...Intriguing.ps: I'm very sleepy. lulQuick question:Had a peek at the .class files under the ehm_sr package.
Code looks consistently simple across all system-swap examples; just a few lines under applyEffectsBeforeShipCreation() and a systemId String.
Does this mean I could potentially create my own "unbaked / un-JAR'd" hullmod that allows for other custom ship systems to undergo ehm_systemRetrofit(), as long as I have this mod active and import/extend the correct stuff into my .java file?[close]
protected static final ShipHullSpecAPI ehm_systemRetrofit(ShipVariantAPI variant, String systemId) {
lyr_hullSpec hullSpec = new lyr_hullSpec(variant.getHullSpec(), false);
hullSpec.setShipSystemId(systemId);
return hullSpec.retrieve();
}
It's exactly as you put it; my past attempts to finagle ship system replacements via ShipHullSpecAPI's setShipSystemId() applied to all instances of the base hullspec. What you have here (i.e. cloning and... method reflection?) is a godsend to casual modders like myself.
Will continue to keep tabs on this mod's progress (and any other cool Lyr Tools you might conjure in the future). Pèifú, pèifú! ;D
lyr_hullSpec proxyHullSpec = new lyr_hullSpec(someHullSpec, true);
ehm_defenseRetrofit(ShipVariantAPI variant, ShieldType defenseType, String shipDefenseId, float shieldArc, float shieldUpkeep, float shieldFluxPerDamageAbsorbed, float phaseCost, float phaseUpkeep)
So if one can "clone" hullspecs to temporarily change an instance's shipSystemId......then would the same be possible with a ship's defense system (AKA right-click system)?
Was imagining a method (in a similar vein as ehm_systemRetrofit(ShipVariantAPI variant, String systemId)) that could swap between NONE, FRONT, OMNI or PHASE, and also accept a custom defenseId if paired with PHASE (if say I wanted to port the Plasma Jets / Phase Skimmer ship system over to a right-click instead):CodeAll arguments starting from defenseType are just a straight-up copy/paste of seven columns from ship_data.csvehm_defenseRetrofit(ShipVariantAPI variant, ShieldType defenseType, String shipDefenseId, float shieldArc, float shieldUpkeep, float shieldFluxPerDamageAbsorbed, float phaseCost, float phaseUpkeep)
One possible problem with PHASE type defenses would be trying to account for phaseHighlight and/or phaseDiffuse glowmap suffixes defined in the .system file; the game would CTD if it can't find the corresponding PNGs, and I cannot think of a way to catch/override this.[close]
lyr_hullSpec
void setShipDefenseId(String defenseId)
lyr_shieldSpec
void setType(ShieldType shieldType);
void setFluxPerDamageAbsorbed(float absorbtionRatio);
void setUpkeepCost(float upkeepCost);
void setArc(float arcSize);
void setPhaseCost(float phaseCost);
void setPhaseUpkeep(float phaseUpkeep);
lyr_hullSpec hullSpec = new lyr_hullSpec(stats.getVariant().getHullSpec(), true); // true to clone, false if it is already cloned
lyr_shieldSpec shieldSpec = hullSpec.getShieldSpec();
hullSpec.setShipDefenseId("phasecloak");
shieldSpec.setType(ShieldType.PHASE);
shieldSpec.setPhaseCost(shieldSpec.retrieve().getUpkeepCost()*5); // using API methods through retrieve()
shieldSpec.setPhaseUpkeep(shieldSpec.retrieve().getUpkeepCost()); // basing the activation on upkeep cost of shields, but it might need a null or zero check - same for above
stats.getVariant().setHullSpecAPI(hullSpec.retrieve());
so if i'm reading this right, i could use this to put accelerated ammo feeders on an onslaught instead of burn drive?
Wow, this is a good mod. Color coordinating shields for mini-battlegroups in my fleet is exactly what I've wanted, even if I did not know that before. I can literally have Red and Blue squadrons in my fleet now, which is a delight. Uniform engine trails sometimes need a reload to apply on some ships, but thats fine to finally have the option to coordinate my fleet. The flexibility on offer is insane. I love this mod. My builds have gotten wonky, I had to throw out my entire fleet doctrine book and make new rules. This mod can very easily mod the fun out of a game by making some of the strongest ships this game has ever seen. Lots of modded subsystems are not worth swapping for, especially when the ship is built around using their system, but this mod is amazing for bringing low performers up to snuff.Yeah, a lot of systems are not worth swapping, but for the sake of flexibility I added all of them in. Even the [REDACTED] and Station systems are there, just hid them. As you've mentioned, the aim was primarily to bring the low performers to a higher place, and there are no restrictions as I've decided to leave it up to the players to deem what is balanced and what is not. On the side, there are some systems that I really like, but they are available only on certain ships, which is not the case anymore.
