I really like the idea of the Improved Misc. feature, as stars with absolutely nothing, no planets or rings or asteroid belts at all seem kind of weird given our current understanding of star system formation.
On the other hand, some players might not want to make the game easier by adding significantly more loot; perhaps in some future release, there could be an Improved Misc. option that would enhance system generation without adding much extra loot.
Excellent mod, though; really appreciate how easy it is to tweak sector size without having to go edit configuration files, as well as the Improved Misc. feature.
Changelog v1.1.0
-> Integrated "Combat Activators" mod.
-> Added a new bit of exploration content for the chiral system.
-> Added a bar event that gives you the chiral systems location.
-> Outposts now generate after remnants and ruins, to ensure that they will never take any space reserved to them.
-> All chiral ships have have front-shields instead of omni shields, and have slightly reduced speeds.
-> Fixed some wrong ship data for chiral ships.
-> Fixed a station in the chiral system not being hostile
-> Fixed a mistake in the chiral hull hullmod description.
-> Might have Fixed a rare crash during the chiral system generation.
-> Fixed some planets generating twice in the chiral system.
Does this work with Adjusted Sector?
Why do the best mods have such unassuming names or are just downright hidden?
This is now a must have on my modlist.
Thanks a lot
Thanks for the mod! The hyperspace clouds setting is especially appreciated :D
One problem I'm having though is that the settings don't seem to stick. I've tried tweaking them via F2 but they revert to their original values as soon as I reopen the settings page. Do they only apply to brand new playthroughs?
Thanks for the mod! The hyperspace clouds setting is especially appreciated :D
One problem I'm having though is that the settings don't seem to stick. I've tried tweaking them via F2 but they revert to their original values as soon as I reopen the settings page. Do they only apply to brand new playthroughs?
Just to make sure, you are pressing the save button before leaving? They should never revert after leaving otherwise.
Thank you for making this mod. The Procedual Generation Config and Parallel Construction are very useful. Could I get your permission to translate this mod and your LunaLib, and share them on the chinese forum? I shall credit you and give the original link, when I finished, I will link back here.
Thank you for making this mod. The Procedual Generation Config and Parallel Construction are very useful. Could I get your permission to translate this mod and your LunaLib, and share them on the chinese forum? I shall credit you and give the original link, when I finished, I will link back here.
Feel free to translate Lunalib, it isnt complete but it has some of the strings externalised now, though not all of it yet. If you need anything to make translating it easier feel free to message me on the Unofficial Starsector Discord at Lukas04#0856.
I dont think i would want anyone to translate RAT at the moment, none of the strings are externalised and i update it rather frequently.
I tried starting up a new game, and selected Chiral Sector theme to be on. But the game crashed before I could load up into the campaign layer. Checking the starsector.log pointed to something in the Chiral theme, so I loaded the game up and tried turning Chiral theme off. And the game loaded up fine.
Unfortunately, loading up successfully has overwritten the log showing the error.
And when I tried a new game for the 3rd time, with the Chiral Theme active, I didn't get the crash. Also, of note, I was doing the same Nex start each time, which was a start with a player-owned colony. Not sure if that might be an issue.
Dang, I wish I copied that crash log.
On that note, released another patch, this one has a focus on improving the outpost system overall, changelog can be found as always on the github page:
https://github.com/Lukas22041/Random-Assortment-of-Things/releases/tag/1.2.0
Good day. There are a couple of suggestions:
1 Ability to choose the size of the card - 125% (now there is a possibility of 150%, 200%). Just convenience.
2 The chiral system is interesting, but so far there is little content. Maybe there is an idea to play with portals and make something like a portal into a one-time system in which it will wait for ... whatever, just endless content to explore.
Excellent and comfortable modification
While poking around the files in the latest release, I noted the (as-yet-unimplemented?) RAT skill tree, with no descriptions to speak of...
...and as I am terrible at programming, looking up the .kt source files didn't reveal much, either; so what IS being planned for that skill tree?
EDIT: After a closer look, I've determined the following:
1. Temporal Assault: gives all(?) fighter wings in the player's fleet a temporal shell-like ability, with up to a +50% time dilation factor, rather than the ship version's +100%/+200%(?)
2. Quality Over Quantity: increases all(?) player ships' armor, max speed, flux dissipation (adjusted by hull type) and lastly weapon-generated flux (a flat 10% reduction), but at a trade-off of a higher deployment point cost(?)
3. Pocket Dimension: an active ability (i.e. needs to be added to a quickbar slot) that more-or-less functions like the Console Command 'Storage' (IOW, an in-game location to store away excess cargo/fuel/crew/equipment/etc.)?
