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.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.
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)...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.)
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.
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.
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.
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. SnipThank you so much!
i love that i can befriend the space whales and get cheap cargo ships from itI never thought this feature would be so popular. Glad you and many others like it so much!
snipYes 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.
Bleh. I guess for now you'll just have to have some weapons still using the old separate left-and-right versions. My apologies. >.<
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?
That does seem to be, uh, slightly buggy.SpoilerHow 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]
ey, did u remove the ability to retreat against them? *snipNo, 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. *snipAgreed, I keep getting reports about it.
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 voidlingsThanks for letting me know!
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)
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)
Hello, seems mod has some problems whit substance abuse, as it causes crash when both mods are enabled at same time *snip
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.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.
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.Voidlings Hatch spams small voidling patrols and nothing more.
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.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?
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.
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.
Hi Fallenslav!So, may you tell more about magicbouty quest line, how to start it?
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.
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?Yep, but have a small talk (lol) with your own voidling patrool from hatch, not with aggressive ones.
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.
It's a hullmod. You can find the code hereCan I remove this hullmod with no redaction or cheat options?
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.
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.
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.
There anything you miss out on adding this mid-save?
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*
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.
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.
*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*
*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)
I adopted a cute lil starwhal. Errr..what do I do with it?