One bug, when applying a new ship system to some modded hulls it causes a crash. So far the modded hulls seem to be ships that have "two" ship systems, one of which is triggered by right click. Causes an instant crash when trying to load SIM or combat. The Gunhazard from ARMAA is one such example.I'll check them out, thank you for the report!
Question, how does the phase ship system work? It seems far more efficient/effective than any other phase ship on roster. What are the activation and cloak costs? Are there plans to make the new phase system reflected with the proper phase subsytem hullmod and stat adjustments when installed?To be frank, there is no cost. I was going to base the costs on the vanilla shield numbers so it'd be applicable to all ships out of the box. But for now it's practically a cheat code in essence. I'll have one phase system mod that'll be rather expensive to use, and another that replaces the shields, but can't say when I'll get to that.
Hello, can I add some tactical systems designed by myself to it? I saw your previous code guide post, and I don't know if the above code is validIf I can see the code I might be able to help.
How do I remove the adapter? The remove adapter hullmod is not there and it doesnt undo when I remove the step down adapter hull mod either.Remove all weapons, then remove the adapter
I like it, I can turn anything into anything, that I always wanted. The only thing to note so far is that there is a crash whenever I add (EITHER I BELIEVE) PD drone system, however, terminator drones work. It's quite experimental so like I expect a crash every 5 minutes. I really like the idea though! FIRST STEP INTO SHIP CUSTOMISATION!
Bless you, you crazy awesome sapient.Bless you too :)
Honestly just so excited to hear we're getting an update again at all.Yeah I put this aside for a while and now trying to figure out how to add what I want to add.
Take your time, man. Breaking SS takes a toil.Heheh, yeah. Had to improve my methods a little bit.
Any plan for having a universal retrofit available (turn every slot to universal)? I like to experiment.
I would actually love to see a small slot only U retrofit - it would be decently balanced just by *** mag sizes of SM weapons.
Heya it doesn't seem to add the experimental hullmod base when loading/starting a game, is there a step I'm missing?
Damn, what a list of ways to configure ships.
EDIT: I thought some parts would be powerful on some overslotted capitals, and by gods was i right...
(https://cdn.discordapp.com/attachments/512356777451323393/1106143798528053278/image.png)
EDIT2: Too bad you can't roll back EHM changes in mission mode.
I'd just make slot cover bonuses linear, like 1-3 OP of vents per? That way you don't have the problem of them being basically useless on smaller ships and disproportionately strong on capitals.
Also, is it possible to make shunts use slot cover sprites? As a barrel rendered below the gun, maybe?
is there a way for outside mods to interface with your new work, like adding S-Points?
Hardpoints are another issue, shunts on them simply look ugly.Even more square-ish ones? Pretty sure you can just set different sprites for hardpoints and turrets.
Hardpoints are another issue, shunts on them simply look ugly.Even more square-ish ones? Pretty sure you can just set different sprites for hardpoints and turrets.
I'm getting crashes on launch due to a class not found exception for lyr.lyr_plugin...?
Did so. I am completely certain I'm using the correct zip.I'm on a roll today >:(
For some reason the small-to-medium/medium-to-large slot conversions don't seem to work. Yes, I'm selecting the right hullmod (Converter/Diverter Activator)
Oh, I thought it was the same as ordinance points. Though, now that you've enlightened me, it seems that the thing I was trying to do is impossible without breaking my own rule
This mod can quickly throw out an boundaries of balance. It's a lot of fun. Even just using it to customize your shield and engine color makes it worth using.
Out of curiosity, what were you trying to do? =)
I was trying to up the size of the side medium synergy mount on a Carnelian (Nes' SAW) to large and the back small hybrid mount to medium for point defense, essentially turning it into a destroyer that eats capital ships for breakfest. But I would need to either put a diverter in one of the slots (which would ruin the entire thing) or build-in the Overegineered hullmod (which would break one of the various conditions I subject myself to when playing modded Starsector)
Oh it's definitely not a bad thing. It adds a lot of potential and creativity. The number of possible loadout combinations has gone up several orders of magnitude.