This is implemented, you can aquirre those skills by finding an item for them in the outpost systems. They dont show up in the players skill menu until one of them has been aquirred.After adding the Quality over Quantity skill, there's a serious bug; the effects don't apply to Frigates, going by my testing and a line of code that reads as (in \src\assortment_of_things\campaign\skills\QualityOverQuantitySkill.kt):
override fun apply(stats: MutableShipStatsAPI?, hullSize: ShipAPI.HullSize?, id: String?, level: Float) {
if (stats == null) return
if (hullSize == HullSize.FRIGATE || hullSize == HullSize.DEFAULT) return
Good day. An excellent modification, the choice of the scale of the map and other functions through Lunalib is simply excellent and convenient. A few questions:
1 Modification about everything (about weapons, about the map, about additional content, even about the chiral system). There is a plan to include something like a randomized system that can be entered through the gate (replacing the long-abandoned Beyond The Sector mod - Endless Randomized Systems? It will look very organic here
2 Any plans for special artifacts? Or unique ships/weapons?
Thanks in advance for your replies
Remnant themes arent Misc themes, so the option wont do anything to them. Did consider making a more comprehensive option at some point.
Fatal: getSector().playerFleet.starSystem must not be nullDo you need the log?
The new update and the new minimap to replace the radar seems to be working just fine, even on an old save (I'm not using the custom weapons feature).
However, I saved in Hyperspace with the minimap enabled, and now the game crashes on loading the save. Delivers a error message:QuoteFatal: getSector().playerFleet.starSystem must not be nullDo you need the log?
Hey, where can I find the option to replace the default radar with a minimap? The notes in the mods said -> Added "Minimap" config, which allows replacing the campaign radar with a minimap.
But I am dumb as a rock and can't figure out where it is. Can someone point me to it? Using the latest 1.4.1
Hey, I found the Tri-Tachyon training sight and took out the station. I tried to check out the planet surface it was orbiting and the game crashed with a "Null" error.
Hey, I found the Tri-Tachyon training sight and took out the station. I tried to check out the planet surface it was orbiting and the game crashed with a "Null" error.Same problem
In version 1.4.1, regarding Modular Weapons: while the setting "Enable Modular Devmode" is set to "False", learned modifiers are forgotten upon a save-quit-relaunch-load sequence. So, every time I load the game, I have to earn back those forgotten modifiers, again.
Hey thanks for the great mod!
My only problem is when playing with realistic combat the weapon range of the modular weapons dont scale and are so low compared to the others that they are just unusable for anything but phase skimmers.
How could one modify code to increase the range?
I get this crash whenever I run the game with the minimap. I'm running on Linux.Spoiler198658 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/ui/b
java.lang.NoClassDefFoundError: com/fs/starfarer/ui/b
at assortment_of_things.campaign.ui.MinimapUI.advance(MinimapUI.kt:83)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.ui.b
at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 9 more[close]
There seems to be a bug where all the modular weapons increase to 20 ordnance points each. Happens everytime i save and exit the game.
Really enjoying this mod, but is there any chance to see some ballistic body types? Very few hull mods upgrade non-beam energy weapons. The weapons, while fun, are hard to make synergize with most weapon loadouts.
(https://imgur.com/YVbsMum.gif)
Basically a Hyperspace-esque endurance dungeon. I know many people like to think of Beyond the Sector/Exiled space when they see it, but my plan is to actually have it be finite early-mid game content.
This will unfortunately end up replacing both the outpost and chiral systems, however much of their unique loot will get moved over to the new thing. I am mostly doing this as i always found both types of systems to be somewhat lacking, out of place, and just difficult to expand up on. I think this will be much less of an issue for me with the stuff i am working on.
Good day. Great news, looking forward to the update. But please think that this function is relevant not only at the beginning / middle of the game, but also at its end - this will add many pleasant journeys.
I apologize for the chaotic text.
There is also a small suggestion - I have no idea how to implement it - these "dungeons" appear on the map in random places - the player receives a notification that a wormhole has appeared in the area of \u200b\u200bthe cluster (the name of the cluster) - the wormhole is not located there permanently, but only temporarily. If the player has time - gets into the "dungeon" - explores the dungeon and takes it to a random area of the sector. If the player did not have time to get into the "dungeon" - then the wormhole opens in another place.
I would find it really cool if the abyssal hyperspace worked as a form of sudo-fast travel kinda like quasi-space in Star control 2 : The Ur-quan masters.
with multiple ways to enter and exit from normal hyperspace but you need to learn how to navigate it until you unlock the gate system.
I've been using the Minimap for a week now and it's just marvelous. I find it more immersive because I don't have to open the full map and pause my game as much, and having something to fiddle with while traveling is so nice. Thank you for your work on this! Maybe in some future update we'll be able to look at the Intel screen without leaving the campaign overworld ;D
Hi! So, I’m getting the Tri-tech outpost crash that you fixed in the latest update. I was wondering if this was save compatible to update this to the newest version or if that would break the game. Thank You!
java.lang.NullPointerException: null cannot be cast to non-null type com.fs.starfarer.api.ui.UIPanelAPI
at assortment_of_things.misc.UIExtensionsKt.getParent(UIExtensions.kt:16)
at assortment_of_things.combat.hullmods.ChiralHull.addPostDescriptionSection(ChiralHull.kt:89)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
Quotejava.lang.NullPointerException: null cannot be cast to non-null type com.fs.starfarer.api.ui.UIPanelAPI
at assortment_of_things.misc.UIExtensionsKt.getParent(UIExtensions.kt:16)
at assortment_of_things.combat.hullmods.ChiralHull.addPostDescriptionSection(ChiralHull.kt:89)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
Hello, I just recovered a chiral ship, and when i hover on top of "Chiral Hull" hullmod, I crashed to desktop.
