Fractal Softworks Forum

Starsector => Mods => Topic started by: Unit9461 on April 19, 2021, 05:07:07 PM

Title: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: Unit9461 on April 19, 2021, 05:07:07 PM
                                                                       (https://i.imgur.com/02MU19p.png)

                                                                                             DOWNLOAD (https://github.com/Unit9461/EXPSP_MVS/releases/download/0.70a/EXPSP_Release.zip)

Requirements:
Magiclib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)

Graphicslib (https://fractalsoftworks.com/forum/index.php?topic=10982.0)

Lazylib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)


Faction mod that adds the minor faction Machina Void Shipyards with Nexerelin integration.

ALWAYS MAKE SURE TO COMPLETELY DELETE EXPSP FOLDER BEFORE UPDATING
0.70 theoretically should be save compatible but I wouldn't bet on it.

Contains: 

A new faction, Machina Void Shipyards

Frigates:
Spoiler
(https://i.imgur.com/VUitFyc.png)
[close]
Destroyers:
Spoiler
(https://i.imgur.com/7EnS7TM.png)
[close]
Cruisers:
Spoiler
(https://i.imgur.com/4taNAkW.png)
[close]
Capitals:
Spoiler
(https://i.imgur.com/k4qNKeL.png)
[close]
Weapons:
Spoiler
(https://i.imgur.com/OALveoF.png)
[close]
MVS ships focus on long range firepower, combat endurance, and sustained ordnance barrages. To this end, their vessels have longer peak performance times, and all their missile weapons reload over time. However, their ships and weapons are costly to deploy and mount.



Changelog:
Spoiler
0.32: Added Cainhurst-class Battleship and Provisioner-class armed hybrid freighter.
Weapon names given proper manufacturer.
0.33: Virtue-class Light Combat Carrier, Glance-class drone interceptor, and Eviscerate-class heavy drone interceptor added, along with a mission.
0.35: Touched up some sprites, added Commissioned Crews support
0.36: Touched up sprite work, added Principality-class battlecarrier
0.37: Touched up sprite work, added Kris-class Corvette, Pierce-class Drone Fighter, Blind-class Drone Interceptor, and Scheinwerfer-class Converted Droneship Cruiser
0.38: Touched up sprite work, added Shashka-class Heavy Frigate, Verteidiger-class Heavy Destroyer
0.40: Completely rehauled Cainhurst sprite, added Malakh-class Aerospace Superiority Frigate, renamed Kriegsmesser to Kampfmesser due to name conflict.
Edited Virtue sprite to have MVS colors.
0.42: Added custom weapon mounts, improved Cainhurst sprite, added Incise and Pummel bombers, and rehauled Coil CIWS sprites.
0.43: Rehauled Hetzer and Stiletto sprites, improved Scheinwerfer and Venture (MVS) sprites, added Falcon (MVS) (EW), Raze-class Variable Fighter Drone, XF-850D Escort Drone Fighter and Punch Cruise Missile.
0.44: Updated Kampfmesser and Provisioner sprites, added paintjobs to most MVS ships, added Kiel-class Light Cruiser, Scytale-class Heavy Hybrid Phase Frigate, ASDF-03-class Aerospace Superiority Fighter, Whack-class Heavy Assault Drone Fighter, Auto Hound-class Drone Strike Corvette, and Backstab-class Phase Strike Craft.
0.45:
-Minor sprite updates
 -Added Crusader V and JAS-39X fighters, Sammlerin-class mining destroyer, and Switchblade-class frigate.
-Revamped Cainhurst system.
-Changed MVS engine trails
-Gave Falcon (MVS) (EW) the ECM hullmod, along with a more visually dynamic EW module.
0.46:
-Added Trichter-class advanced battlecarrier and Thunderer-class Elite Gunship
-Reworked Eagle (MVS) sprite
0.47:
-Added Abysswalker-class battlecruiser
-Added MKXV Dual Purpose Chaingun
-Added Type 63 Revolver Autocannon
-Gave custom engines to all original combat ships other than the Verteidiger
0.48
-Gave new custom engines to all original combat ships
-Added custom flare weapons to Verteidiger, Cainhurst, Kris, and Shashka
-Added Korsettes-class RKM frigate and Scharfrichter-class Interdictor Destroyer
-Added Trip Interdictor Missile Launcher
0.49
Updated for 0.95.1
-Updated Scharfrichter, Kiel, Abysswalker, Anker, Principality, and Verteidiger ship sprites, updated Poke sprites, completely reworked Kurierin sprite
-Added Puukko-class frigate
0.50
-Added Twin-linked Particle Caliver
-Removed Forager-class, Colossus and Colossus variants
-Renamed certain ships
-Added Eloy-class Destroyer
-Reduced system range of Eustace-class Interdictor (formerly Scharfrichter), system now cooldown based instead of charge based.
-Made Attack Funnels and MK88 Support Drones hullmod based via Dronelib to avoid conflicting with carrier-based player skills
0.50.1
-Temporarily removed Dronelib functionality due to unstability
-Added Evelyn Particle Bolter
0.51
-Added Dominion Fleet Carrier
-Added two faction reskins of vanilla portraits
-Added SU-30X Elite Interceptor
0.52
-Added Ascalon Chrono-Frigate
-Added portrait
-Reduced stats of Cainhurst and EMP damage of Reiterpallasch
-Reworked Gemma sprite
-Various sprite changes
-Soft-removed Korsettes-class
-Resprited medium ballistics
-Reworked Hunter Area Denial System
-Added Type 56 Light Kinetic Torpedo in small and medium mount sizes
-Added dual mount small version of Slap Cruise Missile and medium mount version
0.53
-Altered Ascalon mounts
-Added light mount version of Type 63
-Sprite update for Lazarus, Piran, and Virtue
-Added MagicLib vernier thrusters to certain ships
0.54
-Reworked Dragonhunter, Cipher, and Odilia
-Added Shank-class Drone Rocket Bomber
-Added Mark XV Anti-Armor Autogun and Las-Repeater
0.55
-Added Object 815 and Lauretana
-Added M-220 light fighter
-Added Furioso Fusion Emitter, Iapetus Stake Driver, and Scalpel Flak Driver
0.55.5
-Updated Sprites
-Added Razorwind Light AC
-Edited Commissioned Crews hullmod
0.55.6
-Updated Cainhurst sprite
-Added Arc Fusil
-Added Chrysostom-class Ordnance Cruiser
-Bug fixes
0.56
-Updated Kris, Kampfmesser, and Shashka sprites
-Bug fixes
-Lowered spawn rate of Atlas MKIIb
-Added Justitia strikecraft in ARMAA addon
0.57
Updated sprites for Lazarus and Odilia
Added Testament-class Battlecarrier
0.58
Updated sprites for various energy weapons
Added Tzaphkiel-class Advanced Test Platform
Added Helena-class Salvage Cruiser and Type 45 Mining Drone Corvette
Added Kingslayer-Class Defender Drone
0.59
Fixed some missile AIs
Resprited SRM sprites
Added St. Helena (M)-class Pocket Battlecruiser
Added St. Raphael-Class Fast Carrier
Resprited Virtue
Fully removed unused reskin ships
0.60
Resprited most destroyer and cruiser bridges
Added St. Florian Armored Tanker
0.61
0.96a compatibility
Resprited Abysswalker-class
Added Testudo-Class Aegis Frigate
0.61.1
Fixed Graphicslib lighting issue.

0.61.2
Resprited bridge for the Testament-Class Battlecruiser
Resumed support for the ARMAA Strikecraft addon
Pirate, Remnant, and Derelict craft moved to the Adversary Additions submod.

0.62
Compatibility Update for 0.97a.

0.70
-Updated for 0.98a
-Resprited Lazarus-Class Heavy Cruiser and Principality Class Aerospace Superiority Cruiser
-Resprited weapon mounts
-Reduced Poke missile HP from 250 to 150
0.70a
-added Version Checker support
-Fixed Principality engines and bounds

[close]

 Download Arma Armatura (https://fractalsoftworks.com/forum/index.php?topic=18751.0) addon here (https://github.com/Unit9461/EXPSP_MVS/raw/010f023196b769c70d6c2192c0816b9aec855878/EXPSP_ARMAA%200.70a.zip)

Pirate, Remnant, and Derelict ships moved to the  Adversary Additions submod here (https://drive.google.com/file/d/158RM_DKBzpISwDaJfgU1yzCY77Ft5Nwd/view?usp=sharing)
Contents:

Spoiler
3 new Derelict vessels and a fighter
(https://i.imgur.com/uu0hEUj.png)
[close]


One new Pirate Capital and
Spoiler
1 Pirate mobile station
(https://i.imgur.com/kTby52S.png)
[close]


Full version of theme:
https://drive.google.com/file/d/1RGI3DFPbOjF4acPuljB5rBiTcef1vrvJ/view?usp=sharing
Feel free to tell about any issues!
Credits:
Tartiflette for code used in Machina Targeting Systems
Tomatopaste for help with Dronelib integration
Sozzer for marine portraits
Harmful Mechanic for Blueprint template images
Yuithemodder of Lowtech Armada for help with modular fighter bay scripting
Legionesian Gentleman for Puukko sprite kitbash
Shoi for Arma Armatura's Strikecraft system
Mayu for various hullmod icons
Oshlet for the Manifesto base sprite
Nicke for various weapon and ship system scripts
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services
Post by: connortron7 on April 19, 2021, 05:44:32 PM
might wanna use imgur and embed your images aswell as add some showing the ships off
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.31
Post by: Mechno on April 20, 2021, 09:24:05 AM
Dang this mod looks good, I cant wait to add this in my next run.
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.31
Post by: dostillevi on April 20, 2021, 11:13:26 PM
Nice! Congrats on the release!
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.31
Post by: Unit9461 on April 21, 2021, 03:12:56 PM
Nice! Congrats on the release!

Thank you very much!
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.36
Post by: Thorveim on May 19, 2021, 07:02:03 AM
Have an issue with this mod: the "hammer" ship crashes my game the second I hover my mouse over it to display informations on it.

Other than that... the MVS ships look flat in a weird way. It's especially notable on the cainhurst since its Onslaught-based. the weapons kinda have the same issue: they do stand out compared to the base games and other mods, and not because of a specific design or color scheme... the artsyle overall feels simpler

Out of raw looks of the MVS ships though, like the mod :)
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.36
Post by: Unit9461 on May 20, 2021, 10:23:31 PM
Have an issue with this mod: the "hammer" ship crashes my game the second I hover my mouse over it to display informations on it.

Other than that... the MVS ships look flat in a weird way. It's especially notable on the cainhurst since its Onslaught-based. the weapons kinda have the same issue: they do stand out compared to the base games and other mods, and not because of a specific design or color scheme... the artsyle overall feels simpler

Out of raw looks of the MVS ships though, like the mod :)
Ah, I'll see what I can do about the crash part
That thing is meant to be unobtainable, and the sprite is even lower quality than average, probably going to remove it
I'm probably going scrap the Cainhurst sprite eventually, and rebuild the ship from scratch
I'll make sure to make the rest of the roster less flat-looking.
My apologies if anything's too off.
The cruiser is the least bad of the bunch, right?
Edit: the hammer ship is gone now
probably won't break saves as long as you haven't obtained it
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.36
Post by: Thorveim on May 24, 2021, 05:49:25 PM
Have an issue with this mod: the "hammer" ship crashes my game the second I hover my mouse over it to display informations on it.

Other than that... the MVS ships look flat in a weird way. It's especially notable on the cainhurst since its Onslaught-based. the weapons kinda have the same issue: they do stand out compared to the base games and other mods, and not because of a specific design or color scheme... the artsyle overall feels simpler

Out of raw looks of the MVS ships though, like the mod :)
Ah, I'll see what I can do about the crash part
That thing is meant to be unobtainable, and the sprite is even lower quality than average, probably going to remove it
I'm probably going scrap the Cainhurst sprite eventually, and rebuild the ship from scratch
I'll make sure to make the rest of the roster less flat-looking.
My apologies if anything's too off.
The cruiser is the least bad of the bunch, right?
Edit: the hammer ship is gone now
probably won't break saves as long as you haven't obtained it

no worries I didn't get it.. but it DOES appear in the codex like a darn landmine

And yeah the cruisers look better (though the Provisioner is probably the worst of the whole bunch.. it's like it's engines and the rest of it's hull belong to 2 different games!) but overall I get the same feel over all of them... their sprites don't give as much as an impression of volume as the rest of the game, giving me a vibe of "flying caucer with edges" instead of something less flat :p (and it affects some weapons too, main culprit being heavy railcannon probably because it's size makes it more obvious). I'm no artist so sadly i have no idea how sprite makers pull it off. Wish i did :/

and thanks for that crash machine being gone! :) Can't wait for the update release so i don't have to live in fear of my mouse ever hovering over that monster anymore :p
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.36
Post by: Unit9461 on May 25, 2021, 01:35:10 PM
Have an issue with this mod: the "hammer" ship crashes my game the second I hover my mouse over it to display informations on it.

Other than that... the MVS ships look flat in a weird way. It's especially notable on the cainhurst since its Onslaught-based. the weapons kinda have the same issue: they do stand out compared to the base games and other mods, and not because of a specific design or color scheme... the artsyle overall feels simpler

Out of raw looks of the MVS ships though, like the mod :)
Ah, I'll see what I can do about the crash part
That thing is meant to be unobtainable, and the sprite is even lower quality than average, probably going to remove it
I'm probably going scrap the Cainhurst sprite eventually, and rebuild the ship from scratch
I'll make sure to make the rest of the roster less flat-looking.
My apologies if anything's too off.
The cruiser is the least bad of the bunch, right?
Edit: the hammer ship is gone now
probably won't break saves as long as you haven't obtained it

no worries I didn't get it.. but it DOES appear in the codex like a darn landmine

And yeah the cruisers look better (though the Provisioner is probably the worst of the whole bunch.. it's like it's engines and the rest of it's hull belong to 2 different games!) but overall I get the same feel over all of them... their sprites don't give as much as an impression of volume as the rest of the game, giving me a vibe of "flying caucer with edges" instead of something less flat :p (and it affects some weapons too, main culprit being heavy railcannon probably because it's size makes it more obvious). I'm no artist so sadly i have no idea how sprite makers pull it off. Wish i did :/

and thanks for that crash machine being gone! :) Can't wait for the update release so i don't have to live in fear of my mouse ever hovering over that monster anymore :p

Yeah, not sure how to fix the Provisioner sprite, might redo it entirely
The current file should be the version with it gone
Thank you for your patience!
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.37
Post by: Mytre on June 03, 2021, 08:37:03 PM
Hello :) have a weird crash when accessing freeport and browsing the ships for sale I get this error:

221484 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [expsp_hybridfocus] not found
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.37
Post by: Unit9461 on June 03, 2021, 09:47:07 PM
Hello :) have a weird crash when accessing freeport and browsing the ships for sale I get this error:

221484 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: System with id [expsp_hybridfocus] not found
Updated the mod, and tested the public version, ship systems should be working properly.
Please feel free to report any other issues.
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.38
Post by: Zoro89 on June 05, 2021, 03:01:06 AM
Very cool mod :) Can you check the Talon Fighter? In the description it should have a Coil CIWS but it still equipped with a vulcan cannon (see attachment).

[attachment deleted by admin]
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.38
Post by: Unit9461 on June 05, 2021, 07:14:51 AM
Very cool mod :) Can you check the Talon Fighter? In the description it should have a Coil CIWS but it still equipped with a vulcan cannon (see attachment).
How odd, I'll make sure to fix that soon.
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.38
Post by: envenger on June 05, 2021, 07:29:49 AM
I really like the idea of a faction having. long range firepower, combat endurance, and sustained ordnance barrages.
I really like the play style to sit behind and defend and slowly bring down smaller ships of opponent or put a lot of pressure to break the bigger ships one by 1.