585625 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Slot id [CS_WS 020SM] not found on hull [legion_xiv]
java.lang.RuntimeException: Slot id [CS_WS 020SM] not found on hull [legion_xiv]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)
571361 [Thread-3] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [Spacer20Seconds.ogg]
571363 [Thread-7] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [Atmospheric_Rise.ogg]
571509 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Slot id [CS_WS0006SM] not found on hull [sfcpolus]
java.lang.RuntimeException: Slot id [CS_WS0006SM] not found on hull [sfcpolus]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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(Thread.java:750)
571708 [Thread-10] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
571709 [Thread-10] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
I've been getting random crashes with one of the experiment hull modded ship, it happens in the campaign map and usually I can fly around for a few minutes before it trigger
I'm getting the same type of error on my save
Hm, how about buff "diverters" that boost all weapons of their size based on how many boosts vs how many actual weapons of that size are installed? So you could convert a ship with many guns into a ship with one powerful gun beyond what's possible by just upgrading a slot to large.
Hello, I am having trouble with installing the over-engineered hull mod, I just get the red error text on top of the retrofit ui that say "over-engineered cannot be built-in"
Also your mod dealt me such a giant blow of nostalgia, the turret size downs/ups remind me so much of the good old Space Pirates and Zombies. Impressive that you managed to add things like these without the game completely *** itself.
I am using version 0.7.2 and I do have other hullmod mods: Carter's junk hullmods, Progressive S-mods(the one I am sus of). There are probably other mods but all those should do is add a few new ones. I'll try to test which one it is.Hmm, I'm not really sure what might be blocking it in that case. Maybe the checks for the base experimental hull modification requirement doesn't go through, so it reports not applicable through that mod's custom panel.
Edit: yes Progressive S-mod was the cause but it seems I am even more of a pepega then I thought, Progressive S-mods shuts down the regular build-in feature for every hulllmod, the way it applies hullmods is still the same and works with your over-engineered. Your mod works perfectly, issue was between my chair and my keyboard. Returning to modded starsector after a while what can I say...
Edit2: I'd also like to ask, is there a way to keep track of slot points?Hover your mouse over the converter/diverter activator. It will show you any points gained/used, and the header will display the total. All activators have some extra info in them except the over-engineered, which you need the activator to properly utilize anyway. Even the base hull modification has something in it (essentially me talking about what the mod can do/did for you :D )
And I have to agree with spaz 2 being a massive disappointment, so much so that recently I decided to make my own hybrid of that game and starsector in unreal engine, I am only learning how to use the engine still but I am getting there. I only have plans for the combat layer for now but that has always been the most important parts of these games for me.Blueprints are nice =) And yeah, combat is the meat of this game for me too. Rest I'd say OK, but combat is superb.
It looks like hullmod 'Distributed Fire Control' disables 'Mass Refit' series of mods. You can't install it on stripped down invictus or retribution. Though it may be that it just doesn't work with new .96 ships at all, havent checked if it works with pegasus or executor.
(PSM disables all building in with green points in exchange for its own system.)
Yeah, I am aware of this but the hull mod in question doesn't have "no_built_in" tag, and according to the report it's still being blocked. Hence the brainstorming as to what might be blocking it.The issue was that he was looking at the wrong panel. :p
The issue was that he was looking at the wrong panel. :p
Hey there! I'm trying to use the Retrofit with UAF, but it wont allow me on every single ship, not only the ones that have the "reflective plating" built in. Even the ones that dont have it, wont allow me... Any clue why?
By the way, naturally, this mod is crazy amazing.
Just wanted to say thanks for the awesome mod! It's seriously made the game so much more enjoyable for me. :)
0.73 Fixed the issues with "false positives" on UAF, you were so fast!
Though now i have a different issue regarding a modular ship and EHM, aka this:
102185 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]
java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]
Do you know a way to only delete the incriminated ship or any other solution?
I was thinking of creating a personal mod to do something like use 10/15/15/20 OP to get a slot point. Looking at the mod files though it seems most of it the logic is done from inside the jar? Do you think this is something that could be easily done by just some csv editing?
I was thinking of creating a personal mod to do something like use 10/15/15/20 OP to get a slot point. Looking at the mod files though it seems most of it the logic is done from inside the jar? Do you think this is something that could be easily done by just some csv editing?