Mh, due to my current project setup, not sure if i can fix this issue. It shouldnt happen again aslong as you avoid hovering over the hullmod atleast.
I have a question regarding Modular Weapons.
"Explosive Charges - Adds a 25% chance for the projectile to explode on hit."
What does "explode" mean in this context, precisely? Does it do damage to all ships and fighters within a certain range of the impact point? Does it do extra damage only to the target that was hit? Is that extra damage of the Explosive type (thus double damage to armor, half damage to shields)? Thanks in advance!
[edit] I forgot to mention:
"Double Barrel" doubles the firepower AND the flux generation of the modular weapon. However, this doubling of the flux generation is NOT reflected in the Refit screen, so the "WEAPON FLUX/SEC" statistic is underreporting its number. [/edit]
More content for the Abyss. As always things are subject to change.
Hull Alterations are a consumeable type of hullmod.
They get built in to the hull, so they dont cost any OP, but will give a CR penality and only one can be installed at in to a ship.
The one shown in the example video installs a secondary shipsystem in to the hull, but there will be other types aswell.
At their basic they are just additional loot to fill the abyss with, but deciding to make them consumeable helps me in a lot of different ways.
Most notably, it gives the player a reason to really explore as much as they can, as they wont just find a hullmod they want once and be done with it.
Vanilla starsector has things that are relatively similar, for example AI cores. They are a resource that your require multiple of, and they are only available from certain aspects of the game.
This is, in my opinion atleast, rather important, as it is hard to match the amount of loot already existing in vanilla exploration, especialy when you add all the modded hullmods and ship blueprints in to the mix. So it is hard to make extended exploration of one place feel worthwhile.
Of course the downside is that, in a way, this also lessens the impact of finding an instance of such a hullmod, so i will have to include other types of loot with bigger impact to make up for this weakness.
Heh, its more fun to talk about the things your working on when its still so far from releaseable, keeps the sanity somewhat in checkAnd there I thought you were feeding the hungry wolves besieging your castle to prevent them from storming it. :D
Good luck in creative success and new ideas.This. Also take your time so you don't burn out, the hungry wolves can wait.
The tooltip for chiral hull causes a crash, pretty sure I've got everything updated.Spoiler162999 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: null cannot be cast to non-null type com.fs.starfarer.api.ui.UIPanelAPI
java.lang.NullPointerException: null cannot be cast to non-null type com.fs.starfarer.api.ui.UIPanelAPI
at assortment_of_things.misc.UIExtensionsKt.getParent(UIExtensions.kt:16)
at assortment_of_things.combat.hullmods.ChiralHull.addPostDescriptionSection(ChiralHull.kt:89)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.return.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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)[close]
Hi, I was wondering how much of an impact 200% star systems generated has on game sessions. Will it chug within an hour of play?
Hi, I was wondering how much of an impact 200% star systems generated has on game sessions. Will it chug within an hour of play?
it will increase the amount of ram used by a bit mostly, and may worse performance in hyperspace. It will also generaly just have a bit of a decrease as the game has to handle more fleets and so on.
If your PC isnt horrible it should be fine though, the warning is mostly there for people that are on weaker machines.
So I've been playing around with Modular Weapons some, and while it does say it is in development, I do feel like I should give some feedback on it.
Now, point one would be their powerlevel, but it does explicitly state they're going to be overpowered so I'm going to skip that. (And also because I'm addicted to powercreep.)
Point two: there are missing 'base' options. Currently, we have a small PD, two general-use mediums, and a large meant for sniping. Which is a very small roster, and I feel like there are several gaps that are filled by vanilla weapons that can be used as a 'baseline' like the current ones have:
-Small General-Purpose: patterned after the LAG and/or Railgun, with relatively fast rates of fire and good range, with either good damage but a fairly high base OP cost or lackluster damage but reduced OP costs.
-Small Howitzer: patterned after the AM Blaster as a short-range, low RoF, high-damage weapon with limited and non-regenerating ammo.
-Medium Artillery: A slow-firing, long-range and high-damage weapon based on either the Heavy Mauler or HVD.
-Large General-Purpose: the current large-mount weapon can easily fill-in for both the Gauss and the Hellbore; but the slot for large general-purpose guns is missing. Based on either the Hephaestus, the Mark IX, or the Plasma Cannon as a medium-range weapon for more close-in combatants.
-I would bring up beam weapons and missiles here as well, but I am unfamiliar with coding and how things are handled under the hood, so I cannot comment on their feasibility, while examples of projectile weapons are already extant.
Point three: Drawback modules. We already have a number of points that can be used, and these would enable more specialized and diverse weapons. Thing like reducing the base damage, making the flux efficiency worse, reducing muzzle velocity, and so on.
So I've been playing around with Modular Weapons some, and while it does say it is in development, I do feel like I should give some feedback on it.
Now, point one would be their powerlevel, but it does explicitly state they're going to be overpowered so I'm going to skip that. (And also because I'm addicted to powercreep.)