Although i feel the faction needs a bit more expanding before playing it. Also the art needs a bit more work, the ships don't look 3d like in some parts and might need some bumps.

Also those pirate capitals and the conquest's look great, dose the 3rd conquest have a weapon in the center?


Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.38
Post by: Unit9461 on June 05, 2021, 06:00:46 PM
I really like the idea of a faction having. long range firepower, combat endurance, and sustained ordnance barrages.
I really like the play style to sit behind and defend and slowly bring down smaller ships of opponent or put a lot of pressure to break the bigger ships one by 1.

Although i feel the faction needs a bit more expanding before playing it. Also the art needs a bit more work, the ships don't look 3d like in some parts and might need some bumps.

Also those pirate capitals and the conquest's look great, dose the 3rd conquest have a weapon in the center?
Don't worry, working on the art, probably will completely redo the onslaught-looking ship
The third Conquest variant has a spinal railgun, yes.
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.38
Post by: envenger on June 07, 2021, 03:55:48 AM
Don't worry, working on the art, probably will completely redo the onslaught-looking ship
The third Conquest variant has a spinal railgun, yes.

Have you switched the gun in the conquest to make it a forward facing ship rather than broad side? I really like ships with a long range railguns.

Do you have any estimate for finishing the mod? I want to start a new play through soon probably after Vayra's sector is out. Want to play this as the main mod for it.
Also can I suggest having a ship ability where the ship loses its movement but gains attack range. It might be something that would suit this mod.
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.38
Post by: envenger on June 17, 2021, 06:21:38 AM
Don't worry, working on the art, probably will completely redo the onslaught-looking ship
The third Conquest variant has a spinal railgun, yes.

Have you switched the gun in the conquest to make it a forward facing ship rather than broad side? I really like ships with a long range railguns.

Do you have any estimate for finishing the mod? I want to start a new play through soon probably after Vayra's sector is out. Want to play this as the main mod for it.
Also can I suggest having a ship ability where the ship loses its movement but gains attack range. It might be something that would suit this mod.

Really like the new ship now with its side firing weapons and the art style, but there is a bit of extra detail which your smaller ships have that your larger ships is missing.
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.38
Post by: Unit9461 on June 19, 2021, 07:38:25 AM
Don't worry, working on the art, probably will completely redo the onslaught-looking ship
The third Conquest variant has a spinal railgun, yes.

Have you switched the gun in the conquest to make it a forward facing ship rather than broad side? I really like ships with a long range railguns.

Do you have any estimate for finishing the mod? I want to start a new play through soon probably after Vayra's sector is out. Want to play this as the main mod for it.
Also can I suggest having a ship ability where the ship loses its movement but gains attack range. It might be something that would suit this mod.

Really like the new ship now with its side firing weapons and the art style, but there is a bit of extra detail which your smaller ships have that your larger ships is missing.

Yeah it's a bit of a WIP, should add some more detail in the future
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.42
Post by: dostillevi on July 06, 2021, 07:01:04 PM
Just wanted to say the sprite re-works are a huge step forward for this mod!
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.42
Post by: Soulbite on July 07, 2021, 03:01:49 AM
Thanks for your work updating this mod.

Unfortunately just tried to start a new run with the latest version and got a crash when generating, is it maybe typo regarding "wingt"?

"Fatal: Fighter wing spec with id [expsp_fascine_Fighter_wingt not found"

Let me know if you need the full error log, also if it would be better to contact via Unofficial Starsector Discord.

End Section of Error Log:
Spoiler
831581 [Thread-3] ERROR data.scripts.util.MagicCampaign  - DEPRECATION WARNING!
831581 [Thread-3] ERROR data.scripts.util.MagicCampaign  - DEPRECATION WARNING!
831581 [Thread-3] ERROR data.scripts.util.MagicCampaign  - 
831581 [Thread-3] ERROR data.scripts.util.MagicCampaign  - OBSOLETE DECLARATION OF MagicCampaign.createCaptain()
831581 [Thread-3] ERROR data.scripts.util.MagicCampaign  - 
831581 [Thread-3] ERROR data.scripts.util.MagicCampaign  - DEPRECATION WARNING!
831581 [Thread-3] ERROR data.scripts.util.MagicCampaign  - DEPRECATION WARNING!
831620 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
832062 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
832062 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
832241 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fighter wing spec with id [expsp_fascine_Fighter_wingt not found
java.lang.RuntimeException: Fighter wing spec with id [expsp_fascine_Fighter_wingt not found
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeOPCost(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getMemberStrength(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4217)
   at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:462)
   at data.scripts.util.MagicCampaign.createFleet(MagicCampaign.java:627)
   at data.scripts.world.systems.SKR_plagueA.generate(SKR_plagueA.java:241)
   at data.scripts.world.SKR_plagueGen.generate(SKR_plagueGen.java:28)
   at data.scripts.SKR_modPlugin.onNewGame(SKR_modPlugin.java:93)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.42
Post by: IonDragonX on July 07, 2021, 05:30:41 AM
Unfortunately just tried to start a new run with the latest version and got a crash when generating, is it maybe typo regarding "wingt"?
Have you tried deleting your MagicLib and ESPMVS folders entirely & downloading the latest versions?
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.42
Post by: NGTM-1R on July 07, 2021, 12:17:59 PM
Just deleted the old version and updated; I can get as far as attempting to actually start a new game and then I get an error.

Short version:

Quote
Fatal: Fighter Wing spec with id [expsp_fascine_Fighter_wingt not found

Long version:

Spoiler
767095 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Selected faction is star_federation | star_federation
3767095 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction nex_derelict marked as non-randomizable
3767095 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction mess marked as non-randomizable
3767095 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction derelict marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction omicron_faction marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction omega marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction scavengers marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction mess_remnant marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction luddic_path is pirates, and pirate relations randomization is disabled
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction vantanet marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction pirates is pirates, and pirate relations randomization is disabled
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction remnant marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction independent marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction domres marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Legio Infernalis as 0.0
3767096 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with player as 1.0
3767096 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Reparations Society as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Shadowyards as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Diable Avionics as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Derelict as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Mess as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with United Pamed as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with mercenary as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Federation as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Hegemony as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Derelict as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Omicron as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Scy Nation as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Spindle Protectorate as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with H.M.I. as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Roider Union as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Sierra as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with sleeper as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Magellan as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Neutral as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Omega as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with scavengers as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with No Such Org as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Machina Void Services as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Mess as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Fang Society as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Luddic Path as -0.65
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Leveller as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Knights of Eva as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Abyssal Horror as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Vanta as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Great Houses as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with pirates as -0.65
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Remnants as -0.5
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Redwings as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Elite Mayasurian Guard as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Brighton as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Luddic Church as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with STDF as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Knights of Ludd as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Ninth Battlegroup as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Mayasura as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with plague-bearer as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with O.R.A. as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Starfarers as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Draco Group as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with refugees as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with hostile as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Lion's Guard as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with independent as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Persean League as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Domain Resurgent as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Xhan Empire as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Sindrian Diktat as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with STDF as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Tri-Tachyon as 0.0
3767103 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.FactionCommissionIntel  - Accepted commission with [Federation]
3767103 [Thread-3] INFO  exerelin.world.ExerelinNewGameSetup  - Finished sector generation
3767617 [Thread-3] INFO  data.scripts.campaign.loa_spawnRandomMarketsPlugin  - Successfully added the market spawner script; our headquarters is [Anargaia]
3767700 [Thread-3] INFO  exerelin.plugins.ExerelinModPlugin  - New game
3767876 [Thread-3] INFO  scripts.world.systems.Roider_Kiska  - creating Vector2f[-24800.0, -13900.0]
3767885 [Thread-3] INFO  scripts.world.systems.Roider_Kiska  - finalizing Vector2f[-24800.0, -13900.0]
3768023 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin/miningConfig.json]
3768048 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_brighton]
3768049 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI]
3768050 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate]
3768050 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy]
3768051 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
3768051 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Union]
3768052 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks]
3768052 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Ship Pack]
3768053 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\XhanEmpire]
3768058 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_brighton]
3768059 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI]
3768059 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate]
3768060 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
3768061 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Union]
3768061 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SEEKER_UC]
3768062 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks]
3768062 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Ship Pack]
3768063 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\XhanEmpire]
3768066 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - DEPRECATION WARNING!
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - DEPRECATION WARNING!
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - 
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - OBSOLETE DECLARATION OF MagicCampaign.createCaptain()
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - 
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - DEPRECATION WARNING!
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - DEPRECATION WARNING!
3768114 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
3768394 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fighter wing spec with id [expsp_fascine_Fighter_wingt not found
java.lang.RuntimeException: Fighter wing spec with id [expsp_fascine_Fighter_wingt not found
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeOPCost(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getMemberStrength(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4217)
   at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:462)
   at data.scripts.util.MagicCampaign.createFleet(MagicCampaign.java:627)
   at data.scripts.world.systems.SKR_plagueA.generate(SKR_plagueA.java:241)
   at data.scripts.world.SKR_plagueGen.generate(SKR_plagueGen.java:28)
   at data.scripts.SKR_modPlugin.onNewGame(SKR_modPlugin.java:93)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
3768571 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
3768571 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
[close]

Have you tried deleting your MagicLib and ESPMVS folders entirely & downloading the latest versions?

That's not it. Noting the references to MagicLib in the logs, I checked my version, but it's up to date. I also tried deleting it and doing a fresh download, but nothing changed; the error persists.
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.42
Post by: Unit9461 on July 07, 2021, 03:48:55 PM
Just deleted the old version and updated; I can get as far as attempting to actually start a new game and then I get an error.

Short version:

Quote
Fatal: Fighter Wing spec with id [expsp_fascine_Fighter_wingt not found

Long version:

Spoiler
767095 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Selected faction is star_federation | star_federation
3767095 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction nex_derelict marked as non-randomizable
3767095 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction mess marked as non-randomizable
3767095 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction derelict marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction omicron_faction marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction omega marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction scavengers marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction mess_remnant marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction luddic_path is pirates, and pirate relations randomization is disabled
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction vantanet marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction pirates is pirates, and pirate relations randomization is disabled
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction remnant marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction independent marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.DiplomacyManager  - Faction domres marked as non-randomizable
3767096 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Legio Infernalis as 0.0
3767096 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with player as 1.0
3767096 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Reparations Society as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Shadowyards as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Diable Avionics as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Derelict as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Mess as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with United Pamed as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with mercenary as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Federation as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Hegemony as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Derelict as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Omicron as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Scy Nation as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Spindle Protectorate as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with H.M.I. as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Roider Union as 0.0
3767097 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Sierra as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with sleeper as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Magellan as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Neutral as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Omega as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with scavengers as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with No Such Org as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Machina Void Services as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Mess as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Fang Society as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Luddic Path as -0.65
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Leveller as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Knights of Eva as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Abyssal Horror as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Vanta as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Great Houses as 0.0
3767098 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with pirates as -0.65
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Remnants as -0.5
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Redwings as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Elite Mayasurian Guard as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Brighton as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Luddic Church as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with STDF as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Knights of Ludd as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Ninth Battlegroup as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Mayasura as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with plague-bearer as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with O.R.A. as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Starfarers as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Draco Group as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with refugees as 0.0
3767099 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with hostile as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Lion's Guard as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with independent as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Persean League as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Domain Resurgent as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Xhan Empire as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Sindrian Diktat as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with STDF as 0.0
3767100 [Thread-3] INFO  exerelin.campaign.PlayerFactionStore  - Saving independent player relations with Tri-Tachyon as 0.0
3767103 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.FactionCommissionIntel  - Accepted commission with [Federation]
3767103 [Thread-3] INFO  exerelin.world.ExerelinNewGameSetup  - Finished sector generation
3767617 [Thread-3] INFO  data.scripts.campaign.loa_spawnRandomMarketsPlugin  - Successfully added the market spawner script; our headquarters is [Anargaia]
3767700 [Thread-3] INFO  exerelin.plugins.ExerelinModPlugin  - New game
3767876 [Thread-3] INFO  scripts.world.systems.Roider_Kiska  - creating Vector2f[-24800.0, -13900.0]
3767885 [Thread-3] INFO  scripts.world.systems.Roider_Kiska  - finalizing Vector2f[-24800.0, -13900.0]
3768023 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin/miningConfig.json]
3768048 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_brighton]
3768049 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI]
3768050 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate]
3768050 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy]
3768051 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
3768051 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Union]
3768052 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks]
3768052 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Ship Pack]
3768053 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\XhanEmpire]
3768058 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_brighton]
3768059 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI]
3768059 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate]
3768060 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
3768061 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Union]
3768061 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SEEKER_UC]
3768062 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks]
3768062 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Ship Pack]
3768063 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\XhanEmpire]
3768066 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - DEPRECATION WARNING!
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - DEPRECATION WARNING!
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - 
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - OBSOLETE DECLARATION OF MagicCampaign.createCaptain()
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - 
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - DEPRECATION WARNING!
3768089 [Thread-3] ERROR data.scripts.util.MagicCampaign  - DEPRECATION WARNING!
3768114 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
3768394 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fighter wing spec with id [expsp_fascine_Fighter_wingt not found
java.lang.RuntimeException: Fighter wing spec with id [expsp_fascine_Fighter_wingt not found
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeOPCost(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getMemberStrength(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4217)
   at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:462)
   at data.scripts.util.MagicCampaign.createFleet(MagicCampaign.java:627)
   at data.scripts.world.systems.SKR_plagueA.generate(SKR_plagueA.java:241)
   at data.scripts.world.SKR_plagueGen.generate(SKR_plagueGen.java:28)
   at data.scripts.SKR_modPlugin.onNewGame(SKR_modPlugin.java:93)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
3768571 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
3768571 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
[close]

Have you tried deleting your MagicLib and ESPMVS folders entirely & downloading the latest versions?

That's not it. Noting the references to MagicLib in the logs, I checked my version, but it's up to date. I also tried deleting it and doing a fresh download, but nothing changed; the error persists.
I believe I fixed the issue a couple hours back, try again?
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.42
Post by: NGTM-1R on July 08, 2021, 10:27:22 AM
I believe I fixed the issue a couple hours back, try again?