0.73 Fixed the issues with "false positives" on UAF, you were so fast!
Though now i have a different issue regarding a modular ship and EHM, aka this:
102185 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]
java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]
Do you know a way to only delete the incriminated ship or any other solution?
Hey, I just saw this here, after Discord ones. Left you a few messages there. If you could answer my questions on Discord, it might be helpful in locating where the issue stems from, because I cannot reproduce this issue. After spawning a few, I modded them, went into combat and whatnot but no crashes. This crash usually happens on load, I think you mentioned it happens somewhere else? That's quite odd, but anyway, I'd like to get to the bottom of it.
Hey there! Unfortunately I did not find your questions... If you want to repeat them here, though!
I'll answer asap
The Issue happened only once i got some dissipators and activators on various modules of the ship, but not on loading, simply when opening the fleet screen, or any battle.
I deleted it from my save and re spawned it, and havent used dissipators so far, for fear of breaking it again.
Worst case scenario, I can add that mod as a hidden one, which you can unhide through the .csv
Worst case scenario, I can add that mod as a hidden one, which you can unhide through the .csv
That would be amazing actually. If you'd be so kind, please do it.
I think the point is straight up trading OP for a slot point, which would be very nice on some highly underslotted ships.
EDIT: Admittedly on cruisers and capitals i would do it so that that hullmod takes more OP but gives two SPs because one is so not enough on most.
Thanks a bunch!
Hello
I've come to "ruin" Your day.
When I try to put Experimental hull modifications on Silverlight the game crashes but it happens only after I autofit it with with default variant.
Order of actions doesn't matter both ways end in the same way. If I need to clarify something please let me know.
CorrectionAny attempt to reasign weapons to first group fail.
9642701 [Thread-3] INFO EHM - (Experimental Hull Modifications) - ST-27cb8e: Installed 'ehm_ar_stepdownadapter'
9642724 [Thread-3] ERROR EHM - (Experimental Hull Modifications) - Failure in 'commitChanges()', possible hull restoration
Failure in 'commitChanges()', possible hull restoration
Hello, this mod looks very cool, thank you for your hard work. I'm getting the following error when I try to launch the game. I think this is the correct mod with the problem, as deactivating it solves the problem. New to modding this game so excuse my ignorance, but any help appreciated!
Failure in 'commitChanges()', possible hull restoration
Need more info about the ship (and possibly other mods) though the code shouldn't be ending up there at all under normal circumstances
edit3:
A brand new Onslaught works fine with adapters. The only mod I have that touches the Ziggurat is Konturga - BPs and Rebalance; maybe it's that? it makes changes to the hull's built in mods
edit4: And it turns out it *was* that mod. Removing it solved the issue entirely
edit3:
A brand new Onslaught works fine with adapters. The only mod I have that touches the Ziggurat is Konturga - BPs and Rebalance; maybe it's that? it makes changes to the hull's built in mods
edit4: And it turns out it *was* that mod. Removing it solved the issue entirely
I'm glad you solved the issue. I'd like to take a look at that mod if possible, could you post me a link to that mod? Wondering what it does that leads to the issue, and see if it can be avoided if that makes any sense. Thanks in advance, and sorry for the inconvenience!
edit3:
A brand new Onslaught works fine with adapters. The only mod I have that touches the Ziggurat is Konturga - BPs and Rebalance; maybe it's that? it makes changes to the hull's built in mods
edit4: And it turns out it *was* that mod. Removing it solved the issue entirely
I'm glad you solved the issue. I'd like to take a look at that mod if possible, could you post me a link to that mod? Wondering what it does that leads to the issue, and see if it can be avoided if that makes any sense. Thanks in advance, and sorry for the inconvenience!Pretty sure I got it from the discord? Can't otherwise find it around here anymore (or have forgotten the topic name)
https://fractalsoftworks.com/forum/index.php?topic=25040.0
found it! It's from this pack of mods
all i can really say is thank you for this mod. even if its got issues like you hint at in the op its made of pure awesome. wanna make the salvage rig spray phase mines? now you can... this is the kinda fun i envisoned when i read the bulit in hullmod update back in the day and more!
com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
at lyravega.listeners.lyr_tabListener.attach(lyr_tabListener.java:29)
at lyravega.plugin.lyr_ehm.attachShuntAccessListener(lyr_ehm.java:133)
at lyravega.plugin.lyr_ehm.onGameLoad(lyr_ehm.java:40)
yep, so that's why it doesn't work on Mac.
Directory structure in the zip seems to be hardcoded as windows filenames.