Point two: there are missing 'base' options. Currently, we have a small PD, two general-use mediums, and a large meant for sniping. Which is a very small roster, and I feel like there are several gaps that are filled by vanilla weapons that can be used as a 'baseline' like the current ones have:
-Small General-Purpose: patterned after the LAG and/or Railgun, with relatively fast rates of fire and good range, with either good damage but a fairly high base OP cost or lackluster damage but reduced OP costs.
-Small Howitzer: patterned after the AM Blaster as a short-range, low RoF, high-damage weapon with limited and non-regenerating ammo.
-Medium Artillery: A slow-firing, long-range and high-damage weapon based on either the Heavy Mauler or HVD.
-Large General-Purpose: the current large-mount weapon can easily fill-in for both the Gauss and the Hellbore; but the slot for large general-purpose guns is missing. Based on either the Hephaestus, the Mark IX, or the Plasma Cannon as a medium-range weapon for more close-in combatants.
-I would bring up beam weapons and missiles here as well, but I am unfamiliar with coding and how things are handled under the hood, so I cannot comment on their feasibility, while examples of projectile weapons are already extant.
Point three: Drawback modules. We already have a number of points that can be used, and these would enable more specialized and diverse weapons. Thing like reducing the base damage, making the flux efficiency worse, reducing muzzle velocity, and so on.
I appreciate the feedback, however, ive recently decided that they will likely become legacy content with the next patch.
They were a fun project to attempt, but also just sucked my creativity dry and started to quickly become just super tiresome to work on.
They will remain in the mod for now, but its unlikely that they will receive much of anything in the near future.
Just came across a bug. Found the special "blue" system. Had automated skill so I salvaged a few of the frigates and destroyers. When I went into refit screen and moused over their special hullmod, the game crashed with the tooltip error.
Other
-> Parallel Construction: Allows multiple colonies structures to be build at the same time, removing the queue system.
Other
-> Parallel Construction: Allows multiple colonies structures to be build at the same time, removing the queue system.
Hi,
Would it be possible to have an option to set it to "Allows multiple colonies structures to be build at the same time, 1 per number of industry slot in the colony."
Using the "max industries" as the number of parallel constructions.
So, a starting colony with 1 industry slot would have 1 construction slot, but a 4 industries colony would have 4 construction slots.
If it's too complicated, don't bother, I like it like you did too :)
crash in Linux when enabling the new minimap from false-true. game crashes right when a save is almost fully loaded
51991 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/ui/b
java.lang.NoClassDefFoundError: com/fs/starfarer/ui/b
at assortment_of_things.campaign.ui.MinimapUI.advance(MinimapUI.kt:83)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.ui.b
at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 9 more (the log says that. not me)
game loads with mod enabled if I switch back to false before loading
I'm using recommended Java 8 w/ "8GB safe"
The minimap will often not show slipstreams in hyperspace, but a reload fixes it. No idea what the cause is, sorry
Is this compatible with other mods? I'm mostly running the colony mods, ashes of the domain, and the ship and weapons pack.
Nice waiting for this mod to be updated so i can start a new game as i really want more damn stars haha--wish it was a default setting we could adjust because the current sector is just so small.
Are you on the latest version? I thought i fixed this one previously.
Quick Question. When I go to expand the Procgen it says increasing the map size incurs heavy performance penalties. I'm curious HOW heavy is it?
Version checker is telling me about the discord beta lmao
FWIW, the only performance hit I noticed was when speeding up 4x in hyperspace. 2x speedup is fine however.
Love the mod!
I get a crash when I enable the minimap option (I run Starsector on MacOS if that matters). Snippet of my crash log here:Spoiler2308391 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/ui/b
java.lang.NoClassDefFoundError: com/fs/starfarer/ui/b
at assortment_of_things.campaign.ui.MinimapUI.advance(MinimapUI.kt:83)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.ui.b
at java.net.URLClassLoader.findClass(URLClassLoader.java:387)
at java.lang.ClassLoader.loadClass(ClassLoader.java:419)
at java.lang.ClassLoader.loadClass(ClassLoader.java:352)
... 9 more[close]
may i make a request of an even higher system multiplier of 300%?
The 1.5.0 version is giving
203223 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: lunalib/lunaRefit/BaseRefitButton
with LunaLib 1.7.8 and 1.8.2.
The 1.4.2 version is giving
java.lang.RuntimeException: Using LunaLib with this mod requires at least version 1.7.4 of LunaLib. Update your LunaLib, or else...
with LunaLib 1.8.2.
Both 1.42 stable and 1.50 beta are going to be save-incompatible with the 'final' 1.5 release right?
I was wondering if there's a way to not only scale the procgen in terms of overall size, but also with amount of systems, planets, and such? So you could keep sector size at 100% but have 10% more systems with 10% more planets, and so forth.
I just did a test, and that is indeed what it does.I was wondering if there's a way to not only scale the procgen in terms of overall size, but also with amount of systems, planets, and such? So you could keep sector size at 100% but have 10% more systems with 10% more planets, and so forth.
...thats exactly what it does? Sector size does not increase in this mod. It only increases systems, by increasing the amount of systems it increases the amount of planets, and it spawns a bit more encounters like cryosleepers.
I'm having some error related to pirates spawning or something after few hours of play, and it keeps happening after load too, every time on same spot. I'm not sure if it is related to your mod or something else, but i updated everything just now and it still happens. Can you have a look at let me know what it could be?