You did. Mod works perfectly now as far as I can tell. Thanks.
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.43
Post by: mrvalley on July 22, 2021, 01:10:48 PM
I'm getting that same "Fatal: Fighter Wing spec with id [expsp_fascine_Fighter_wingt not found" error.  used most recent SS/magiclib/ESPMVS versions, also with deleting the original mod folders. Currently forced to use version 0.38.
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.43
Post by: Unit9461 on July 22, 2021, 01:48:23 PM
I'm getting that same "Fatal: Fighter Wing spec with id [expsp_fascine_Fighter_wingt not found" error.  used most recent SS/magiclib/ESPMVS versions, also with deleting the original mod folders. Currently forced to use an older version of the mod.
How odd, give me a sec to see what's the issue.
Is this crash happening while generating a sector?
Meanwhile, perhaps try removing and re-installing Nexelerin?
Here's the 0.42 version, confirmed to work
https://drive.google.com/file/d/1AxqLJ1v-y0yjh6yNnydmmoT44wqCVBun/view?usp=sharing
Title: Re: [0.95] Experimental Ship Pack/ Machina Void Services v. 0.43
Post by: Joanna9700 on August 07, 2021, 03:00:54 PM
ew this new format is cringe go back.
Title: Re: Machina Void Shipyards v. 0.44
Post by: Timid on August 21, 2021, 03:12:18 PM
Damn,that mod looks really sexy made by you! I adore you. Your work are like real life Mona Lisa. It is extremely the breathing talking and living equivalent of a masterpiece. I love seeing your weapons,it brightens my day every time seeing enemy die with pretty trials. I super recommend this mod because of its very cool CC bonus too, i swear my world stops cuz of it!
Title: Re: Machina Void Shipyards v. 0.44
Post by: Troika on September 06, 2021, 08:14:25 AM
I am very much digging the Falcon (MVS) (EW). Someone in Discord commented that it's odd that an ECM cruiser doesn't have built in ECM, though!
Title: Re: Machina Void Shipyards v. 0.44
Post by: Unit9461 on September 07, 2021, 07:22:37 PM
I am very much digging the Falcon (MVS) (EW). Someone in Discord commented that it's odd that an ECM cruiser doesn't have built in ECM, though!
Ah, right, seems like a good idea, don't know why I forgot to add it.
Title: Re: Machina Void Shipyards v. 0.45
Post by: Mosthra on September 28, 2021, 11:55:18 AM
Ship is so beautiful. tks for your great Work  ;D
Title: Re: Machina Void Shipyards v. 0.46
Post by: Punkinguy on October 04, 2021, 12:52:53 AM
the ships look great, but I think you could remove the kitbash thrusters and make new original ones just for the mod.
Title: Re: Machina Void Shipyards v. 0.46
Post by: Unit9461 on October 04, 2021, 10:10:23 AM
the ships look great, but I think you could remove the kitbash thrusters and make new original ones just for the mod.
Yeah, that's a good idea, probably gonna do that next update.
Thank you for your input!
Title: Re: Machina Void Shipyards v. 0.46
Post by: Punkinguy on October 04, 2021, 10:22:37 AM
the ships look great, but I think you could remove the kitbash thrusters and make new original ones just for the mod.
Yeah, that's a good idea, probably gonna do that next update.
Thank you for your input!
Always happy to help!  :D
Title: Re: Machina Void Shipyards v. 0.47
Post by: Mr_8000 on October 28, 2021, 11:03:03 AM
I've been using (and enjoying) this mod for a while now, and I figure with the recent update now's a good time as any for some feedback. I'm not usually one to call things too strong, but there are several outliers that really stick out to me:

First off, the weapon that inspired me to make this post, the brand new Type 63. Supposedly a budget version of the HVD, a much better comparison can be made to the heavy needler. It has the same efficiency, similar hit strength and mimicks the burst fire of the HN with its magazine. The main difference is the significant gain of 250 range and the loss of 70 sustained dps. So far it sounds like a great sidegrade to the needler, if their OP cost was the same. At 9 OP there's simply no good reason to not use this every time, in place of not just the HN but basically any other medium kinetic. The price/performance is just that good.
Spoiler
(https://i.imgur.com/K8MWxpQ.png)
[close]

Next up we've got the Gepard CIWS. This is just an upgraded heavy machine gun, except now that its range is 600 you can slap it on any ship that is slightly faster than average and do incredibly efficient kinetic dps, instead of being limited to PD usage or on Safety Overrides fits. It's actually a better choice even on SO fits, despite the extra range. This isn't even factoring in the additional frag on-hit effect.
Spoiler
(https://i.imgur.com/6ML2LB6.png)
[close]

Continuing in the same family of guns we've got the Saturation Coil CIWS. Comparing this to the storm needler isn't exactly fair, since the SN itself is quite lackluster. So I dug into my modlist, to try and find something comparable. Despite my best effort I can confidently say this is the most efficent large kinetic "PD" (since you're usually mounting this with the intent to use it as a direct combat weapon) I've ever seen. On top of all this, it's also got a DPS advantage and EMP on hit.
Spoiler
(https://i.imgur.com/KV2BEoP.png)
[close]

Last on this list we have the Particle Caliver. Already incredibly efficient compared to its vanilla counterpart (at the cost of hit strength and range), that isn't even the main reason I've listed it. The issue is what isn't on the stat card, the fact that this causes EMP arcs and not just EMP on hit (this should really be listed, the particle scatterblaster lists it but in the description instead of at the bottom like the ion cannon). Not nearly as much as an ion cannon, but more than enough to fry small weapon mounts and small engines, which is what you're going to be shooting at with this weapon (after easily suppressing their shield).
Spoiler
(https://i.imgur.com/k1WCbjX.png)
[close]

Now for a few extra (non-balance) nitpicks:

The stab wing is missing a type.
Spoiler
(https://i.imgur.com/P5wtg6d.png)
[close]

The Cainhurst's built in weapons claim to be more efficient than the TPC (in the description), but aren't. Even assuming 0.91 values they still wouldn't be more flux efficient. They are also missing a sprite in the stat card.
Spoiler
(https://i.imgur.com/ZYoCw8f.png)
[close]

Some ships have a strange non-rounded value for their shield efficiency. Namely the Cainhurst (0.93), the new battlecruiser (0.88) and several frigates. Is this intentional or an oversight?
Title: Re: Machina Void Shipyards v. 0.47
Post by: Unit9461 on October 28, 2021, 05:11:41 PM
I've been using (and enjoying) this mod for a while now, and I figure with the recent update now's a good time as any for some feedback. I'm not usually one to call things too strong, but there are several outliers that really stick out to me:

First off, the weapon that inspired me to make this post, the brand new Type 63. Supposedly a budget version of the HVD, a much better comparison can be made to the heavy needler. It has the same efficiency, similar hit strength and mimicks the burst fire of the HN with its magazine. The main difference is the significant gain of 250 range and the loss of 70 sustained dps. So far it sounds like a great sidegrade to the needler, if their OP cost was the same. At 9 OP there's simply no good reason to not use this every time, in place of not just the HN but basically any other medium kinetic. The price/performance is just that good.
Spoiler
(https://i.imgur.com/K8MWxpQ.png)
[close]

Next up we've got the Gepard CIWS. This is just an upgraded heavy machine gun, except now that its range is 600 you can slap it on any ship that is slightly faster than average and do incredibly efficient kinetic dps, instead of being limited to PD usage or on Safety Overrides fits. It's actually a better choice even on SO fits, despite the extra range. This isn't even factoring in the additional frag on-hit effect.
Spoiler
(https://i.imgur.com/6ML2LB6.png)
[close]

Continuing in the same family of guns we've got the Saturation Coil CIWS. Comparing this to the storm needler isn't exactly fair, since the SN itself is quite lackluster. So I dug into my modlist, to try and find something comparable. Despite my best effort I can confidently say this is the most efficent large kinetic "PD" (since you're usually mounting this with the intent to use it as a direct combat weapon) I've ever seen. On top of all this, it's also got a DPS advantage and EMP on hit.
Spoiler
(https://i.imgur.com/KV2BEoP.png)
[close]

Last on this list we have the Particle Caliver. Already incredibly efficient compared to its vanilla counterpart (at the cost of hit strength and range), that isn't even the main reason I've listed it. The issue is what isn't on the stat card, the fact that this causes EMP arcs and not just EMP on hit (this should really be listed, the particle scatterblaster lists it but in the description instead of at the bottom like the ion cannon). Not nearly as much as an ion cannon, but more than enough to fry small weapon mounts and small engines, which is what you're going to be shooting at with this weapon (after easily suppressing their shield).
Spoiler
(https://i.imgur.com/k1WCbjX.png)
[close]

Now for a few extra (non-balance) nitpicks:

The stab wing is missing a type.
Spoiler
(https://i.imgur.com/P5wtg6d.png)
[close]

The Cainhurst's built in weapons claim to be more efficient than the TPC (in the description), but aren't. Even assuming 0.91 values they still wouldn't be more flux efficient. They are also missing a sprite in the stat card.
Spoiler
(https://i.imgur.com/ZYoCw8f.png)
[close]

Some ships have a strange non-rounded value for their shield efficiency. Namely the Cainhurst (0.93), the new battlecruiser (0.88) and several frigates. Is this intentional or an oversight?
Thank you for your input!

The Type 63's fire rate with a full magazine has been halved, from 0.1 to 0.2 cooldown, with the same sustained fire rate. Each projectile now only deals 50 damage. Burst DPS is 250, sustained is 150.

Saturation Coil CIWS's damage against non-fighter targets reduced from 30 to 20.

Particle Caliver's on-hit EMP arc removed.

All wings have proper type.

Cainhurst's builtins having lower efficiency was a holdover from when they had higher damage per shot. Stats have been changed so that the claim of increased efficiency is now true.

The Cainhurst is supposed to have a .925 shield efficiency, but Starsector's engine refuses to show them properly, same with the battlecruiser and the frigates.

Hotfix live, hope it's better now.
Title: Re: Machina Void Shipyards v. 0.47
Post by: Mr_8000 on October 28, 2021, 10:41:49 PM
Thanks for taking my feedback into consideration. Though I do still have to inform you that whatever changes were made to the Reiterpallasch didn't make it into the hotfix (stats appear unchanged). You also didn't comment on the gepard (I'm assuming this means you thinks it's fine, but just checking in case you skimmed over it). I do apologize for the continued nitpicking.
Title: Re: Machina Void Shipyards v. 0.47
Post by: Zoro89 on November 09, 2021, 02:15:48 AM
I agree to the post of Mr_8000.
The Gepard CIWS is extreme powerful. I mounted it on some fast frigates with a medium slot and most enemies up to light destroyers don't have a chance. It feels a litte bit cheaty to use it :D
Title: Re: Machina Void Shipyards v. 0.47
Post by: Unit9461 on November 11, 2021, 07:39:29 PM
I agree to the post of Mr_8000.
The Gepard CIWS is extreme powerful. I mounted it on some fast frigates with a medium slot and most enemies up to light destroyers don't have a chance. It feels a litte bit cheaty to use it :D
Thanks for taking my feedback into consideration. Though I do still have to inform you that whatever changes were made to the Reiterpallasch didn't make it into the hotfix (stats appear unchanged). You also didn't comment on the gepard (I'm assuming this means you thinks it's fine, but just checking in case you skimmed over it). I do apologize for the continued nitpicking.
I see, I'll probably decrease the RoF by 20% by the next update.
Title: Re: Machina Void Shipyards v. 0.48
Post by: CrimsonPhalanx on December 05, 2021, 12:32:31 PM
I'm using the Atlas Mk.IIb and I realised the bottom 2 medium mounts are angled differently, the right one can aim higher than the left, is this a mistake or intended pirate certified OCD engineering moment? also there art seems to have 2 small mounts at the front of the thing, but there are no usable mounts.
Title: Re: Machina Void Shipyards v. 0.48
Post by: Unit9461 on December 05, 2021, 12:33:31 PM
I'm using the Atlas Mk.IIb and I realised the bottom 2 medium mounts are angled differently, the right one can aim higher than the left, is this a mistake or intended pirate certified OCD engineering moment? also there art seems to have 2 small mounts at the front of the thing, but there are no usable mounts.
I see, I'll make sure to fix it next update
Title: Re: Machina Void Shipyards v. 0.48
Post by: Athrahasis on December 16, 2021, 06:26:15 AM
I just want to say that while I agree with the earlier comments, I really enjoy the addition of the things in this mod. Likewise your balancing afterwards is well appreciated!
Title: Re: Machina Void Shipyards v. 0.49
Post by: XviZoR on December 21, 2021, 06:56:08 AM
Love the Mod, newest Update makes my game crash though with a "Fatal: Ship hull spec [expsp_salient_redcomet] not found! error
Title: Re: Machina Void Shipyards v. 0.49
Post by: Algoul on December 21, 2021, 01:47:50 PM
Love the Mod, newest Update makes my game crash though with a "Fatal: Ship hull spec [expsp_salient_redcomet] not found! error

Same problem.
Title: Re: Machina Void Shipyards v. 0.49
Post by: Unit9461 on December 21, 2021, 02:41:38 PM
Love the Mod, newest Update makes my game crash though with a "Fatal: Ship hull spec [expsp_salient_redcomet] not found! error

Same problem.
Love the Mod, newest Update makes my game crash though with a "Fatal: Ship hull spec [expsp_salient_redcomet] not found! error
Odd, does this occur on game load, or when loading a save?
If it does so when loading saves, then I'll have to mark the update as save breaking.
Title: Re: Machina Void Shipyards v. 0.49
Post by: Bluerevgo on December 21, 2021, 03:19:43 PM
It does occur on loading a save with an old version.

The new version has the ship deactivated and the ship files missing.

Repairing did not work (copying the old ship file and activating it again) -> now crash on startup.

Reverted back to 0.48 for now.
Title: Re: Machina Void Shipyards v. 0.49
Post by: Unit9461 on December 23, 2021, 05:58:16 PM
It does occur on loading a save with an old version.

The new version has the ship deactivated and the ship files missing.

Repairing did not work (copying the old ship file and activating it again) -> now crash on startup.

Reverted back to 0.48 for now.
If you're determined to use that ship for whatever reason, change
 "builtInWings": [
    "expsp_fascine_Fighter_wing"
  ],
to
"builtInWings": [
    "expsp_fascine_wing"
  ],
then reactivate
.
Hope this helped!
Title: Re: Machina Void Shipyards v. 0.49.1
Post by: Nyghtrid3r on December 26, 2021, 07:15:36 AM
Looks awesome! Might wanna add the game version number this mod is compatible with in the thread title though.
Title: Re: Machina Void Shipyards v. 0.50
Post by: Voynich on January 01, 2022, 09:18:47 PM
Crashes on launch as there is no png for "hybridca"
Title: Re: Machina Void Shipyards v. 0.50
Post by: Algoul on January 02, 2022, 06:05:27 AM
Crashes on launch as there is no png for "hybridca"

Same: "Error loading [graphics/ships/expsp_hybridca.png] resource"
Title: Re: Machina Void Shipyards v. 0.50
Post by: Unit9461 on January 02, 2022, 07:34:13 AM
Crashes on launch as there is no png for "hybridca"

Same: "Error loading [graphics/ships/expsp_hybridca.png] resource"
Crashes on launch as there is no png for "hybridca"
Hotfix out
Title: Re: Machina Void Shipyards v. 0.50
Post by: Zalpha on January 02, 2022, 09:31:29 AM
I love this mod and thanks for being the first mod I have seen to use the Drone mod, it has huge potential it seems. Thanks for the update.
Title: Re: Machina Void Shipyards v. 0.50
Post by: Unit9461 on January 02, 2022, 11:49:19 AM
I love this mod and thanks for being the first mod I have seen to use the Drone mod, it has huge potential it seems. Thanks for the update.
Thank you for the encouragement!
Please do tell if Dronelib causes any odd crashes, especially when a ship with a drone subsystem is destroyed/disabled or retreats, since that's an issue that used to occur, though it *should* be fixed.
Title: Re: Machina Void Shipyards v. 0.50
Post by: Algoul on January 04, 2022, 12:49:59 AM
808509 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.set(Vector2f.java:89)
   at org.lwjgl.util.vector.Vector2f.<init>(Vector2f.java:65)
   at data.scripts.subsystems.dl_BaseDroneSubsystem.guiRender(dl_BaseDroneSubsystem.java:91)
   at data.scripts.plugins.dl_SubsystemCombatManager.advance(dl_SubsystemCombatManager.java:137)
   at com.fs.starfarer.title.ooOO.for$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.A.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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:748)


First battle with grand fleet roster in nexerelin. CTD after spawn on battle map
Title: Re: Machina Void Shipyards v. 0.50
Post by: DanzyDanz on January 04, 2022, 04:59:03 AM
Do you have the 0.48 version? discovered this mod a bit too late and I don't want to update my game yet
Title: Re: Machina Void Shipyards v. 0.50
Post by: NaitNait on January 05, 2022, 09:41:39 AM
Got one when fighting against an independent deserter bounty. (Similar to the one that was posted on dronelib the other day).

java.lang.NullPointerException
   at data.scripts.ai.dl_BaseSubsystemDroneAI.advance(dl_BaseSubsystemDroneAI.java:64)
   at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:44)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: Machina Void Shipyards v. 0.50
Post by: Unit9461 on January 05, 2022, 01:10:04 PM
808509 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.set(Vector2f.java:89)
   at org.lwjgl.util.vector.Vector2f.<init>(Vector2f.java:65)
   at data.scripts.subsystems.dl_BaseDroneSubsystem.guiRender(dl_BaseDroneSubsystem.java:91)
   at data.scripts.plugins.dl_SubsystemCombatManager.advance(dl_SubsystemCombatManager.java:137)
   at com.fs.starfarer.title.ooOO.for$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.A.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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:748)


First battle with grand fleet roster in nexerelin. CTD after spawn on battle map
Got one when fighting against an independent deserter bounty. (Similar to the one that was posted on dronelib the other day).

java.lang.NullPointerException
   at data.scripts.ai.dl_BaseSubsystemDroneAI.advance(dl_BaseSubsystemDroneAI.java:64)
   at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:44)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)
yeah honestly dronelib isn't worth the effort
Probably going back to the old hangar method, just use something like Adjusted Skill Thresholds to offset the extra hangars, it's what I do.
Do you have the 0.48 version? discovered this mod a bit too late and I don't want to update my game yet
https://drive.google.com/file/d/1J8l2Tt-rm5KGatpkH9YSOfDnsc_4PEQd/view?usp=sharing
Here you go!

