only by raids for food, nutritious prisoners and with egg laying on empty planets. Or not empty ones.))) So it need to add more free spacewhales fleets to hunt with voidlings or without to get money or food supply. It makes new nomad game style. But I see more peacefull alternative with whales domestication.   

And one problem: i dont what this problem is
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
Post by: Vundaex on December 17, 2023, 07:55:55 AM
That looks fantastic, I've been hoping for something like that!
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.3-alpha
Post by: power12359 on December 24, 2023, 07:37:18 PM
I got a space whale but there is a bit of weirdness. When I select ships for to participate in battle, clicking all selects the whale despite it being non combat. So the game might not be labeling as a civilian ship. I do worry that I might forget and my whale ends slaughtered in battle.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.3-alpha
Post by: Tecrys on December 27, 2023, 02:28:31 AM
I got a space whale but there is a bit of weirdness. When I select ships for to participate in battle, clicking all selects the whale despite it being non combat. So the game might not be labeling as a civilian ship. I do worry that I might forget and my whale ends slaughtered in battle.

Thanks for letting me know, should be an easy fix (just a hint in Ship_data.csv). I'll include it in next update, might take a while though because Space Engineers got a firm grip on my free time atm.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.3-alpha
Post by: Fallenslav on December 28, 2023, 10:11:02 PM
I got a space whale but there is a bit of weirdness. When I select ships for to participate in battle, clicking all selects the whale despite it being non combat. So the game might not be labeling as a civilian ship. I do worry that I might forget and my whale ends slaughtered in battle.

Thanks for letting me know, should be an easy fix (just a hint in Ship_data.csv). I'll include it in next update, might take a while though because Space Engineers got a firm grip on my free time atm.

One bug: in result of mining of planets i can get whales weapon with no picture or price. Sometimes reviving creatures have missinq weapons in their slots.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.3-alpha
Post by: Lethice on January 06, 2024, 08:18:46 PM
There anything you miss out on adding this mid-save?
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.3-alpha
Post by: Tecrys on January 07, 2024, 05:06:43 AM
There anything you miss out on adding this mid-save?

Should work fine as long as you are using Nexerilin too. Otherwise the creatures won't be enemies to every faction

Edit: Without Nexerilin you'll have to manually set faction relations with Void creatures via console commands. They will probably be neutral to all factions.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.3-alpha
Post by: Lethice on January 10, 2024, 11:59:41 AM
Even with Nex they still seem to be passive with all other factions
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
Post by: Tecrys on January 23, 2024, 08:24:49 AM
0.4.4-alpha release

- increased Scoliac flux capacity by 50%
- fixed some decorative weapons showing up as loot
- Stjarwhals now count as "civilian" to reduce the risk of deploying them by accident
- fixed rare crash when trying to spawn whale fleet when player fleet is stationary
- fixed a crash caused by a missing zero length vector check
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
Post by: dae on January 24, 2024, 05:46:19 PM
Is there a way to have more than one Alpha in your fleet as of right now or no? If not, can I suggest an item or mod that lets you control more than 1 if you have an officer assigned to it (to balance it) - as of now it feels a bit annoying to encounter juiced up Alpha packs of wild Voidlings and not be able to have more than 1 yourself at all.

Probably worth mentioning that I am playing with Bugmaster start and limiting myself to using Void Symbiote craft only - feels a bit demoralizing killing an Alpha pack and salvaging useless ships ~ maybe even a tradeoff so one can only use Void Symbiotes but also control multiple Alphas.

Other than that, would also love to see enabling void colonies to be fully themed & also construct (spawn?) our own Voidlings, so we can have that bugmaster conquest run with full void fleets.

An addendum; I think it would maybe be a disservice to the quality of the faction so far to relegate it to a standard planet-colonizing species - it would be far cooler if they had big spore colony megaships as their bases, and some mechanics concerning deep hyperspace living for them too, seeing as they hunt in nebula storms often, they should probably get some kind of benefit from being there, and conversely maybe debuffs from operating in normal space/core worlds for too long without support from a colony.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
Post by: SoupCan on January 31, 2024, 09:53:54 AM
It might be something on with my mod list and the fact i added this mod mid play through but space whales and void creatures never fight they just endlessly try intercept each other.

But other than that it's a pretty good mod, good job Tecrys.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
Post by: Tecrys on February 03, 2024, 04:05:40 AM
Is there a way to have more than one Alpha in your fleet as of right now or no? If not, can I suggest an item or mod that lets you control more than 1 if you have an officer assigned to it (to balance it) - as of now it feels a bit annoying to encounter juiced up Alpha packs of wild Voidlings and not be able to have more than 1 yourself at all. *snip*

Good idea, I'll talk to DesperatePeter about it.

An addendum; I think it would maybe be a disservice to the quality of the faction so far to relegate it to a standard planet-colonizing species - it would be far cooler if they had big spore colony megaships as their bases, and some mechanics concerning deep hyperspace living for them too, seeing as they hunt in nebula storms often, they should probably get some kind of benefit from being there, and conversely maybe debuffs from operating in normal space/core worlds for too long without support from a colony.

This involves way more coding and effort than DesperatePeter and I have time for at this point in time but I will keep it in mind for a beta version.

It might be something on with my mod list and the fact i added this mod mid play through but space whales and void creatures never fight they just endlessly try intercept each other.

But other than that it's a pretty good mod, good job Tecrys.

Thanks! I'm glad you like what DesperatePeter and I were able to make so far!

I am aware that faction relations break if you add SVC to an ongoing save but there's not much I can do about that.
I suggest installing Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106.0) so you can set faction relations with Voidlings yourself.