222686 [Thread-7] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [rat_abyss_theme.ogg]
223016 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.bases.PlayerRelatedPirateBaseManager.p ickSystemForPirateBase(PlayerRelatedPirateBaseManager.java:273)
at com.fs.starfarer.api.impl.campaign.intel.bases.PlayerRelatedPirateBaseManager.a ddBasesAsNeeded(PlayerRelatedPirateBaseManager.java:172)
at com.fs.starfarer.api.impl.campaign.intel.bases.PlayerRelatedPirateBaseManager.a dvance(PlayerRelatedPirateBaseManager.java:103)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
223057 [Thread-9] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [rat_abyss_theme.ogg]
223058 [Thread-9] INFO sound.H - Playing music with id [rat_abyss_theme.ogg]
I was getting the same crash as Sincronic and the pastebin command seems to have fixed it. Do I have to run that command every time I load in?
Man, this is great, you are on a roll and keep churning out new goodies, thanks! That being said, is 1.5.3 save compatible with the previous version? Does the new content spawn in an already running game, or is it only spawned at procgen?
Also, seeing the changelog, may I ask more in detail what was that didn't scale correctly at procgen that you fixed in this latest version? Anything particularly important?
EDIT: well, I'm an impatient kid so in the meantime I was already downloading it and yeah, the setting description in lunalib clarifies my first question, it adds the content in ongoing games too, that's perfect, thank you.
Still wondering about the procgen fixes, whether there was something critical enough to warrant a new start even though I'm already rather invested in a long campaign.
The issue had been around for a while (I only recently found a report for it though) and it mostly was visible to the user as certain systems generating 2 cryosleepers. It did mess up quite a few things, but nothing save-breaking.
uh like when ever i hit x ever since i applied a thing i think i got from this mod it goes null idk if its fixed or not
I will make a vid showing the problem e cuz its a weird onehttps://youtu.be/L1wQsn5na9E shows full problem and expain in discretion my discord is zacharywere if u want more info on the crash
I tried disabling everything but the mini-map, but the slowness consists.
Hmm... I wonder if having a config setting to choose which type of map you want for hyperspace and systems (as in them being different) is possible?
I tried disabling everything but the mini-map, but the slowness consists.
The Minimap config very specificly says that it is very performance intensive in hyperspace, so theres your issue.
Hmm... I wonder if having a config setting to choose which type of map you want for hyperspace and systems (as in them being different) is possible?
I tried disabling everything but the mini-map, but the slowness consists.
The Minimap config very specificly says that it is very performance intensive in hyperspace, so theres your issue.
I think there's a 'starscape' mode, but that's not quite the same thing...
Hey Lukas, I'm really enjoying the mod!
I think I found a bug in the punitive cryochamber (rat_cryochamber) interaction. The option to take an officer is disabled if my permanent officers + mercenaries is at least equal to the total number of permanent officers I should be allowed to have.
I love the Abyssl! The spritework is great, the weapons and ships feel unqiue and interesting, there's great stuff to find in the form of hull-alterations and artifacts, and the atmosphere of exploring it is great!
I will ask, is there a way to get more artifacts if you've completely explored the Abyss? I only found two of them.
Space labs giving traits like Biomutant are from this mod? I'm not sure, but if yes, then Mass Neural Interface from Neural lab give infinite range on fighters non-missle weapons instead of flat 100, which isnt great for balance and performance too.
Whoops, took a look at the code, seems like i accidentaly left it a multiplier instead of a flat value, so range got a x100 boost, will be fixed.Ah ha ha... so that's why my personal Tempest's Terminator Drone(s) suddenly got a OMGWTFBBQ/XBOXHUEG range increase!
Space labs giving traits like Biomutant are from this mod? I'm not sure, but if yes, then Mass Neural Interface from Neural lab give infinite range on fighters non-missle weapons instead of flat 100, which isnt great for balance and performance too.
Whoops, took a look at the code, seems like i accidentaly left it a multiplier instead of a flat value, so range got a x100 boost, will be fixed.
I'm not sure if this has already been fixed in a later version but about 2 versions back I managed to find an Energy Focus hullmod blueprint rather than the standard consumable version of the item from an Abyss science station. Not sure how that happened since that hullmod has the no_drop_salvage tag, and it didn't do much since it couldn't be installed as a standard hullmod, but that was still weird to see.
Hey, Lukas, can you explain why assortment_of_things.abyss.terrain.AbyssTerrainPlugin creates 2 million lines of CellStateTracker? This data alone takes up 40mb+ in my save file, so I was wondering if it's a bug or intentional.
Was actually going to post about that after testing it with 1.5.9 (I observed this behavior with a 1.5.2 save). It looks like the Abyss might be bloating up saves a bit right now.
Edit: Found the issue, so will hotfix it, though it needs....a ton of saving to actually become an issue so thats probably why it wasnt really found before.
Just wondering, does the Cosmo core do anything yet? It doesn't have any colony effects and from what i have found can't really do anything besides being sold for 40k
Is there a github repo for posting issues, bugs, and other such code related things? I have been troubleshooting this mod for the last week and would like to move towards some community help or at least being it to the developers attention in the most useful way possible.