Title: Re: Machina Void Shipyards v. 0.50.1
Post by: papasan on January 14, 2022, 04:18:32 PM
crash to desktop if your piloting an Eloy with the drones out and your hull pops... good incentive not to die (:

745065 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.dl_BaseSubsystemDroneAI.advance(dl_BaseSubsystemDroneAI.java:64)
   at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:44)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)
Title: Re: Machina Void Shipyards v. 0.50.1
Post by: ktarn on January 15, 2022, 09:24:00 AM
Spoiler
crash to desktop if your piloting an Eloy with the drones out and your hull pops... good incentive not to die (:

745065 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.dl_BaseSubsystemDroneAI.advance(dl_BaseSubsystemDroneAI.java:64)
   at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:44)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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]

Not just your own ships, I got the NPE from blowing up a MVS AI ship:

2599981 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:71)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)

The drones are really cool but this is no good  :(
Title: Re: Machina Void Shipyards v. 0.50.1
Post by: Unit9461 on January 15, 2022, 02:24:17 PM
Spoiler
crash to desktop if your piloting an Eloy with the drones out and your hull pops... good incentive not to die (:

745065 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.ai.dl_BaseSubsystemDroneAI.advance(dl_BaseSubsystemDroneAI.java:64)
   at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:44)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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]

Not just your own ships, I got the NPE from blowing up a MVS AI ship:

2599981 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.shipsystems.scripts.ai.expsp_SubsystemDroneAI.advance(expsp_SubsystemDroneAI.java:71)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)

The drones are really cool but this is no good  :(


You are using an outdated version.
Re-install the current. 0.50.1 update which does not have the Dronelib if you wish to avoid issues.
I will re-add Dronelib support once that mod is more stable.
Title: Re: Machina Void Shipyards v. 0.50.1
Post by: ktarn on January 15, 2022, 06:19:21 PM
You are using an outdated version.
Re-install the current. 0.50.1 update which does not have the Dronelib if you wish to avoid issues.
I will re-add Dronelib support once that mod is more stable.

Thank you for the quick fix and the awesome mod  ;D
Title: Re: Machina Void Shipyards v. 0.50.1
Post by: Unit9461 on January 16, 2022, 05:16:04 PM
You are using an outdated version.
Re-install the current. 0.50.1 update which does not have the Dronelib if you wish to avoid issues.
I will re-add Dronelib support once that mod is more stable.

Thank you for the quick fix and the awesome mod  ;D
No problem!
Title: Re: Machina Void Shipyards v. 0.51
Post by: Aweguy on January 20, 2022, 01:16:08 AM
Hey eeem, i made a mistake and deleted the mod (version 0.50) and 0.51 is not compatible with my saves. Can you send me the version 0.50 of the mod again (or 0.50.1 if it's save compatible) so i can continue my save? Thanks in advance.
Title: Re: Machina Void Shipyards v. 0.51
Post by: Unit9461 on January 20, 2022, 09:45:01 AM
Hey eeem, i made a mistake and deleted the mod (version 0.50) and 0.51 is not compatible with my saves. Can you send me the version 0.50 of the mod again (or 0.50.1 if it's save compatible) so i can continue my save? Thanks in advance.
Here you go!
0.50.1:
https://drive.google.com/file/d/1AfdUVZ9GCEtT2UGD1s1RjsjFx9ykPBA5/view?usp=sharing

0.50:
https://drive.google.com/file/d/1jowuKbXjJb8wy0HZlDDN0qIpHEtZ0E0X/view?usp=sharing
Title: Re: Machina Void Shipyards v. 0.52
Post by: PipMan on February 13, 2022, 10:29:00 AM
Hey, loving this mod so far, I'm amazed it flew under my radar for so long! There's one minor (possible) problem I'm having though, whenever I activate the Crown of Authority ability on the Principality, all the sound in the game becomes muffled and low-quality for the duration. Is this intentional?
Title: Re: Machina Void Shipyards v. 0.52
Post by: captinjoehenry on February 13, 2022, 12:24:06 PM
Hey, loving this mod so far, I'm amazed it flew under my radar for so long! There's one minor (possible) problem I'm having though, whenever I activate the Crown of Authority ability on the Principality, all the sound in the game becomes muffled and low-quality for the duration. Is this intentional?
That is probably intentional as a very similar audio effect is applied with the fortress shield ability on  some ships like the paragon. 
Title: Re: Machina Void Shipyards v. 0.52
Post by: Unit9461 on February 22, 2022, 09:10:50 PM
Hey, loving this mod so far, I'm amazed it flew under my radar for so long! There's one minor (possible) problem I'm having though, whenever I activate the Crown of Authority ability on the Principality, all the sound in the game becomes muffled and low-quality for the duration. Is this intentional?
That is probably intentional as a very similar audio effect is applied with the fortress shield ability on  some ships like the paragon.
You are spot on, it's actually the exact same effect if my memory serves me correctly.
Title: Re: Machina Void Shipyards v. 0.53
Post by: Tipnick on February 23, 2022, 01:24:46 AM
Why have you destroyed Provisioner? The best ship ever...
Title: Re: Machina Void Shipyards v. 0.53
Post by: GFYguy on February 23, 2022, 12:54:14 PM
Hey! literally made an account on the forums for this, the Piran now has an issue where its weapons dont line up with the mounts. keeps annoying me lol.
Title: Re: Machina Void Shipyards v. 0.53
Post by: Unit9461 on February 23, 2022, 09:09:59 PM

|
Hey! literally made an account on the forums for this, the Piran now has an issue where its weapons dont line up with the mounts. keeps annoying me lol.
yeah I kinda rushed the update
give me a sec, I'll patch it out real quick
Title: Re: Machina Void Shipyards v. 0.53
Post by: Unit9461 on February 23, 2022, 09:12:31 PM
Why have you destroyed Provisioner? The best ship ever...
The Gemma is the same ship, just with a different sprite and a more versatile Large mount
Title: Re: Machina Void Shipyards v. 0.53
Post by: Tipnick on February 23, 2022, 10:12:37 PM
Anyway, your ships are really very interesting and always give a phenomenal experience in fight and in other tasks. Keep the good work!  8)
Title: Re: Machina Void Shipyards v. 0.53
Post by: Unit9461 on February 24, 2022, 09:39:37 AM
Anyway, your ships are really very interesting and always give a phenomenal experience in fight and in other tasks. Keep the good work!  8)
Thank you!
Title: Re: Machina Void Shipyards v. 0.53
Post by: Oni on February 25, 2022, 08:28:15 PM
I have to ask, why does Arma Armature need a compatibility patch?  ???

I'm just asking cause Arma just hit it's 2.0 so...
Title: Re: Machina Void Shipyards v. 0.53
Post by: Unit9461 on February 27, 2022, 01:07:28 PM
I have to ask, why does Arma Armature need a compatibility patch?  ???

I'm just asking cause Arma just hit it's 2.0 so...
I suppose I worded it incorrectly.
It's more of an expansion that requires Arma Armatura to run.
Title: Re: Machina Void Shipyards v. 0.53
Post by: Oni on February 27, 2022, 01:13:03 PM
... I suppose I worded it incorrectly.
It's more of an expansion that requires Arma Armatura to run.
??? Well, alright... what does it change?
Title: Re: Machina Void Shipyards v. 0.53
Post by: ntoxeg on March 03, 2022, 01:00:50 PM
Hey is the ASCIISlaught supposed to be buyable? Maybe it should be hidden from Codex and blacklisted from NPCs that offer ship procurement? Kind of an immersion-breaking ship to be honest.

Otherwise a cool mod - I especially like fighters with more drone options that this provides.
Title: Re: Machina Void Shipyards v. 0.53
Post by: Unit9461 on March 03, 2022, 01:10:56 PM
... I suppose I worded it incorrectly.
It's more of an expansion that requires Arma Armatura to run.
??? Well, alright... what does it change?
Adds pilotable variants of the ASDF-03, the Thunderer, and the SU-30X.
Title: Re: Machina Void Shipyards v. 0.53
Post by: Unit9461 on March 03, 2022, 01:12:41 PM
Hey is the ASCIISlaught supposed to be buyable? Maybe it should be hidden from Codex and blacklisted from NPCs that offer ship procurement? Kind of an immersion-breaking ship to be honest.

Otherwise a cool mod - I especially like fighters with more drone options that this provides.
It shouldn't be purchasable, as it has the no_dealer tag. Odd, perhaps adding the no_sell tag should help.
Title: Re: Machina Void Shipyards v. 0.53
Post by: Koranea on March 09, 2022, 05:38:18 AM
Hey ^^

Really like these ships so far as as found a derelict Kriss and got a Eloy Destroyer as a flag ship. Been using them alot with Wolf phase ships on my first play through as they tend to survive, though i am a bit confused on how the Piran differs from the Salvage Rig in terms of salvaging? as both have Salvage Gantry ship mods? but.. i think Salvage rig gets a bonus for beening purely for salvage outside of combat.

Kind regards, Kora.
Title: Re: Machina Void Shipyards v. 0.53
Post by: Unit9461 on March 18, 2022, 01:28:28 PM
Hey ^^

Really like these ships so far as as found a derelict Kriss and got a Eloy Destroyer as a flag ship. Been using them alot with Wolf phase ships on my first play through as they tend to survive, though i am a bit confused on how the Piran differs from the Salvage Rig in terms of salvaging? as both have Salvage Gantry ship mods? but.. i think Salvage rig gets a bonus for beening purely for salvage outside of combat.

Kind regards, Kora.
The Piran should perform the same in terms of salvaging as the Salvage Rig, since it has the same hullmod and is also a destroyer-size hull. Thank you for your input1
Title: Re: Machina Void Shipyards v. 0.53
Post by: Koranea on March 18, 2022, 01:52:57 PM
oh! okays, yush. Tempted to ask if possible to add a bigger combat freighter and a tanker for fuel.. combat tanker? well more options for trade/cargo transport really with Vox Machina look to them.

Kind regards Kora.
Title: Re: Machina Void Shipyards v. 0.53
Post by: Algoul on March 19, 2022, 07:56:15 AM
Is it possible to buy Ascalon or is it a unique ship to start with?
I did not see the presence of this ship in patrols and fleets.
Title: Re: Machina Void Shipyards v. 0.53
Post by: envenger on March 19, 2022, 02:01:24 PM
This mod has come a long way since i last played it. It's incredibly fun with ships constantly shooting projectiles and missiles. And those Cainhurts are my favorite ship. I armed them woth 2 remnant railguns and those shredded through everything.

Those intervention are fun to spam with and see their projectiles hit target.

One thing i had found missing was the lack of choice and availability for weapons and fighters. I feel like some more additional descriptions to the exsisting weapons would also do good.
Title: Re: Machina Void Shipyards v. 0.53
Post by: Unit9461 on March 19, 2022, 03:05:30 PM
Is it possible to buy Ascalon or is it a unique ship to start with?
I did not see the presence of this ship in patrols and fleets.
It is possible, just rather rare, and I think you can find the blueprint. If not, I'll add it to the rare_bp pool next update.
Title: Re: Machina Void Shipyards v. 0.53
Post by: fresh on March 26, 2022, 10:17:19 AM
hi, i need the 0.52 and 0.53 version of this mod, if you have it.
Title: Re: Machina Void Shipyards v. 0.53
Post by: Unit9461 on March 26, 2022, 11:50:14 AM
hi, i need the 0.52 and 0.53 version of this mod, if you have it.
https://drive.google.com/file/d/127W_-gqPFBSWAki6-dgEAj34Zko19FdK/view?usp=sharing
0.52
https://drive.google.com/file/d/1uuOXKEkL3oVBywYvfXwLquO9pfGcp0Kg/view?usp=sharing
0.53
Title: Re: Machina Void Shipyards v. 0.53
Post by: BladedQueen on March 29, 2022, 06:21:01 AM
Fun mod, and the fighter craft are especially impressive in combat. I did notice that one ship type (Bona combat freighter) has a hullmod called Simplified Maintenance Protocols, which reduces supply costs by a flat 6, bringing it down to 0. Unsure if that's intentional, it would be effectively free besides fuel to amass a fleet of these.
Title: Re: Machina Void Shipyards v. 0.53
Post by: Screech9791 on March 30, 2022, 08:37:05 PM
Fun mod, and the fighter craft are especially impressive in combat. I did notice that one ship type (Bona combat freighter) has a hullmod called Simplified Maintenance Protocols, which reduces supply costs by a flat 6, bringing it down to 0. Unsure if that's intentional, it would be effectively free besides fuel to amass a fleet of these.
Crew members have a 10¢/month upkeep per crewman. So you’d still have some logistical overhead, and there’s also repairs & CR recovery.
Title: Re: Machina Void Shipyards v. 0.53
Post by: NoCeilings on April 21, 2022, 02:21:02 PM
I just started a game with MVS grand fleet.

Every ship here is excellently designed and beautiful.
Good work!
Title: Re: Machina Void Shipyards v. 0.53
Post by: fewd on April 22, 2022, 02:19:05 AM
Hey. Just wanted to say that your mod is awesome. Love the ships in every way  8)
Title: Re: Machina Void Shipyards v. 0.55
Post by: Phantasia on April 22, 2022, 10:34:17 PM
For the Linux users although the non-conventional folder and file naming conventions are still there unlike v0.54 the mod now gets past the loading screen.
Nonetheless despite it now loading out-of-the-box it appears to not be save compatible as the game will return to the main menu screen since it cannot find "expsp_plinker_sml" despite it very well existing.
Title: Re: Machina Void Shipyards v. 0.55
Post by: Flamingo on April 27, 2022, 12:01:22 PM
Heyo bro, quick question.
Why does the mod nerf the fortress shield? this is making my monitor useless even when the AI pilots it.
File attached for anyone wondering why  8)

[attachment deleted by admin]
Title: Re: Machina Void Shipyards v. 0.55
Post by: Mr_8000 on April 27, 2022, 02:18:13 PM
Heyo bro, quick question.
Why does the mod nerf the fortress shield? this is making my monitor useless even when the AI pilots it.
File attached for anyone wondering why  8)

This is a good catch, looking at it closer that isn't even the only system being affected. While they might not be changed, other vanilla systems are being overridden by (some) of the contents of Data\shipsystems\scripts.
Title: Re: Machina Void Shipyards v. 0.55
Post by: ErikMaekir on April 28, 2022, 05:40:53 PM
I've got a quick question. The main post says that update 0.54 breaks saves. Should I take it that every update AFTER 0.54 will also break my save? Or is it just that one? English isn't my mother tongue, so forgive me if this is a dumb question.
Title: Re: Machina Void Shipyards v. 0.55
Post by: Unit9461 on May 02, 2022, 11:01:01 PM
Heyo bro, quick question.
Why does the mod nerf the fortress shield? this is making my monitor useless even when the AI pilots it.
File attached for anyone wondering why  8)
damn, I guess I accidentally left some scripts from old versions inside the shipsystem folder
I'll make sure to fix that asap
I left them there while learning how shipsystems worked and forgot to take em out
Title: Re: Machina Void Shipyards v. 0.55
Post by: Unit9461 on May 02, 2022, 11:12:50 PM
I've got a quick question. The main post says that update 0.54 breaks saves. Should I take it that every update AFTER 0.54 will also break my save? Or is it just that one? English isn't my mother tongue, so forgive me if this is a dumb question.
Saves should be fine if you're updating from .54 to .55
Title: Re: Machina Void Shipyards v. 0.55
Post by: Skelo on June 10, 2022, 11:22:09 PM
Heyo bro, quick question.
Why does the mod nerf the fortress shield? this is making my monitor useless even when the AI pilots it.
File attached for anyone wondering why  8)
damn, I guess I accidentally left some scripts from old versions inside the shipsystem folder
I'll make sure to fix that asap
I left them there while learning how shipsystems worked and forgot to take em out

So have you fixed them? Love the mod but not a fan of other systems being changed :)
Title: Re: Machina Void Shipyards v. 0.55.5
Post by: speeder on June 14, 2022, 01:33:50 PM
For those arma armatura fans out there, can you add a strikeship focused carrier?