We'll release an update for Starsector 0.97a as soon as we can as a seperate link.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
Post by: witchking321 on February 12, 2024, 07:14:31 PM
Holy crap, this mod is just insane and something i always wanted for Starsector

My favourite aspect in Starsector is leaving the Core Worlds, exploring the unknown space and fight against mysterious dangers like Remnants, Derelicts or even just pirates and bounties but after a while, it does get a bit stale especially since Derelicts are hardly a challenge and neither are pirates

In the meantime, i always wanted to see some proper aliens, especially insect like foes or something i didn't even knew i needed until now, possible as friends too

But i have to mention, i only recently returned with the official Starsector update and only tested the creatures in the Ship Catalogue mod since i don't mind spoilers and i simply adore everything about them from my short combat tests

The animations, the effects, especially the bleeding, their unique combat style including melee and so on, all of it is simply amazing!
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
Post by: RoquetheRogue on February 19, 2024, 11:29:38 AM
This mod is a masterpiece in the works, making advanced mods myself I have come to realize the amount of effort it takes and all the consideration you must have in order to have everything working as it's supposed to.

However well crafted this is, I have a complaint, the mod size is nearing 700mb running in the game and that's frankly way more than what I can accept to have it enabled, is there no way to reduce the load on the memory?

Thanks, despite the memory, I had fun with the voidlings and I'm looking foward to seeing this mod even more developed in the future, something about organic/living ships and creatures fascinate me, I am reminded of Ivo Technocrat ships from The Xhan Empire, what a fun time!
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
Post by: Tecrys on February 23, 2024, 09:46:45 AM
*snip*
the mod size is nearing 700mb running in the game and that's frankly way more than what I can accept to have it enabled, is there no way to reduce the load on the memory?
*snip*

Unfortunately this is as low as it gets unless we redo all animations in code rather than frame by frame (not gonna happen)
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
Post by: RoquetheRogue on February 24, 2024, 09:29:47 AM
*snip*
the mod size is nearing 700mb running in the game and that's frankly way more than what I can accept to have it enabled, is there no way to reduce the load on the memory?
*snip*

Unfortunately this is as low as it gets unless we redo all animations in code rather than frame by frame (not gonna happen)

That's.. sounds awful, well, I'll make a modlist tailored for running it.
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
Post by: Bloed on February 24, 2024, 11:01:27 AM
Just FYI, your download banner broke thanks to discord nuking embeds (the download link can still be found by looking at the source code of the post though)
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
Post by: Tecrys on February 25, 2024, 04:31:04 AM
Fixed. Thanks a bunch for letting me know
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
Post by: witchking321 on February 26, 2024, 07:03:05 PM
I have to say, the synergy between your mod and the new stuff Alex added is off the charts

And yeah, if anyone wonders, Mod works perfectly fine in 0.97
Title: Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
Post by: Tecrys on February 27, 2024, 09:12:11 AM
Interesting. Would you mind to elaborate, witchking321?

If the explaination contains too many spoilers for the update I'd be happy if you send me a pm

Next Update: Hullmods
Title: Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
Post by: witchking321 on February 27, 2024, 07:02:27 PM
0.97 spoiler warning since i have no clue if you played the version yourself yet or at least enough to explore the new stuff which Alex added

Spoiler
Your void creatures seem to have an event based spawn too in which they and some space whales are fighting very close to the player fleet while traversing in Hyperspace

Well, this event can also trigger inside the brand new Abyssal Hyperspace in the bottom left corner of the sector

Pitch black darkness, you suffer from a 0.25 speed multiplier, your detection range is completely ruined and can only fully identify targets right in front of you, only few and muffled sounds, sensor ghosts all the time, an occasional lone planet and suddenly 30 void creatures descend upon on you out of nowhere because the sensor ghosts lulled you into a false sense of safety since neither pirates nor remnants or independents exist here
[close]
Title: Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
Post by: IGdood on March 04, 2024, 12:31:31 PM
I adopted a cute lil starwhal.  Errr..what do I do with it?
Title: Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
Post by: Tecrys on March 05, 2024, 03:29:57 AM
I adopted a cute lil starwhal.  Errr..what do I do with it?

It can haul cargo for you while not using any fuel and barely any supplies. Also it's cute
If you're real evil:
Spoiler
You could slaughter its family for precious whale oil
[close]
Title: Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
Post by: Pagan Pope on March 16, 2024, 10:47:50 AM
horrors beyond my comprehension

10/10
every battle whit them so far becomes horror game for my fleet
Title: Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
Post by: Seti on March 27, 2024, 07:59:16 AM
Played through it, and its great, keep up the work!
Title: Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
Post by: OfNaught on March 29, 2024, 10:48:55 PM
Would it be possible to extend the time it takes for battles between Whales and other creatures to resolve on the map? Later in game the whales die near instantly 90% of the time, well before there is a chance to even come close to intervening (unless this is an intended feature). I want to make more whale friends haha.
Title: Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
Post by: BloodW0lf on April 08, 2024, 08:06:14 PM
does this work on 0.95a? and if not can you please make it work?I have a missive mod list and I would hate to not use such an epic mod!
Title: Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
Post by: Tecrys on April 09, 2024, 04:55:04 AM
You might be able to get it to work by editing the game version number in mod_info.json but older versions of Starsector are not supported and will not be supported in the future.
Title: Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
Post by: Bloed on April 10, 2024, 03:29:28 AM
Probably my favourite mod so far, adds really cool stuff to the game that rounds out a blindspot of vanilla. Keep up the excellent work!
Title: Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
Post by: Maelstrom on April 15, 2024, 11:36:10 PM
my bad wrong mod thread lol
Title: Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
Post by: ntoxeg on April 16, 2024, 03:05:20 AM
It would be nice to be able to disable that popup page about SVC chasing you. It’s nice the first time but gets annoying later on, it interrupts the flow and doesn’t contribute much value.