UPDATE: nevermind, I found the repo.
I just started a new game over the weekend and did not notice that I don't have the starting red wormhole to the Abyss.
I think I was on 1.6.3 from the start. Has something changed or is there something wrong with my setup?
Please, make "Remove & Destroy Alteration" button more foolproof. Maybe ask for confirmation. It's so damn easy to missclick on it now and thus inflict a permanent damage to my only brain cell :/
Curious if it might be possible to add a setting to make parallel construction scale with colony size.
It feels a bit more reasonable for things to be slow at first, when you haven't got that many people, and then faster and faster as the colony gets bigger.
Maybe only one construction project at a time for size 3, then two for size 4, three for size 5, and unlimited at size 6?
Thanks for the great mod~
Is there an option to change alterations to not be s-modded as default?
Kinda sucks how I thought I could just install my alteration then add 3 s-mods but instead I have to add 3-smods then add the alteration. Could be an oversight with the mod but yes I can bypass the s-mod limit by first installing the first 3 s-mods then the alteration.
The behaviour of being able to install it despite reaching the cap is a quick compatibility fix ive done to make it work atleast somewhat with progressive smods.
Alterations will likely always stay as smods, as they are designed completely around that.
I found temporal gear as a modspec in 1.6.4. Didn't see a fix for this in 1.6.5 changelog so I figured I'd report it.
Good day.
In the abyss I found artifacts for the fleet (providing benefits for the entire fleet) - a great idea, thank you very much. Where can I see what “naval artifacts” affect the fleet? Is there some kind of list or additional window?
Thanks in advance for your answer
The behaviour of being able to install it despite reaching the cap is a quick compatibility fix ive done to make it work atleast somewhat with progressive smods.
Alterations will likely always stay as smods, as they are designed completely around that.
Good day.
In the abyss I found artifacts for the fleet (providing benefits for the entire fleet) - a great idea, thank you very much. Where can I see what “naval artifacts” affect the fleet? Is there some kind of list or additional window?
Thanks in advance for your answer
There should be a "Artifacts" intel in your intel window.
This is still a great mod, and I got a quick question.
Is there a way to see the lab added skills on the player character, if they already have alot of core skills?
Hi guys. Can anyone help me? I try to add conditions for planet via console commands, but they overwrite each other. For example i try adding rat_rampant_military_core and rat_defensive_drones. Is there any solutions to add them both?
For some reason Sea Of serpent on the map claims there is another route to it but I cannot seem to find it at all. is it just a possible bug for the map or is the route hidden somewhere and i just can't find it?
Released Version 1.7.0Can we safely update from the latest version or is it better to wait for a new playthrough?
Released Version 1.7.0Can we safely update from the latest version or is it better to wait for a new playthrough?
Thanks a bunch anyways!
299197 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at assortment_of_things.abyss.procgen.AbyssalFleetInflationListener.reportFleetInflated(AbyssalFleetInflationListener.kt:72)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:399)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at assortment_of_things.abyss.AbyssUtils.addAlterationsToFleet(AbyssUtils.kt:104)
at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.spawnFleet(AbyssalDefendingFleetManager.kt:206)
at com.fs.starfarer.api.impl.campaign.fleets.SourceBasedFleetManager.advance(SourceBasedFleetManager.java:121)
at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.advance(AbyssalDefendingFleetManager.kt:48)
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Got an error like this after updating from 1.6.6 to 1.7.0:Code299197 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at assortment_of_things.abyss.procgen.AbyssalFleetInflationListener.reportFleetInflated(AbyssalFleetInflationListener.kt:72)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:399)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at assortment_of_things.abyss.AbyssUtils.addAlterationsToFleet(AbyssUtils.kt:104)
at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.spawnFleet(AbyssalDefendingFleetManager.kt:206)
at com.fs.starfarer.api.impl.campaign.fleets.SourceBasedFleetManager.advance(SourceBasedFleetManager.java:121)
at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.advance(AbyssalDefendingFleetManager.kt:48)
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
For clarity, this is a save made on 1.6.6, and the Abyss was unvisited.
runcode import assortment_of_things.abyss.AbyssUtils;
import assortment_of_things.abyss.scripts.AbyssDoctrineLearnedListener;
import java.util.ArrayList;
AbyssUtils.INSTANCE.getAbyssData().setDoctrineLearnedListeners(new ArrayList<AbyssDoctrineLearnedListener>());
Got an error like this after updating from 1.6.6 to 1.7.0:Code299197 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at assortment_of_things.abyss.procgen.AbyssalFleetInflationListener.reportFleetInflated(AbyssalFleetInflationListener.kt:72)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:399)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at assortment_of_things.abyss.AbyssUtils.addAlterationsToFleet(AbyssUtils.kt:104)
at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.spawnFleet(AbyssalDefendingFleetManager.kt:206)
at com.fs.starfarer.api.impl.campaign.fleets.SourceBasedFleetManager.advance(SourceBasedFleetManager.java:121)
at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.advance(AbyssalDefendingFleetManager.kt:48)
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
For clarity, this is a save made on 1.6.6, and the Abyss was unvisited.