Idea is some carrier that has hullmods that work well with strikeships but doesn't improve "normal" fighters.

Or a carrier that comes with "WINGCOM" and is intended to host tons of mechs. :)

Armaa sadly only adds the strike ships and fighters and has no carriers, stations, etc... on its own. Since Armaa recommends this mod, you could make this mod be a sort of "ship, planet and station" side of Armaa :D
Title: Re: Machina Void Shipyards v. 0.55
Post by: speeder on June 14, 2022, 02:31:22 PM
Heyo bro, quick question.
Why does the mod nerf the fortress shield? this is making my monitor useless even when the AI pilots it.
File attached for anyone wondering why  8)
damn, I guess I accidentally left some scripts from old versions inside the shipsystem folder
I'll make sure to fix that asap
I left them there while learning how shipsystems worked and forgot to take em out

I checked and lots of files in that folder are similar to vanilla... I think you are still forgetting to delete them :(

For example you have there the mote launcher, and I don't think any of your ships even use that...
Title: Re: Machina Void Shipyards v. 0.55.5
Post by: Unit9461 on June 16, 2022, 08:26:47 AM
I already did.
Title: Re: Machina Void Shipyards v. 0.55.5
Post by: speeder on June 16, 2022, 08:29:15 PM
I already did.

Is it intentional you have files related to mote launcher and fortress shield on the shipsystem folder? Just to confirm.
Title: Re: Machina Void Shipyards v. 0.55.5
Post by: iospace on June 18, 2022, 06:33:10 AM
Not sure if it's an issue with this specific mod or Nex, but when random core worlds is enabled with everyone getting an equal start, MVS still had its usual two systems.  I also had derelict enabled as well.
Title: Re: Machina Void Shipyards v. 0.55.5
Post by: Unit9461 on June 18, 2022, 08:31:55 AM
I already did.

Is it intentional you have files related to mote launcher and fortress shield on the shipsystem folder? Just to confirm.
No, had them in there for easy access to see how they worked, forgot to delete.
Title: Re: Machina Void Shipyards v. 0.55.5
Post by: darkwarrior1000 on June 20, 2022, 01:34:59 AM
can you make the asciilasher recoverable through normal means? as it is now, it's possible to get a hold of one as a floating derelict after the fight if you use a story point and it costs 0 deployment points. I don't think you intended for it to be recoverable given it's missing so many stats in the excel sheet, but it would be neat.
Title: Re: Machina Void Shipyards v. 0.55.5
Post by: Unit9461 on June 20, 2022, 11:36:35 AM
can you make the asciilasher recoverable through normal means? as it is now, it's possible to get a hold of one as a floating derelict after the fight if you use a story point and it costs 0 deployment points. I don't think you intended for it to be recoverable given it's missing so many stats in the excel sheet, but it would be neat.
sure
Title: Re: Machina Void Shipyards v. 0.55.5
Post by: PeopleThief on June 20, 2022, 01:38:46 PM
Glare lacks Auto Ships hullmod. Still functions fine, but figured I should report it.
Title: Re: Machina Void Shipyards v. 0.55.5
Post by: Unit9461 on June 27, 2022, 01:23:52 PM
Glare lacks Auto Ships hullmod. Still functions fine, but figured I should report it.
Releasing update today, it's fixed now, thank you for reminding me!
Title: Re: Machina Void Shipyards v. 0.55.6
Post by: Dwarden on June 27, 2022, 01:48:57 PM
msv.json
line 31, there is typo
Code
            "hierarchal":0.5,
should be
Code
            "hierarchical":0.5,
Title: Re: Machina Void Shipyards v. 0.55.6
Post by: Unit9461 on June 27, 2022, 01:49:26 PM
msv.json
line 31, there is typo
Code
            "hierarchal":0.5,
should be
Code
            "hierarchical":0.5,
I see
Title: Re: Machina Void Shipyards v. 0.55.6
Post by: speeder on June 28, 2022, 08:48:31 AM
Who MSV is supposed to be allied with, usually?
Title: Re: Machina Void Shipyards v. 0.55.6
Post by: WorthlessInvestment on June 30, 2022, 09:28:22 AM
Fellow starfarer noted a small visual glitch of the Cainhurst thrusters.


Spoiler
(https://preview.redd.it/frj0ce9won891.png?width=1920&format=png&auto=webp&s=c7eddce495f09636bed59c593706db4f0cfbdc31) (https://preview.redd.it/xvup82qwon891.png?width=640&crop=smart&auto=webp&s=0908e57af5a11f87b73294e7e6f4c76770257a41)
[close]
Title: Re: Machina Void Shipyards v. 0.55.6
Post by: Mira Lendin on July 02, 2022, 06:39:01 PM
The Onslaught in this mod is bugged "visually", you might want to take a look at it.
Title: Re: Machina Void Shipyards v. 0.55.6
Post by: Flavius on July 03, 2022, 01:34:12 PM
Would it be possible for someone to tell me the name for the music used when docked at a MVs planet it goes crazy insane
Title: Re: Machina Void Shipyards v. 0.55.6
Post by: Unit9461 on July 20, 2022, 08:47:39 PM
Would it be possible for someone to tell me the name for the music used when docked at a MVs planet it goes crazy insane
NightDrive (might have a space) by Mister Kad on Bandcamp
Title: Re: Machina Void Shipyards v. 0.55.6
Post by: Unit9461 on July 20, 2022, 08:48:16 PM
Fellow starfarer noted a small visual glitch of the Cainhurst thrusters.


Spoiler
(https://preview.redd.it/frj0ce9won891.png?width=1920&format=png&auto=webp&s=c7eddce495f09636bed59c593706db4f0cfbdc31) (https://preview.redd.it/xvup82qwon891.png?width=640&crop=smart&auto=webp&s=0908e57af5a11f87b73294e7e6f4c76770257a41)
[close]

It has been brought to my attention. Thank you for telling me, I'll fix it next update.
Title: Re: Machina Void Shipyards v. 0.56
Post by: ChristophHRO on August 04, 2022, 04:22:21 AM
The mod is awesome! Flying the militarized Apogee together with Exotica Technology is a dream.

But i got a question:

Is the ASDF-03 supposed to be so OP? They seem to never die while bunching out tons of damage. Run 6 of them on a low-tech Hresvelgr-class with Defensive Formations and they nearly never die. They even kill an onslaught.
Title: Re: Machina Void Shipyards v. 0.56
Post by: Psyentific on August 13, 2022, 06:56:36 AM
'Caliburn' laser on Excalibur II-class is lacking appropriate sound effects, see:
https://www.youtube.com/watch?v=jvGpVjJ0kN8
Title: Re: Machina Void Shipyards v. 0.56
Post by: Quillithe on August 24, 2022, 11:28:00 AM
Hey, just starting my first playthough with mods and picked your mod's faction (because they look cool).

Felt like giving some (positive) feedback on some ships I've tried out so far:

Kriss - it's kinda terrible, but that's the point I suppose.  Doesn't really have the weapons to break anyone's shields and has almost no cargo or fuel space.  I do think you could safely drop the DP cost by one.  Starting with only a Kriss was a little interesting at first.

Switchblade - it's amazing!  For one more DP/maintenance you get a pretty fast ship with almost the same cargo as most vanilla combat frigates, a big fuel tank, 10 burn, a built in burst weapon, a fighter for point defense, acceptable armor and shields, even ground combat support!  It does everything and is a super good early game ship.

Bona - Just seemed worse than the switchblade.  You get a little more cargo space, but it takes a lot more crew and is slower. In combat you get a little more fighter support and a medium mount and more OP, but you lose the free weapon and a lot of speed.  And the ground support.  I didn't really want to buy one since small cargo runs it was better off just buying twice as many switchblades for the same price.

Principality - Seemed kinda steep for a small slow carrier, even with the free weapon.  Feel like it didn't compare well with...

Aquinas - For 2 DP you lose the free large mount weapon but get 25 OP to buy any one you want, AND get 50% more speed, better shields, free point defense drones, more small mounts, 1 more burn, less fuel usage.  Really good ship.

Gemma - Reminds me of a budget Apogee?  It carries a bunch of fuel and cargo, is cruiser sized for surveying equipment if you want, costs low maintenance and fuel, comes with a large mount and free point defense and free fighters.  They aren't good in combat for the DP, but if you haven't hit the cap they're good support ships that also can hang around and launch very long range attacks while also being one of the better fuel/maintenance ways to get cargo space and a decent source of extra fuel tank space so you don't need tankers.

Abysswalker - Trying this out a little, offhand I suspect it costs too close to just using two aquinas in every way without bringing as much power, but it is cool and does supply missiles.
Title: Re: Machina Void Shipyards v. 0.56
Post by: Unit9461 on August 24, 2022, 11:29:20 AM
Hey, just starting my first playthough with mods and picked your mod's faction (because they look cool).

Felt like giving some (positive) feedback on some ships I've tried out so far:

Kriss - it's kinda terrible, but that's the point I suppose.  Doesn't really have the weapons to break anyone's shields and has almost no cargo or fuel space.  I do think you could safely drop the DP cost by one.  Starting with only a Kriss was a little interesting at first.

Switchblade - it's amazing!  For one more DP/maintenance you get a pretty fast ship with almost the same cargo as most vanilla combat frigates, a big fuel tank, 10 burn, a built in burst weapon, a fighter for point defense, acceptable armor and shields, even ground combat support!  It does everything and is a super good early game ship.

Bona - Just seemed worse than the switchblade.  You get a little more cargo space, but it takes a lot more crew and is slower. In combat you get a little more fighter support and a medium mount and more OP, but you lose the free weapon and a lot of speed.  And the ground support.  I didn't really want to buy one since small cargo runs it was better off just buying twice as many switchblades for the same price.

Principality - Seemed kinda steep for a small slow carrier, even with the free weapon.  Feel like it didn't compare well with...

Aquinas - For 2 DP you lose the free large mount weapon but get 25 OP to buy any one you want, AND get 50% more speed, better shields, free point defense drones, more small mounts, 1 more burn, less fuel usage.  Really good ship.

Gemma - Reminds me of a budget Apogee?  It carries a bunch of fuel and cargo, is cruiser sized for surveying equipment if you want, costs low maintenance and fuel, comes with a large mount and free point defense and free fighters.  They aren't good in combat for the DP, but if you haven't hit the cap they're good support ships that also can hang around and launch very long range attacks while also being one of the better fuel/maintenance ways to get cargo space and a decent source of extra fuel tank space so you don't need tankers.

Abysswalker - Trying this out a little, offhand I suspect it costs too close to just using two aquinas in every way without bringing as much power, but it is cool and does supply missiles.
I see, thanks for trying out the mod!
The feedback you gave made sense, I appreciate it.
Title: Re: Machina Void Shipyards v. 0.57
Post by: Quillithe on August 31, 2022, 07:39:30 AM
Still enjoying the mod, just felt like adding some more comments since I like to hear myself talk (hear myself type?)

Keep in mind that I just bought this last month so I'm not some venerable Starsector pro or anything.

Frigates: Honestly should try more, but I got a Stiletto and shooting missiles everywhere seems effective maybe?  They do mostly seem fast and survivable which is what you want in frigates.

Destroyers: The Piran is surprisingly good in combat since it's a pseudo-carrier.  The Dismas seems about right, kinda like a Medusa.  The Lauretana is decent enough in combat I actually didn't realize it was supposed to be a troop carrier.

I haven't tried one outside of testing but the Eustace seems to be pretty absurd even under the AI since it can 1v1 most cruisers under AI control and just gets better with player control and larger fights.  I guess it does cost cruiser points to deploy, but still!

Cruisers: Principality does get in less trouble than the Aquinas, since it tends to hang back more and fire that efficient weapon it has.  I also probably don't consider systems enough.  They both seem pretty good, to be honest - good enough to compensate for battlecarriers usually being a bit awkward.

Chrysostom somehow feels more like a destroyer to me - I guess it's a light cruiser.  Maybe I'll look at combat logs but they don't feel like they're doing much.  Lazarus is a great tank to have around.

I still like the Gemma, but there's an interesting tradeoff - later on all of the support ships being militarized and counting towards the combat ship count can be bad.  On the other hand being able to equip your freighters for specialized combat purposes and send them in to empty a hammer barrage at the enemy capitol ship can be nice too.

Capitol ships: Abysswalker still doesn't work for me somehow.  It seems inspired by the Odyssey which is my favorite vanilla capitol, but losing the large mounts for medium mounts and needing to line up the ship instead of having turrets and losing the free eccm and sensors keeps me from enjoying it as much (though it does get some stat boosts in comparison).  It is low maintenance, so I guess it's still okay as an exploration capitol ship, but I'd still probably just explore with 3 Gemma for less maintenance, cheaper surveying, better sensors, far more cargo, and 3 large missile mounts in combat for less points (especially since large torpedo mounts just eat remnant ships)

Dragonhunter is pretty excessive - I put revolver cannons in all the frontal small mounts and long range HE weapons in the mediums (some other mod weapons, but Maulers would work too).  It generally just sprays shots all over outside of enemy range.

Haven't tried the others yet, I'm pretty cheap and like to capture them from bounties.

As far as weapons:

The small mount revolver cannon is a bit excessively long ranged for a small mount, maybe a bit too good.
Does the poleaxe at medium kinetic just outperform energy weapons since it does both types?
The 25 point fighters seem pretty strong since most carriers can't really use the points effectively anyway.  If I'm feeling silly, you could put an auto-hound on a buffalo mk 2 with a converted fighter bay, and then get unlimited hounds for 4 deployment points instead of a single one for 3 deployment points.

Not that I'm complaining, that sounds fun!
Title: Re: Machina Void Shipyards v. 0.57
Post by: Evil Atlas on September 02, 2022, 09:36:06 PM
I've been thoroughly enjoying Quillithe's ship reviews and this mod in general, so I figured I'd pitch in with my own thoughts on various ships. I should note that this is coming from someone who's well into the endgame of a Nexerelin run, though I've been collecting and using MVS ships over the course of the run. I'll only talk about ships I've used frequently enough to give useful input on (and most of these are with default loadouts).

Frigates:

Destroyers:

Cruisers:

Capitals:
Title: Re: Machina Void Shipyards v. 0.57
Post by: Klokinator on September 03, 2022, 07:01:50 PM
Hey there, I think I found an error with the Vavela's loadouts?