All files extract as files named like `Experimental Hull Modifications\data\campaign\abilities.csv` instead of extracting into subfolders.
I'm not really sure what's going on, but I pack the mod through Windows Powershell. Googled a bit and found a few topics stating that it's a 3rd party archive tool installed on the Macs that might be causing a similar/this issue. I've packed an upcoming version of the mod using 7zip and attached it on the Unofficial Discord's EHM topic, see if it helps. Link to the discord post (https://discord.com/channels/187635036525166592/1115980328415268884/1144362633919725780)
Hmm, getting a crash related to the Castigator (LI) upon entering a system. It had some of its smalls upsized. Script conflict? Leaving the ship at home appears to suffice as a workaround.Spoiler109843 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Slot id [CS_WS0001SM] not found on hull [tahlan_Castigator_P]
java.lang.RuntimeException: Slot id [CS_WS0001SM] not found on hull [tahlan_Castigator_P]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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(Thread.java:748)[close]
I just want to say this is a great mod and I'm having a lot of fun with it.
Splendid! Ships not having cosmetics applied without a save/reload has been one of my only complaints about this mod. Been using it pretty much since you dropped it and I love to see that little pest swatted down. An excellent mod that just keeps getting better.
Tiny update for 0.8.6:
- Changed engine cosmetic mods to apply the campaign engine changes immediately on install and/or when settings are saved
Engine cosmetics required a save/load to get applied in the campaign layer properly. With 0.8.6, the need to reload was eliminated, but they still required a reinstall in some cases like customizing the said cosmetic mods. Finally with 0.8.6a, the need to reinstall the cosmetic mod is also eliminated; any changes will be reflected in the campaign immediately.
By god, they can't be stopped.
Is there a way to make it so that the AI uses some of the experimental activated systems like Temporal Shell as often as possible whenever it's available? It seems like it will currently only use it if an enemy ship comes too close.
Reverse deployment doesn't have the same issue, the AI will always use it the second it's available.
Having tonnes of fun with the agency this mod gives in ship design. Great work!
I am getting a crash though while loading a save after salvaging and modifying Matriarch from Imperium.Progressive S-Mods was in modlist and the ship had a D-mod if it helps.SpoilerERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Slot id [CS_AS_WS0005RSM] not found on hull [ii_matriarch_default_D]
java.lang.RuntimeException: Slot id [CS_AS_WS0005RSM] not found on hull [ii_matriarch_default_D]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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]
why cant i stuff my converters on top of my adapters that would be sick is it because balancing issue or coding issue that cause crash or some sortKinda "balance" (tm) issue. Gotta stop somewhere :d
hey lyravega, hey is this mod meant to only allow one mod of certain types? as at the moment i can only install one exp mod at this time, is there some notes i missed somewhere or am i just bad at the game? love your mod!
oh! also was wondering if it is possible for a hullmod request? apex design collective mod has a built in hullmod for one of their cruiser class carrier craft called expanded wings, basically doubles the amount of craft per wing, is that something that could get added? im a huge huge sucker for carriers, nothing comes close for me haha, hopefully im not nagging.
So I might want to report a small bug here.
There are certain mods out there that has ships and hullmods in them that costs 0 OP. For example, the Mayasuran Navy adds the Skysplitter (M) variant ship to the game. It has two 0 OP hullmods that can change the ship's system, and the ship's built-in weapon, like a railgun or a pulse laser gatling gun. When I apply the Experimental Hull Modifications hullmod on that ship, one of the Skysplitter's hullmods disappears forever, but this is only the case when I apply an autofit to the Skysplitter with the EHM hullmod installed
Having tonnes of fun with the agency this mod gives in ship design. Great work!
I am getting a crash though while loading a save after salvaging and modifying Matriarch from Imperium.Progressive S-Mods was in modlist and the ship had a D-mod if it helps.SpoilerERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Slot id [CS_AS_WS0005RSM] not found on hull [ii_matriarch_default_D]
java.lang.RuntimeException: Slot id [CS_AS_WS0005RSM] not found on hull [ii_matriarch_default_D]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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]
Yeah, it's something I did wrong while updating stuff underneath. You need to use Discord WIP version and enable a debug option that allows you to load. Adapted slots aren't meant to be converted. https://discord.com/channels/187635036525166592/1115980328415268884/1171483227375018057why cant i stuff my converters on top of my adapters that would be sick is it because balancing issue or coding issue that cause crash or some sortKinda "balance" (tm) issue. Gotta stop somewhere :dhey lyravega, hey is this mod meant to only allow one mod of certain types? as at the moment i can only install one exp mod at this time, is there some notes i missed somewhere or am i just bad at the game? love your mod!
oh! also was wondering if it is possible for a hullmod request? apex design collective mod has a built in hullmod for one of their cruiser class carrier craft called expanded wings, basically doubles the amount of craft per wing, is that something that could get added? im a huge huge sucker for carriers, nothing comes close for me haha, hopefully im not nagging.