Mhh, yeah guess there is a save incompatibility issue between those two version, did not expect that one.
You may be able to fix it by running this runcode in the console commands mod.Coderuncode import assortment_of_things.abyss.AbyssUtils;
import assortment_of_things.abyss.scripts.AbyssDoctrineLearnedListener;
import java.util.ArrayList;
AbyssUtils.INSTANCE.getAbyssData().setDoctrineLearnedListeners(new ArrayList<AbyssDoctrineLearnedListener>());
Got an error like this after updating from 1.6.6 to 1.7.0:Code299197 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at assortment_of_things.abyss.procgen.AbyssalFleetInflationListener.reportFleetInflated(AbyssalFleetInflationListener.kt:72)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:399)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at assortment_of_things.abyss.AbyssUtils.addAlterationsToFleet(AbyssUtils.kt:104)
at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.spawnFleet(AbyssalDefendingFleetManager.kt:206)
at com.fs.starfarer.api.impl.campaign.fleets.SourceBasedFleetManager.advance(SourceBasedFleetManager.java:121)
at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.advance(AbyssalDefendingFleetManager.kt:48)
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
For clarity, this is a save made on 1.6.6, and the Abyss was unvisited.
Mhh, yeah guess there is a save incompatibility issue between those two version, did not expect that one.
You may be able to fix it by running this runcode in the console commands mod.Coderuncode import assortment_of_things.abyss.AbyssUtils;
import assortment_of_things.abyss.scripts.AbyssDoctrineLearnedListener;
import java.util.ArrayList;
AbyssUtils.INSTANCE.getAbyssData().setDoctrineLearnedListeners(new ArrayList<AbyssDoctrineLearnedListener>());
This seems to prevent the crash on entering, thank you!
Hey Lukas, just wanted to say that RAT and LunaLib are genuinely amazing mods
Visited the Abyss yesterday while exploring, got recked one level down, will be back. Then fought the abyssal horror, same story.
Seriously, I'm kinda gushing over the amount of content here. RAT, HMI, some of the Tahlan additions, and Roiders really add variety to exploration (if I'm missing any that add exploration content, let me know! I gotta try em!)
Feature request below:
I would love to be able to adjust the scale of the minimap -- tough to interact with on an ultrawide monitor at 3440x1440. I'm using the default wide version.
Big up! Can't wait to see what you come up with in the future.
sorry for dumb question I am new to this
is it intended for the "augmented" skill from the station to be unable to apply to the player character, whereas the "biomutant" skill can be? if it is intended, where do I go to change this in code? I am following along the wiki tutorial but still very clueless
It's certainly a great mod, but I have to say that it suffers from vanilla balance (or overbalance) syndrome in my humble opinion. I am forced to get rid of the redacted ships obtained in the Abyss for the vulgar reason that their abilities are simply weak against the background of the threats that the modified Starsector provides. The weapon's DPS is not exactly weak - it is ridiculous, the firing distance forces you to adhere to obviously extremely unprofitable tactics with such damage-distance-abilities proportions.
I can only suggest that a respected modder put into LunaLib a version in which weapons and ships are boosted to such an extent that they would be able to destroy enemies from mods like Lost Sector and pose a proportionate threat.
Nevertheless - with the exception my personal opinion of balance issues, the mod is extremely attractive and it is clear that the creator has put talent and effort into it, it makes you want to play it.
Is there a way I can see all the station text and descriptions easily? They're rife with grammar errors and I *really* want to proofread and correct them for you.
Out of curiosity, is English not your first language?
Hello, I need some help updating the mod. I downloaded version 1.5.4 a while ago and I want to download the last version on my current playthrough. I didn't do anything regarding RAT in game yet apart from obtaining the Gravitational Stabilizer. Am I going to able to download and use the 1.7 version?
The abyss was fun, but we never found out what happened to the original explorers! And why so short? when I found that anomaly, I was expecting another fathom beneath the first. Something deadlier and deeper still. And darker, with fewer clouds and particles, less loot, just more darkness. And eventually, something terrible at the very bottom.
It's certainly a great mod, but I have to say that it suffers from vanilla balance (or overbalance) syndrome in my humble opinion. I am forced to get rid of the redacted ships obtained in the Abyss for the vulgar reason that their abilities are simply weak against the background of the threats that the modified Starsector provides. The weapon's DPS is not exactly weak - it is ridiculous, the firing distance forces you to adhere to obviously extremely unprofitable tactics with such damage-distance-abilities proportions.
I can only suggest that a respected modder put into LunaLib a version in which weapons and ships are boosted to such an extent that they would be able to destroy enemies from mods like Lost Sector and pose a proportionate threat.
Nevertheless - with the exception my personal opinion of balance issues, the mod is extremely attractive and it is clear that the creator has put talent and effort into it, it makes you want to play it.
Uh, im not sure what you are playing to be honest, but the abyss ships and weapons are rather strong. The Weapons do tend to be energy weapons so they have their drawbacks, but many of them quite outshine normal (or other mods) energy weapons.
The ships are very strong, it has a cruiser with temporal shell, a destroyer with damage increasing damper. The AI cores cost less to slot in than alphas but have similar strength.
Not to mention most of the alterations, which have some incredibly strong combinations.