(https://i.imgur.com/EUmZK2H.png)

This turret is a Medium Ballistic.

(https://i.imgur.com/FhJvb0f.png)

This turret is a Medium Ballistic Slot. But, the one on the mirror opposite side is a Small Ballistic.

(https://i.imgur.com/bg4SjWq.png)

I think they should both either be small or medium, personally.
Title: Re: Machina Void Shipyards v. 0.57
Post by: Unit9461 on September 05, 2022, 07:11:49 PM
Hey there, I think I found an error with the Vavela's loadouts?

(https://i.imgur.com/EUmZK2H.png)

This turret is a Medium Ballistic.

(https://i.imgur.com/FhJvb0f.png)

This turret is a Medium Ballistic Slot. But, the one on the mirror opposite side is a Small Ballistic.

(https://i.imgur.com/bg4SjWq.png)

I think they should both either be small or medium, personally.
yeah, definitely should be a small,
haven't touched the thing in over a year.
I'll fix it next update!
Title: Re: Machina Void Shipyards v. 0.57
Post by: Stormy Fairweather on September 24, 2022, 04:40:54 AM
Yo, mod maker. love the mod, but i found an issue with one of yer ships. the piran logistics support ship comes with militarized subsystems integrated, but it doesnt have a civilian grade hull. this results in the minimum crew requirement being higher than the max crew the ship can hold.
Title: Re: Machina Void Shipyards v. 0.57
Post by: Taverius on October 03, 2022, 04:49:47 PM
Haven't played as the faction yet, but I did land at one of the markets several times as it was friendly and close to the area i was exploring.

I like the music, but it feels a bit too loud?
Title: Re: Machina Void Shipyards v. 0.57
Post by: Killian on October 19, 2022, 07:59:02 AM
I like the music, but it feels a bit too loud?

Not only that, but it stops and starts rather noticeably. All of the vanilla faction music loops seamlessly, whereas the MVS market music does not. The effect is rather jarring.

This isn't to say the music itself is bad, but rather badly used. The market music should be unobtrusive and loop nicely, because it's going to be what the player listens to whilst using the Fleet, Refit, and Market menus at any MVS-owned installation.

Ed: Musical gripes aside, I'm liking the rest of the faction so far. The ship designs look unique without looking too out of place, as do the weapons, and I think the "reverse-engineered/redesigned & overhauled hull" is a neat concept too. I think my only complaint thusfar is that the faction's markets seem to be a little lacking in faction weapons and occasionally ship variance. It seems very hard to pick up any of the large-mount equipment in particular, aside from a small handful of items, and faction-specific production output seems very low compared to other factions; I mostly see "common" equipment at the MVS docks.

Also also the techprint only has most of the hulls/weapons/fighters, not all of them. I estimate around half the faction's large weapons are missing from the print, along with all of the large hulls. Can we either get a rarer "high end" print at some point, or get more stuff added to the main print, so we can more easily build our own equipment? I see a fair chunk of items are tagged as rare_bp in ths csvs, which makes them rarer and rarer the more stuff you add to the game and all.

After getting some more playtime in, I think what MVS could do with is... well, two things. For one, a slow and dependable heavy cruiser or capital that can make heavy use of the railcannon and iapetus drivers, and a fleet missile carrier that can make heavy use of the Plasma MRMs, ASRAAMs, AGMs, and so on; a Chrysostom crossed with a Dominion or something.

Ed2: additional weapons feedback;

There are two weapons that stand out to me in the MVS lineup more than anything recently - the medium Revolver Cannon and the Type 56 Kinetic Missile. Why these two, when there are so many others?

Med. Revolver Cannon - these things have such a good balance of range, consistent damage/accuracy, and what feels like a relatively low OP cost for what they do, that they almost feel overpowered, or at the very least a very consistent and obvious medium ballistic slot pick. I mount a rack of four on the medium slots of all my dominions for shield pressure, and they just methodically chew up anything they encounter. Perhaps make them 10-11 OP? They reload fast enough that the ROF reduction from MVS Targeting means they have essentially no downtime, so their limited ammunition just... isn't a limit. I could see it being more of a problem on ships with faster fire rates (esp. with stuff like the Hammerhead's ballistic feed system) but otherwise it really isn't a drawback in my experience.

Type 56 Kinetic Missile - conversly, these things just feel so bad to use. They might as well be unguided, and in fact would probably be better if they were, because they seem to consistently overcorrect their homing and with their awful guidance this means they feel like they miss their intended target nine times out of ten, especially if they're in an off-center mount (for instance if you want to use a pair of them on the Tzaphkiel Prototype for antishield purposes). Honestly either make them unguided or review their guidance/homing type and overall agility.

A side-mention goes to the Armourhunter cannons, which have the exact same projectile colour as revolver cannons. This is super minor, but they might look a little better with red/orange/yellow shots to match the HE damage type and anti-armour role, whilst keeping revolver cannon shots blue for kinetic/anti-shield role.
Title: Re: Machina Void Shipyards v. 0.58
Post by: sevhern on October 20, 2022, 09:25:44 PM
I love the ships but have a lot of issues with the weapons. For example Razorwind and AGM-295 just don't fire.
Title: Re: Machina Void Shipyards v. 0.58
Post by: darkwarrior1000 on October 22, 2022, 08:13:12 PM
just a heads up about the asciilasher; it's set to have shock repeaters on but the slots for them are ballistics. sure, they have them on in the fight and all but if you strip them you can't get them back on.
Title: Re: Machina Void Shipyards v. 0.57
Post by: Unit9461 on November 11, 2022, 11:40:01 AM
I like the music, but it feels a bit too loud?

Not only that, but it stops and starts rather noticeably. All of the vanilla faction music loops seamlessly, whereas the MVS market music does not. The effect is rather jarring.

This isn't to say the music itself is bad, but rather badly used. The market music should be unobtrusive and loop nicely, because it's going to be what the player listens to whilst using the Fleet, Refit, and Market menus at any MVS-owned installation.

Ed: Musical gripes aside, I'm liking the rest of the faction so far. The ship designs look unique without looking too out of place, as do the weapons, and I think the "reverse-engineered/redesigned & overhauled hull" is a neat concept too. I think my only complaint thusfar is that the faction's markets seem to be a little lacking in faction weapons and occasionally ship variance. It seems very hard to pick up any of the large-mount equipment in particular, aside from a small handful of items, and faction-specific production output seems very low compared to other factions; I mostly see "common" equipment at the MVS docks.

Also also the techprint only has most of the hulls/weapons/fighters, not all of them. I estimate around half the faction's large weapons are missing from the print, along with all of the large hulls. Can we either get a rarer "high end" print at some point, or get more stuff added to the main print, so we can more easily build our own equipment? I see a fair chunk of items are tagged as rare_bp in ths csvs, which makes them rarer and rarer the more stuff you add to the game and all.

After getting some more playtime in, I think what MVS could do with is... well, two things. For one, a slow and dependable heavy cruiser or capital that can make heavy use of the railcannon and iapetus drivers, and a fleet missile carrier that can make heavy use of the Plasma MRMs, ASRAAMs, AGMs, and so on; a Chrysostom crossed with a Dominion or something.

Ed2: additional weapons feedback;

There are two weapons that stand out to me in the MVS lineup more than anything recently - the medium Revolver Cannon and the Type 56 Kinetic Missile. Why these two, when there are so many others?

Med. Revolver Cannon - these things have such a good balance of range, consistent damage/accuracy, and what feels like a relatively low OP cost for what they do, that they almost feel overpowered, or at the very least a very consistent and obvious medium ballistic slot pick. I mount a rack of four on the medium slots of all my dominions for shield pressure, and they just methodically chew up anything they encounter. Perhaps make them 10-11 OP? They reload fast enough that the ROF reduction from MVS Targeting means they have essentially no downtime, so their limited ammunition just... isn't a limit. I could see it being more of a problem on ships with faster fire rates (esp. with stuff like the Hammerhead's ballistic feed system) but otherwise it really isn't a drawback in my experience.

Type 56 Kinetic Missile - conversly, these things just feel so bad to use. They might as well be unguided, and in fact would probably be better if they were, because they seem to consistently overcorrect their homing and with their awful guidance this means they feel like they miss their intended target nine times out of ten, especially if they're in an off-center mount (for instance if you want to use a pair of them on the Tzaphkiel Prototype for antishield purposes). Honestly either make them unguided or review their guidance/homing type and overall agility.

A side-mention goes to the Armourhunter cannons, which have the exact same projectile colour as revolver cannons. This is super minor, but they might look a little better with red/orange/yellow shots to match the HE damage type and anti-armour role, whilst keeping revolver cannon shots blue for kinetic/anti-shield role.
Thanks for the feedback, I'll see what I can do about the music issues.
I've fixed the Type 56 tracking errors, they should work better in the next update.
I'll consider tuning down the revolver cannons, as well.
I should pay more attention to the old Armorhunter, thank you for reminding me!
Title: Re: Machina Void Shipyards v. 0.58
Post by: vok3 on November 11, 2022, 12:55:24 PM
Dragonhunter is one of my favorite capital ships. 

And yes, the music is a little loud.  Good music though.
Title: Re: Machina Void Shipyards v. 0.57
Post by: Killian on November 16, 2022, 10:08:55 PM
Thanks for the feedback, I'll see what I can do about the music issues.
I've fixed the Type 56 tracking errors, they should work better in the next update.
I'll consider tuning down the revolver cannons, as well.
I should pay more attention to the old Armorhunter, thank you for reminding me!

np! I really dig the faction aesthetic and how it fits in well alongside vanilla ships whilst also being distinctive, and am curious to see where things go.

I also sent you a PM about an MVS-related project I was working on, but I can't review the message I sent due to a database error or something. If you sent a response then I guess the forum ate it, or more likely it never got to you to begin with if the forum's spitting errors at me when I try to check my sent messages.

Long story short, I've hacked together a custom missileboat Dominion complete with its own unique ship system and variants. If you'd like, I can try to pass you the files so it can be added as a custom bounty or something? It has a modified hull (based on the baseline Dominion with elements from the Excalibur spliced in) with unique engine flares, a custom system, and modified stats; fighter capacity is reduced in exchange for two large missile hardpoints (which visually replace the small hangar bays on the front; originally I wanted to do a series of integrated torpedo-tube style openings along the front like the Chrysostom's but I wasn't having much luck with editing the sprites), and a couple of the turret slot types are also adjusted. The custom Itano Overdrive system massively increases missile weapon performance (speed, acceleration, tracking/maneuverability, range, firerate, and ammo regen) at the cost of disabling your shields and rapidly generating hardflux (you get about 10s of operation depending on skills).

If not I'll just keep it to myself as a little experimental project, or I might - if you're okay with it - release it as a mini-addon that requires MVS. It's pretty powerful even after a couple of nerfs, though I really enjoy the way the overdrive system allows you to be extremely aggressive at the cost of making yourself vulnerable to return fire and emptying your ammo bins: if anything survives the onslaught, you'll be wide open to a counter attack. I wanted to make it so that if you let the system run to max flux it'll overload the ship and stun you, but sadly it just fails-safe at the moment and shuts itself off.
Title: Re: Machina Void Shipyards v. 0.59
Post by: Agalyon on November 24, 2022, 08:54:44 PM
Hey, I've noticed an issue with the Chrysostom (which has an amazing sprite by the way, it reminds me of a Thunderbolt from Battlezone.) Its ship system is massively lowering missile damage instead of increasing it. I think whats happening is missiles are doing 0.1x damage instead of 1.1x as listed on the tooltip.
Title: Re: Machina Void Shipyards v. 0.59
Post by: Unit9461 on November 25, 2022, 11:24:34 AM
Hey, I've noticed an issue with the Chrysostom (which has an amazing sprite by the way, it reminds me of a Thunderbolt from Battlezone.) Its ship system is massively lowering missile damage instead of increasing it. I think whats happening is missiles are doing 0.1x damage instead of 1.1x as listed on the tooltip.
Ah, I'll try to fix that and push a hotfix as soon as I can.
Title: Re: Machina Void Shipyards v. 0.59
Post by: Unit9461 on November 25, 2022, 07:16:23 PM
Hey, I've noticed an issue with the Chrysostom (which has an amazing sprite by the way, it reminds me of a Thunderbolt from Battlezone.) Its ship system is massively lowering missile damage instead of increasing it. I think whats happening is missiles are doing 0.1x damage instead of 1.1x as listed on the tooltip.
Should be fixed, also updated the Virtue sprite in the meantime
Title: Re: Machina Void Shipyards v. 0.59
Post by: Agalyon on November 30, 2022, 08:42:00 PM
Thanks for the super quick fix (even though I didn't get to it immediately.) Everything is working perfectly now.
Title: Re: Machina Void Shipyards v. 0.59
Post by: Zoro89 on December 23, 2022, 04:36:33 PM
Nice mod :)
I found out that the St. Helena Capitalship have a different Front Small Energy Turret Coverage. The left one have maybe 200 arc. And the right one 180. Nothing critical :)
Title: Re: Machina Void Shipyards v. 0.60
Post by: Jonass on January 04, 2023, 04:32:02 AM
The link for download that says 6.0, still brings you to a file named 0.59

Thanks for sweet ships

Edit: Also, when i start a commission with MSV, i am not granted blueprints for the capitals. Is this intended?
Title: Re: Machina Void Shipyards v. 0.60
Post by: Psyentific on January 04, 2023, 09:17:48 AM
(https://cdn.discordapp.com/attachments/512356777451323393/1060244967148228730/image.png)
(https://cdn.discordapp.com/attachments/512356777451323393/1060244967542501426/image.png)
(https://cdn.discordapp.com/attachments/512356777451323393/1060244967869653163/image.png)
(https://cdn.discordapp.com/attachments/512356777451323393/1060245414089076746/image.png)
MVS is a good mod full of cool ships
Title: Re: Machina Void Shipyards v. 0.60
Post by: Oni on January 08, 2023, 01:01:45 PM
Anybody know where the link to download v0.60 is?

The one in the first post only seems to take me to v0.59...   ???
Title: Re: Machina Void Shipyards v. 0.60
Post by: Havoc on January 12, 2023, 09:25:32 AM
can't also find 0.60 download

the download here links to 0.59
the zip is named 0.59 but mod_info.json is "version":"0.58",

a bit confusing  :o
Title: Re: Machina Void Shipyards v. 0.60
Post by: Unit9461 on January 22, 2023, 05:06:56 PM
Anybody know where the link to download v0.60 is?

The one in the first post only seems to take me to v0.59...   ???
can't also find 0.60 download

the download here links to 0.59
the zip is named 0.59 but mod_info.json is "version":"0.58",

a bit confusing  :o
fixed
Title: Re: Machina Void Shipyards v. 0.60
Post by: Unit9461 on January 22, 2023, 05:07:59 PM
The link for download that says 6.0, still brings you to a file named 0.59

Thanks for sweet ships

Edit: Also, when i start a commission with MSV, i am not granted blueprints for the capitals. Is this intended?
Fixed the link issue, forgot to edit it, was busy with university. You are correct, it is an intentional feature to not have any capitals in the basic blueprint package.
Title: Re: Machina Void Shipyards v. 0.60
Post by: Havoc on February 03, 2023, 11:00:14 AM
hi, is it possible to buy more Tzapkiel?
I have started with one Tzapkiel, but can't find more on the markets

edit: yes, I can buy more
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61
Post by: Wuorg on May 14, 2023, 07:21:28 AM
Thank you so much for the update, really adore these ships!