Considering I add launch tubes, such a hullmod would be way overkill I think. I'll investigate when I'm able though. As for the other thing, one mod of certain types; only one shield/engine cosmetic, shield retrofit and mass weapon retrofit.So I might want to report a small bug here.
There are certain mods out there that has ships and hullmods in them that costs 0 OP. For example, the Mayasuran Navy adds the Skysplitter (M) variant ship to the game. It has two 0 OP hullmods that can change the ship's system, and the ship's built-in weapon, like a railgun or a pulse laser gatling gun. When I apply the Experimental Hull Modifications hullmod on that ship, one of the Skysplitter's hullmods disappears forever, but this is only the case when I apply an autofit to the Skysplitter with the EHM hullmod installed
That kinda sounds like those hullmods change the hull spec. Not compatible with those ships in that case. Aside from that, I'll take a look.
PS: I'm 99% more active on Discord. I just come here to drop new versions and read stuff once per month or something. If urgent, contact me on Discord.
2517551 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: 'java.awt.Color com.fs.starfarer.api.util.Misc.getStoryDarkBrigherColor()'
java.lang.NoSuchMethodError: 'java.awt.Color com.fs.starfarer.api.util.Misc.getStoryDarkBrigherColor()'
at experimentalHullModifications.misc.ehm_tooltip$header.<clinit>(ehm_tooltip.java:72) ~[?:?]
at experimentalHullModifications.hullmods.ehm.ehm_base.addPostDescriptionSection(ehm_base.java:96) ~[?:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Well, yes. EHM is pretty solidly expecting specific game versions.
So I changed the version in the json to .97a but when I hover over experimental hullmods when refitting a prometheus I get this error/crash:Code2517551 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: 'java.awt.Color com.fs.starfarer.api.util.Misc.getStoryDarkBrigherColor()'
java.lang.NoSuchMethodError: 'java.awt.Color com.fs.starfarer.api.util.Misc.getStoryDarkBrigherColor()'
at experimentalHullModifications.misc.ehm_tooltip$header.<clinit>(ehm_tooltip.java:72) ~[?:?]
at experimentalHullModifications.hullmods.ehm.ehm_base.addPostDescriptionSection(ehm_base.java:96) ~[?:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
I tried replicating this issue. So far, I haven't had a crash. So maybe EHM works with a version change. However I want you to tell me what specific hullmod crashed the game when you were modding the Prometheus?
Just now, I hovered my mouse cursor over a random selection of individual hullmods within the 'Experimental' category; I did not have any CTDs there, either.QuoteI tried replicating this issue. So far, I haven't had a crash. So maybe EHM works with a version change. However I want you to tell me what specific hullmod crashed the game when you were modding the Prometheus?
experimental hullmod category crashed my game twice when I hovered over it.
QuoteI tried replicating this issue. So far, I haven't had a crash. So maybe EHM works with a version change. However I want you to tell me what specific hullmod crashed the game when you were modding the Prometheus?
experimental hullmod category crashed my game twice when I hovered over it.
Well it turns out I just needed to redownload the mod. Its working now. Must have been a corrupted download.
I am new here, can I ask a question?...
119655 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Slot id [CS_AS_WS0002LSM] not found on hull [rat_sariel_default_D]
java.lang.RuntimeException: Slot id [CS_AS_WS0002LSM] not found on hull [rat_sariel_default_D]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)
Code119655 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Slot id [CS_AS_WS0002LSM] not found on hull [rat_sariel_default_D]
java.lang.RuntimeException: Slot id [CS_AS_WS0002LSM] not found on hull [rat_sariel_default_D]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)
Appears RAT and this mod have an incompatibility of some kind. CTD when loading save.
My experience is that everything EXCEPT converting the size of the weapon slots works fine and loads. As soon as I change a slot from small to medium or large or whatever, and save the game, that save becomes corrupted and will CTD.