I was wondering if the Arma Armatura add-on is still being updated?
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61
Post by: N0TaCAT on May 16, 2023, 08:44:50 PM
These are truly hateful ships. Great mod!
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61
Post by: Indnvrkn on May 20, 2023, 08:50:16 PM
Hello, is there a way to get past versions of this mod? I want to wait a little longer before updating to the newest version, when more mods are also updates. Do you still have thee version for 0.95.1a rc6?

thanks
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61
Post by: Valikdu on May 25, 2023, 06:40:13 AM
Yeah, I'd really love to have the version for the 0.95 game
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61
Post by: FreyjaKitty on June 03, 2023, 07:27:02 AM
Having used these ships for an a few tens of hours, and finally now getting into a proper fight with a deserter bounty for an MSV Captain I can safely say that the ships and weapons on display are equal parts fantastic to use and absolutely harrowing to fight.

It was definitely one of the most difficult, drawn out fights I've had since I picked the game up for .96

I am loving the AI tactics of these fleets, the design and colours of the ships and weapons, and the fantastic amount of personality their systems and backstory has!

Absolutely wonderful work all around, my highest compliments to the chef.
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61
Post by: unlimitfai on June 11, 2023, 06:26:30 AM
Errrm is it normal that the extradimensional battleship looks like this lol?
(https://i.imgur.com/6g46MWf.png)
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61
Post by: JohnVicres on June 14, 2023, 09:06:20 AM
Malding hard with the way the star systems are laid out.
-In Vanadium, I'd swap the Passage jump points' location with Gunmetal. The planet's waay too close to the star, Ivar Station is pretty much licking the corona.
-Please add an inner jump point to Osmium! I beg you!
-Gates would be swell, but not a gripe as the previous two points were.

All this is said without much knowledge of how the map generation works since I am afraid and hateful of Java, I just fix most of it by save-editing (won't add the Osmium jump point in fear of breaking my save).
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61
Post by: BeltfedVendetta on July 04, 2023, 09:53:23 PM
Can't download the mod with the supplied Google Docs link. Gives a "Server Not Found" error when I try to download the Doc file.
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: moeren on July 27, 2023, 04:48:16 AM
That mod is nice. But it seems the Ships are a littleto strong, for the sake of balancing maybe some deployment cost should be increased.
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: qsdoosix on August 10, 2023, 05:23:37 AM
Hi, just want to ask is that intended for some hull (such as the DragonHunter) has non-symmetric turrent arcs?

Like many turret on right side has smaller arc than the left side as shown in the image

(https://i.imgur.com/QF0VXQh.jpg)
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: SpaceDrake on August 10, 2023, 11:10:10 AM
Just to double check, the ArmaA extension's most recent version remains 0.56, correct?
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: Shogouki on September 01, 2023, 04:24:51 PM
Out of curiosity is it intended that the ships from MVS aren't able to be reverse engineered using the IndEvo mod?
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: Kaitol on September 02, 2023, 10:29:35 AM
You probably need to switch from using the whitelist to using the blacklist in the Luna settings, mod author most likely just hasn't bothered to get their stuff put onto the whitelist.

If you're already using the blacklist, then the answer is yes, they really don't want you reverse engineering.
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: Shogouki on September 02, 2023, 01:34:14 PM
You probably need to switch from using the whitelist to using the blacklist in the Luna settings, mod author most likely just hasn't bothered to get their stuff put onto the whitelist.

If you're already using the blacklist, then the answer is yes, they really don't want you reverse engineering.

I'm actually not using LunaLib as I haven't used a mod that required it yet.  Can the whitelist be activated very easily without LunaLib?
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: Kaitol on September 02, 2023, 02:46:50 PM
You probably need to switch from using the whitelist to using the blacklist in the Luna settings, mod author most likely just hasn't bothered to get their stuff put onto the whitelist.

If you're already using the blacklist, then the answer is yes, they really don't want you reverse engineering.

I'm actually not using LunaLib as I haven't used a mod that required it yet.  Can the whitelist be activated very easily without LunaLib?
No clue, you might be able to go in and edit the option in a text file in Ind.evo?
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: Shogouki on September 02, 2023, 05:00:29 PM
I'll look into that, thanks!
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: MariKei_ on September 19, 2023, 04:23:04 AM
The addon for Arma Armatura seems to be out of date, any plans on updating it to the current version of the game?
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: Zumberge on September 19, 2023, 06:16:15 AM
The addon for Arma Armatura seems to be out of date, any plans on updating it to the current version of the game?

You can go into the mod's folder, edit mod_info.json, and change the "gameVersion" field to "0.96a-RC8" or whichever version you have and it should work fine.  At least it did for me.


This also gives me a chance to segue into unprompted tl;dr feedback about the MVS strike craft, because conceptually they're very useful (being fast, tiny hammers to the giant distracting plinky anvil that is the rest of the MVS fleet), but in practice the low PPT (100 seconds versus the 225-250 of most vanilla fighter conversions) combined with their kinetic heavy loadouts means that they struggle a bit to do what you'd normally want or expect strike craft to do.

If I had to suggest a single fix, it would be the equivalent of carrying the main gun of a given strike craft into MVS' R&D, dropping it on the lead researcher's desk and going, "make this shoot explosions."  The reasoning being that the built-in fighter wings bring more than enough kinetic damage for the main craft to capitalize on, MVS' kinetic weapons are better and more varied than the HE ones so tuning a loadout using in-faction gear would go more smoothly if you started with a source of HE damage compared to kinetic, and as a strike craft, it doesn't need to do what the rest of the fleet already does because that's not its job.

Beyond that, maybe giving the ships more OP and converting the built-in missile pods to small missile mounts.  You would still have ASRAAM-172 "Poke" Pods available, you just also have the choice of other things as well.  It's like how you can pick your ordinance before missions in games like Ace Combat, and I feel fine saying that since 9461 has a clear interest in the series.  Maybe also Lobotomy Corporation.  Look, I get feelings sometimes.  Don't question it.
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: MariKei_ on September 19, 2023, 07:01:25 AM
The addon for Arma Armatura seems to be out of date, any plans on updating it to the current version of the game?

You can go into the mod's folder, edit mod_info.json, and change the "gameVersion" field to "0.96a-RC8" or whichever version you have and it should work fine.  At least it did for me.


This also gives me a chance to segue into unprompted tl;dr feedback about the MVS strike craft, because conceptually they're very useful (being fast, tiny hammers to the giant distracting plinky anvil that is the rest of the MVS fleet), but in practice the low PPT (100 seconds versus the 225-250 of most vanilla fighter conversions) combined with their kinetic heavy loadouts means that they struggle a bit to do what you'd normally want or expect strike craft to do.

If I had to suggest a single fix, it would be the equivalent of carrying the main gun of a given strike craft into MVS' R&D, dropping it on the lead researcher's desk and going, "make this shoot explosions."  The reasoning being that the built-in fighter wings bring more than enough kinetic damage for the main craft to capitalize on, MVS' kinetic weapons are better and more varied than the HE ones so tuning a loadout using in-faction gear would go more smoothly if you started with a source of HE damage compared to kinetic, and as a strike craft, it doesn't need to do what the rest of the fleet already does because that's not its job.

Beyond that, maybe giving the ships more OP and converting the built-in missile pods to small missile mounts.  You would still have ASRAAM-172 "Poke" Pods available, you just also have the choice of other things as well.  It's like how you can pick your ordinance before missions in games like Ace Combat, and I feel fine saying that since 9461 has a clear interest in the series.  Maybe also Lobotomy Corporation.  Look, I get feelings sometimes.  Don't question it.

Thanks I didn't know I could do that  ;D
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: Evil Atlas on September 29, 2023, 10:00:35 AM
Is it just me, or is the Eustace categorically better than the Tzaphkiel at its job? The Tzaphkiel is tougher and carries more guns, sure, but where the Tzaphkiel briefly turns off the enemy's guns and engines, the Eustace turns off their whole ship, including all defenses, and the engine missiles from its fighters mean the enemy is often left drifting even after they can get their shields back on. The Eustace's ability seems far more valuable, especially in a fleet context, and the Eustace is cheaper than the Tzaphkiel as well.

Is there something I'm missing? What's the Tzaphkiel's intended use case?
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: coleroni on October 19, 2023, 09:46:49 PM
one of my favorite factions ever. love this mod!!!
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: Noobishnoob on October 25, 2023, 10:18:02 PM
Sorry is the Fusion LRM supposed to friendly fire?
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: Tairanos on November 14, 2023, 05:13:48 AM
How can i increase the max number of hangars in my fleet (8 )? i cant find any config for it on game setting.json
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: Addicted Starfarer on November 14, 2023, 08:57:54 AM
How can i increase the max number of hangars in my fleet (8 )? i cant find any config for it on game setting.json

if your trying to modify the max hangers of a certain ship then you need only open the ship_data.csv, which can be found in the hull folderfolder which is inside your mod's data. look for the column of fighter bays
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: Lazyturtle69hahfunynumber on November 15, 2023, 12:31:56 AM
Hey I'm enjoy the mod but there's something i wanna say. I think the testament should be classified as a battlecruiser. I've gone head to head with (Redacted) and onslaughts in this beast and won. it can hold its own very well it and capital on capital engagements. the problem arise when its put in the hands of the ai. They tend to want to use it like a carrier when they should be using it like a battleship. This is bad because with one custom fighter slot and one slot for those *** (no offence) Interceptors its sucks as a carrier. i love this ship its my favorite in the mod but I think it could some tweaks. Maybe reclassify it as a battlecruiser take out the intercepters add 100-200 points of armor or Keep it as a battlecarrier  take out the interceptors (Seriously they suck) add Two more fighter slot for a total of three. Maybe reduce the armor by 200-300 and add a few more ordinace points. As it is now it feels like its in an awkward place, it says battlecarrier but Wants to be a battleship.

(Disclaimer i might not have any idea what the *** im talking about if this is the case fuckin rip me /skill issue i guess)

Anyway i also wanted to say really like this mod the ships and weapons look great and the music is Fantastic. its clear that a lot off effort went into this mod well done you should be proud i hope to see more
Title: Re: [0.96a-RC10] Machina Void Shipyards v. 0.61.2
Post by: mark.sucka on February 04, 2024, 08:17:46 AM
If this will get a fix for 0.97, I thought I'd point out something I think is an error.

The Auto Hound Wing requires 0 crew, which in theory should make it slottable on exploranium/remnant ship fighter bays.  However, they are not eligible for selection.

I believe I found the error source.
Within "wings_data.csv", on the entry "expsp_hound_drone_mvs_wing", 3rd column value of tags, it is missing the tag "auto_fighter".

Did a quick look over all the other wings missing the "auto_fighter" tag, and all the rest seem good; they are crewed MVS ships, so should not have this tag.
Title: Re: [0.96a-RC10] Machina Void Shipyards v. 0.61.2
Post by: Shogouki on February 04, 2024, 01:37:16 PM
If this will get a fix for 0.97, I thought I'd point out something I think is an error.

The Auto Hound Wing requires 0 crew, which in theory should make it slottable on exploranium/remnant ship fighter bays.  However, they are not eligible for selection.

I believe I found the error source.
Within "wings_data.csv", on the entry "expsp_hound_drone_mvs_wing", 3rd column value of tags, it is missing the tag "auto_fighter".

Did a quick look over all the other wings missing the "auto_fighter" tag, and all the rest seem good; they are crewed MVS ships, so should not have this tag.

Oh interesting!  Is it just the Auto-Hound wing that has this tag missing?  Like do the other MVS drones have the right tag?
Title: Re: [0.96a-RC10] Machina Void Shipyards v. 0.61.2
Post by: Unit9461 on February 06, 2024, 07:11:26 PM
If this will get a fix for 0.97, I thought I'd point out something I think is an error.

The Auto Hound Wing requires 0 crew, which in theory should make it slottable on exploranium/remnant ship fighter bays.  However, they are not eligible for selection.

I believe I found the error source.
Within "wings_data.csv", on the entry "expsp_hound_drone_mvs_wing", 3rd column value of tags, it is missing the tag "auto_fighter".

Did a quick look over all the other wings missing the "auto_fighter" tag, and all the rest seem good; they are crewed MVS ships, so should not have this tag.

Oh interesting!  Is it just the Auto-Hound wing that has this tag missing?  Like do the other MVS drones have the right tag?
noted, and I do believe the other MVS drone fighters do have the auto_fighter tag.
I'll fix the Auto-Hound in the next update.
Title: Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
Post by: IHeartSpace on March 17, 2024, 04:42:01 AM
holla, just started a new run and docked for the first time on a MVS market. all good until the music turned quieter, stopped and looped after like 40 seconds? kind of disruptive because the loop is so short and ends into silence. just letting you know i guess
Title: Re: [0.96a-RC10] Machina Void Shipyards v. 0.61.2
Post by: Bugatti on April 24, 2024, 07:33:24 PM
If this will get a fix for 0.97, I thought I'd point out something I think is an error.

The Auto Hound Wing requires 0 crew, which in theory should make it slottable on exploranium/remnant ship fighter bays.  However, they are not eligible for selection.

I believe I found the error source.
Within "wings_data.csv", on the entry "expsp_hound_drone_mvs_wing", 3rd column value of tags, it is missing the tag "auto_fighter".

Did a quick look over all the other wings missing the "auto_fighter" tag, and all the rest seem good; they are crewed MVS ships, so should not have this tag.

Oh interesting!  Is it just the Auto-Hound wing that has this tag missing?  Like do the other MVS drones have the right tag?
noted, and I do believe the other MVS drone fighters do have the auto_fighter tag.
I'll fix the Auto-Hound in the next update.

Just checked and tag is still missing on 97?
Title: Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
Post by: hidefreek on April 25, 2024, 11:39:18 PM
About Clement.
It has something strange about its fighter bay.
It has only one build-in drone bay and its autofit said it has another fighter bay.
If its a bug for Clement or some mistake in autofit.
Title: Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
Post by: rhinolt on June 02, 2024, 01:39:41 AM
well,i LOVE this pack cuz...
it's way too cheap combination of shield and phase on Scytale for 15k  :o :o :o
Title: Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
Post by: Seldion on July 17, 2024, 03:19:20 AM
Out of all the faction packs that I've added to my game, I find my self coming back to using this faction's ships and commissioning my self with them for commissioned crews bonus.

The ships in this pack are just all round useful, there is a ship to fill every role, the build in weapons aren't super strong but they aren't weak and useless like I find build in weapons from other faction mods are.

Thank you for all your hard work on this mod, I greatly appreciate it!
Title: Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
Post by: Sionetta on September 02, 2024, 03:26:57 AM
Cainthust sprite got layering error. The 2 pieces that supposed to cover just the base of built-in guns actually lay on top of everthing in the sprite, making no vfx being able to apply to them, on top of covering the 2 large turrets
Title: Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
Post by: N3N on September 06, 2024, 01:43:27 AM
First, thank you for this great mod. ;)

Is there a patch in the making to resolve the above errors?
Or does somebody have a patch for it?
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: Warhydra on September 13, 2024, 03:14:21 PM
Hey I'm enjoy the mod but there's something i wanna say. I think the testament should be classified as a battlecruiser. I've gone head to head with (Redacted) and onslaughts in this beast and won. it can hold its own very well it and capital on capital engagements. the problem arise when its put in the hands of the ai. They tend to want to use it like a carrier when they should be using it like a battleship. This is bad because with one custom fighter slot and one slot for those *** (no offence) Interceptors its sucks as a carrier. i love this ship its my favorite in the mod but I think it could some tweaks. Maybe reclassify it as a battlecruiser take out the intercepters add 100-200 points of armor or Keep it as a battlecarrier  take out the interceptors (Seriously they suck) add Two more fighter slot for a total of three. Maybe reduce the armor by 200-300 and add a few more ordinace points. As it is now it feels like its in an awkward place, it says battlecarrier but Wants to be a battleship.

(Disclaimer i might not have any idea what the *** im talking about if this is the case fuckin rip me /skill issue i guess)

Anyway i also wanted to say really like this mod the ships and weapons look great and the music is Fantastic. its clear that a lot off effort went into this mod well done you should be proud i hope to see more
Looking at ship_data.csv
Testament and Aquinas both lack the NO_AUTO_ESCORT tag so the AI would try to position them behind other combat ships. Principality is the only one with Carrier, Combat, No_Auto_Escort so it would fight from the front like Mora.
Dominion weird enough doesnt even have Carrier, Combat, so sadly would rarely ever fire it's guns. Pretty weird when Malakh and Virtues are more willing to stand and fight than the big capital lol
St. Raphael only has carrier but that makes sense.

Addint No_Auto_Escort for Testament and Aquinas makes them more effective in my opinion. Their weapons are pretty much wasted other wise. Dominion can use Combat tag.
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: N3N on September 14, 2024, 04:47:38 AM
Looking at ship_data.csv
Testament and Aquinas both lack the NO_AUTO_ESCORT tag so the AI would try to position them behind other combat ships. Adding the tag. Principality is the only one with Carrier, Combat, No_Auto_Escort so it would fight from the front like Mora.
Dominion weird enough doesnt even have Carrier, Combat, so sadly would rarely ever fire it's guns. Pretty weird when Malakh and Virtues are more willing to stand and fight than the big capital lol
St. Raphael only has carrier but that makes sense.

Addint No_Auto_Escort for Testament and Aquinas makes them more effective in my opinion. Their weapons are pretty much wasted other wise. Dominion can use Combat tag.

Could you please upload your updated file here?
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: Warhydra on September 17, 2024, 04:10:20 PM
Looking at ship_data.csv
Testament and Aquinas both lack the NO_AUTO_ESCORT tag so the AI would try to position them behind other combat ships. Adding the tag. Principality is the only one with Carrier, Combat, No_Auto_Escort so it would fight from the front like Mora.
Dominion weird enough doesnt even have Carrier, Combat, so sadly would rarely ever fire it's guns. Pretty weird when Malakh and Virtues are more willing to stand and fight than the big capital lol
St. Raphael only has carrier but that makes sense.

Addint No_Auto_Escort for Testament and Aquinas makes them more effective in my opinion. Their weapons are pretty much wasted other wise. Dominion can use Combat tag.

Could you please upload your updated file here?
Eh, forum wont let me attach CSV file.
Title: Re: [0.96a-RC8] Machina Void Shipyards v. 0.61.1
Post by: N3N on September 17, 2024, 04:21:24 PM
Eh, forum wont let me attach CSV file.


Maybe as ".zip"-File?

Or uploaded or copied (https://pastebin.com/) online?
Title: Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
Post by: NodusCursorius on October 10, 2024, 12:13:08 PM
Faction is missing one of its alignments. Log warning:
Code
WARN  exerelin.utilities.NexFactionConfig  - Invalid alignment entry for faction MVS: hierarchal

It's just a typographical error and easy to fix by downloading the first attachment (extract to the mods folder), or editing this file:
Code
Starsector\mods\EXPSP 0.62\data\config\exerelinFactionConfig\MVS.json
Change line 31 from
Code: json
            "hierarchal":0.5,
into
Code: json
            "hierarchical":0.5,
Looking at ship_data.csv
Testament and Aquinas both lack the NO_AUTO_ESCORT tag so the AI would try to position them behind other combat ships. Adding the tag. Principality is the only one with Carrier, Combat, No_Auto_Escort so it would fight from the front like Mora.
Dominion weird enough doesnt even have Carrier, Combat, so sadly would rarely ever fire it's guns. Pretty weird when Malakh and Virtues are more willing to stand and fight than the big capital lol
St. Raphael only has carrier but that makes sense.

Addint No_Auto_Escort for Testament and Aquinas makes them more effective in my opinion. Their weapons are pretty much wasted other wise. Dominion can use Combat tag.

Could you please upload your updated file here?
Download the second  attachment (extract to the mods folder),

[attachment deleted by admin]
Title: Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
Post by: IHateTheReportSystem on November 13, 2024, 04:47:50 PM
Great mod!

The Kriss class is just far too good, it's the ideal screening frigate.

-Fast
-Cheap
-Survivable
-Great PD

Like if you took the best aspects of the wolf and centurion and put it into an incredibly small nuisance, albeit sacrificing some firepower.



[attachment deleted by admin]
Title: Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
Post by: fakeuser013 on January 29, 2025, 10:33:07 PM
Absolutely not helpful for anyone but I love the Machina Void Ships. I adore battlecarriers and my fleet's almost entirely composed of massed Principalities and Virtues. I've only just found out about the St Rapheal and now I can't wait to mass that, 2 Medium Hardpoints and 3 Fight Bays is sexy.
Title: Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
Post by: zanthiem on March 29, 2025, 10:19:58 PM
love the mod and looking forward to updating to .98 with this, my st. helena salvage cruisers are mean in a fight.
Title: Re: [0.97a-RC10] Machina Void Shipyards v. 0.62
Post by: Unit9461 on March 29, 2025, 11:00:35 PM
love the mod and looking forward to updating to .98 with this, my st. helena salvage cruisers are mean in a fight.
Thanks for the kind feedback! From my preliminary testing (read: I booted up 0.98 and did combat simulations and generated a new campaign and nothing crashed) it should be fine for now to change the version number, but 0.63 should be on its way soon!
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70
Post by: Psyentific on April 02, 2025, 02:26:26 PM
Quote
-Updated for 0.98a
Time to see if the Abysswalker lives up to its name
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: Madbadger2 on April 03, 2025, 08:41:54 PM
0.70a zip seems to be of a test version - the directory name is different and the Mod.info is renamed so it didn't show up in my mods list at all. As I have a new campaign I just started, I reverted to 0.70, but this doesn't look intended.
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: Unit9461 on April 04, 2025, 08:45:00 AM
0.70a zip seems to be of a test version - the directory name is different and the Mod.info is renamed so it didn't show up in my mods list at all. As I have a new campaign I just started, I reverted to 0.70, but this doesn't look intended.
yeah I think it's TriOS renaming the mod.info json
just remove the "disabled" tag at the back and it should work
I'll reupload the file
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: templeofshadow on April 04, 2025, 12:50:52 PM
0.70a needs a version_files.csv at \data\config\version\ in order for version checker to work properly.

See https://fractalsoftworks.com/forum/index.php?topic=8181.0:
Quote
[...]

The CSV is required due to how Starsector handles file loading and is trivial to add. Just create the file data/config/version/version_files.csv in your mod folder, then open it in a text editor and paste the following (make sure to change the .version filename to whatever you're planning on using):
Code
version file
insertmodnamehere.version
[...]

In the case of the most recent release, it would be:
Machina Void Shipyards 0.70a\data\config\version\version_files.csv:
Code
version file
unit9461_exshippack.version

This file doesn't seem to be anywhere in the current release file, so as of right now it doesn't technically support version checker. I confirmed myself that with the addition of this file TriOS will recognize it as VC compatible.

Should be fairly simple to rectify with a hotfix to add the file.
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: Unit9461 on April 04, 2025, 05:55:40 PM
0.70a needs a version_files.csv at \data\config\version\ in order for version checker to work properly.

See https://fractalsoftworks.com/forum/index.php?topic=8181.0:
Quote
[...]

The CSV is required due to how Starsector handles file loading and is trivial to add. Just create the file data/config/version/version_files.csv in your mod folder, then open it in a text editor and paste the following (make sure to change the .version filename to whatever you're planning on using):
Code
version file
insertmodnamehere.version
[...]

In the case of the most recent release, it would be:
Machina Void Shipyards 0.70a\data\config\version\version_files.csv:
Code
version file
unit9461_exshippack.version

This file doesn't seem to be anywhere in the current release file, so as of right now it doesn't technically support version checker. I confirmed myself that with the addition of this file TriOS will recognize it as VC compatible.

Should be fairly simple to rectify with a hotfix to add the file.
Oh, I had that in my personal version, I guess I forgot to add it to the release, my bad, it should be updated with the version checker csv file now.
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: Bladehawk on April 12, 2025, 01:40:31 PM
Hello, was just creating a new campaign for 98a and had issues, read up on forum post and wanted to let you know your latest update did change the version_files.csv but kept the mod_info.json.disabled so it may be hard for people to include your mod!

Thanks,
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: Psyentific on April 13, 2025, 06:18:52 PM
Trip report: A bit disappointed with the Abysswalker's performance overall. The frontal gluon lance is really carrying it, feels like it would really benefit from having the middle medium ballistic be a large instead, just to give it the extra kick. I'm still a devout member of the cult of Lancer Cainhurst tho, and the St. Helena is still an S-tier support ship.

(https://i.imgur.com/6amD2Fg.png)
this is what peak performance looks like
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: zanthiem on April 14, 2025, 09:04:38 PM
Trip report: A bit disappointed with the Abysswalker's performance overall. The frontal gluon lance is really carrying it, feels like it would really benefit from having the middle medium ballistic be a large instead, just to give it the extra kick. I'm still a devout member of the cult of Lancer Cainhurst tho, and the St. Helena is still an S-tier support ship.

(https://i.imgur.com/6amD2Fg.png)
this is what peak performance looks like
and which mod adds the crew bonuses? I appreciate the load out my 4 that are in my current fleet were hunted for early and hold their own still. Gonna be updating load outs now that I have access to uaf weapons. They blend really well with mvs weapons and allow a really lethal ship armament.(No I'm not spamming mini/semibreves(yet))
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: Karak03 on April 15, 2025, 12:10:34 AM
Trip report: A bit disappointed with the Abysswalker's performance overall. The frontal gluon lance is really carrying it, feels like it would really benefit from having the middle medium ballistic be a large instead, just to give it the extra kick. I'm still a devout member of the cult of Lancer Cainhurst tho, and the St. Helena is still an S-tier support ship.

(https://i.imgur.com/6amD2Fg.png)
this is what peak performance looks like
and which mod adds the crew bonuses? I appreciate the load out my 4 that are in my current fleet were hunted for early and hold their own still. Gonna be updating load outs now that I have access to uaf weapons. They blend really well with mvs weapons and allow a really lethal ship armament.(No I'm not spamming mini/semibreves(yet))
Are you referring to the traits shown in the top right corner? That would be Starship Legends. https://fractalsoftworks.com/forum/index.php?topic=15321.0
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: zanthiem on April 15, 2025, 08:30:00 AM
Thanks will add to next run
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: Psyentific on April 15, 2025, 12:20:04 PM
and which mod adds the crew bonuses? I appreciate the load out my 4 that are in my current fleet were hunted for early and hold their own still. Gonna be updating load outs now that I have access to uaf weapons. They blend really well with mvs weapons and allow a really lethal ship armament.(No I'm not spamming mini/semibreves(yet))
I've been overall disappointed with UAF weapons for a while now. While the UAF does have more character in its heavy ballistics, overall I tend to run MVS guns on MVS ships and it works better for me that way. The MVS ballistic lineup is really optimized for max-range kiting builds that are able to push 1500-2000 range, forcing the enemy to start eating flux gains while closing to their own effective range (under 1000). Coil CIWS and Type 63 Plinkers are both real stand-outs. Coil CIWS is able to work the same niche as small autocannon (albeit much more efficiently) once it's got a bunch of range bonuses stacked on, and the Plinkers are absolutely unmatched in their glorious 1000 range. Plinker Small is 8 OP, very expensive for a small ballistic, but it's definitely worth it. On a few side-by-side comparisons (ex Poke SRM vs Vocal SRM, Fusion LRM vs Rhythm LRM) the MVS missiles seem to outperform UAF missiles with similar damage and better sustainability, so I end up favoring MVS missiles too.

The only place the MVS ballistics lineup hasn't been kind to me is the high per-shot HE damage needed to punch through heavy armor. Without bringing something like a spike driver in a large ballistic, the MVS ballistics don't really have a follow-up to winning the flux trade with the range advantage. The medium autogun provides HE pressure, but doesn't suffice for cracking heavy armor. I suppose that's where the 'punch' cruise missile or UAF ballistics is supposed to come in.
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: zanthiem on April 15, 2025, 07:19:17 PM
and which mod adds the crew bonuses? I appreciate the load out my 4 that are in my current fleet were hunted for early and hold their own still. Gonna be updating load outs now that I have access to uaf weapons. They blend really well with mvs weapons and allow a really lethal ship armament.(No I'm not spamming mini/semibreves(yet))
I've been overall disappointed with UAF weapons for a while now. While the UAF does have more character in its heavy ballistics, overall I tend to run MVS guns on MVS ships and it works better for me that way. The MVS ballistic lineup is really optimized for max-range kiting builds that are able to push 1500-2000 range, forcing the enemy to start eating flux gains while closing to their own effective range (under 1000). Coil CIWS and Type 63 Plinkers are both real stand-outs. Coil CIWS is able to work the same niche as small autocannon (albeit much more efficiently) once it's got a bunch of range bonuses stacked on, and the Plinkers are absolutely unmatched in their glorious 1000 range. Plinker Small is 8 OP, very expensive for a small ballistic, but it's definitely worth it. On a few side-by-side comparisons (ex Poke SRM vs Vocal SRM, Fusion LRM vs Rhythm LRM) the MVS missiles seem to outperform UAF missiles with similar damage and better sustainability, so I end up favoring MVS missiles too.

The only place the MVS ballistics lineup hasn't been kind to me is the high per-shot HE damage needed to punch through heavy armor. Without bringing something like a spike driver in a large ballistic, the MVS ballistics don't really have a follow-up to winning the flux trade with the range advantage. The medium autogun provides HE pressure, but doesn't suffice for cracking heavy armor. I suppose that's where the 'punch' cruise missile or UAF ballistics is supposed to come in.
Not gonna argue and I rely heavily on MVS small weapons but the variety of medium and large weapons for UAF has made some nice ballistic spam and stacking range perks I'm still outranging the enemy's with small then when they get just outside their weapons range the big guns open up and it's a lethal mix plus the reigna III does as effective a job as the coil for 4 op and the same stack ability since it's designated pd.
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: prof_pessimist on April 17, 2025, 10:50:32 AM
Hey just wanted to say thank you. I tend to play a power fantasy with so many mods balance kind of goes out the window. Yet theres one ship that somehow finds its way into my line regardless of what OP crap i have installed.

To me the Abysswalker is the best ship in the game. Love the design, love the layout.

Love the mod. I get excited every time you update it.
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: FortunaDraken on April 18, 2025, 08:45:04 PM
Hey, I wanted to ask something about the Aquinas cruiser. In fights, it's acting like a carrier in that it's hiding behind my other ships a lot. But with a 0 range support drone and the weapon mounts and top speed it has, it feels like it should be on the front lines, or at least getting in closer than it currently is. I had a look in the data trying to work out why it's hiding so much and realised it doesn't have the NO_AUTO_ESCORT tag that ships like the Legion and Mora have. I'm wondering if maybe it should have that added to it in order to let it get up closer and use its weapons, especially since one of its autofits is called "Close Assault".

I could be wrong and it's meant to be more of a carrier but it just kind of feels like its supposed to be getting in there more.
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: Hawler on April 22, 2025, 05:00:07 AM
Hello, I wanted to ask if there is a safe way to remove the ASCII ships from the mod, or if you maybe could be persuaded to create a setting to disable them? I hope this doesn't come across mean in any way, I just want to keep my game as immersive as I can, but I love your ship designs so, so much :') At first I just thought I'll disable the mod again and leave it at that, but I couldn't stop thinking back to what I'm missing out on, so I made this account and thought I'd ask.. Again, sorry if this comes across as mean, I don't mean to be :/ (Your ship designs are truly peak)
Title: Re: [0.98a-RC5] Machina Void Shipyards v. 0.70a
Post by: al00195 on May 30, 2025, 02:19:44 AM
Hello,

Why multiple weapon don't have blueprint in their relative entry in the codex ? (like the Type 27 Heavy Plasma MRM Pod). I never see them selled in the shop, can't produce them despite having access to all their bp because I'm commissioned with them. How am I supposed to get them ? Is this a mistake or is it intended ?