To be honest, it sounds mostly like you just dont know how energy weapons are assigned their stats.
About to head out so won't be able to follow up, but I've been consistently getting this crash when entering the abyss. It happened after I updated Yunru Industries and Random Assortment. It happens even before I interact with the abyss hole thingamajig from hyperspace, just getting too close is enough.Spoiler129376 [Thread-7] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [campaign_music_part_2_v28.ogg]
129641 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.util.Misc.setAlpha(Misc.java:1288)
at assortment_of_things.abyss.entities.AbyssalLightsource.initSpritesIfNull(AbyssalLightsource.kt:63)
at assortment_of_things.abyss.entities.AbyssalLightsource.advance(AbyssalLightsource.kt:28)
at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
129817 [Thread-10] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [Mobilization.ogg]
129820 [Thread-10] INFO sound.H - Playing music with id [Mobilization.ogg][close]
Version 1.7.1 is not save compatible.
I believe this planet condition is from RATs, but my apologies if I am mistaken:Spoiler(https://cdn.discordapp.com/attachments/512356777451323393/1167148764927103037/image.png)[close]
It seems like the accessibility bonus is not being applied - although the volatiles demand is being added.
can i ask what does the skill Abyssal Bloodstream do? I accidently clicked too fast and skipped it. And how large the Abyss actualy is? Love the mod
I can't open the skill window long enough too check it and it doesn't appear in assigned menu, probaly cuz i increased the level cap so it didn't show up. I also tried to check the mod file for description but my dumbass self can't find it so i just want to ask( sry if bad english, me no native)can i ask what does the skill Abyssal Bloodstream do? I accidently clicked too fast and skipped it. And how large the Abyss actualy is? Love the mod
Check your players skills when assigning them to a ship
(https://cdn.discordapp.com/attachments/859118669968048129/1167617349218742312/image.png?ex=654ec765&is=653c5265&hm=ddac5b898018b53c5e2377429093b58fdc4068284d7df69c7212cec9577e4986&.png)I can't open the skill window long enough too check it and it doesn't appear in assigned menu, probaly cuz i increased the level cap so it didn't show up. I also tried to check the mod file for description but my dumbass self can't find it so i just want to ask( sry if bad english, me no native)can i ask what does the skill Abyssal Bloodstream do? I accidently clicked too fast and skipped it. And how large the Abyss actualy is? Love the mod
Check your players skills when assigning them to a ship
Thank you so much(https://cdn.discordapp.com/attachments/859118669968048129/1167617349218742312/image.png?ex=654ec765&is=653c5265&hm=ddac5b898018b53c5e2377429093b58fdc4068284d7df69c7212cec9577e4986&.png)I can't open the skill window long enough too check it and it doesn't appear in assigned menu, probaly cuz i increased the level cap so it didn't show up. I also tried to check the mod file for description but my dumbass self can't find it so i just want to ask( sry if bad english, me no native)can i ask what does the skill Abyssal Bloodstream do? I accidently clicked too fast and skipped it. And how large the Abyss actualy is? Love the mod
Check your players skills when assigning them to a ship
I died in battle and immediately crashed, any ideas on how to fix? This was the error log
2266657 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at assortment_of_things.abyss.skills.AbyssalBloodstream$AbyssalBloodstreamListener.notifyAboutToTakeHullDamage(AbyssalBloodstream.kt:154)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.notifyAboutToTakeHullD amage(CombatListenerUtil.java:94)
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.super.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOO.super(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(Thread.java:750)
At some point do you just stop running into the archivist? I feel like I found them pretty rapidly several times, then never again on my current playthrough.
Any reason why cybernetic interface cant be on Player?
Is it intended that Merkoths only show up in fleets at first layer of the Abyss? The only other i've found so far was a derelict, and it seems rather strange to have the biggest ships only show up at the very beginning.
@Lukas04: one last question, any way we will get the station start as independents?
Love all the new content that you add to the game, thanks!
I was wondering if you could add a few artifacts that will boost individual ships. Like add 5 ordinance points to a ship, Increase Laser or Ballistic damage/range x%. Speed/Shield/armor boosts. I like the idea of making my own unique/super ship by slowly upgrading it.
Thanks for you great mod!
@Lukas04: one last question, any way we will get the station start as independents?
If you modified your nex to have an indie start, should be possible in the latest version
I did actually encounter some more after complaining (figures), but they're still weirdly rare. Like "less than 10 in the entire playthrough" rare. Curiously, i actually encountered 2 in one battle at the Rift Station.Is it intended that Merkoths only show up in fleets at first layer of the Abyss? The only other i've found so far was a derelict, and it seems rather strange to have the biggest ships only show up at the very beginning.
the deep areas doctrine focuses a lot more on those smaller ships, though ive noticed that the change in doctrine is done to harsh by the game, will probs change it at some point
@Lukas04: one last question, any way we will get the station start as independents?
If you modified your nex to have an indie start, should be possible in the latest version
as far as i know we dont need to mod to start as Independent :) There is Free start available (https://imgur.com/a/zreEu7l) but if you pick that only comradery shows up
java.lang.RuntimeException: Error loading [graphics/hullmods/rat_apheidas_hullmod.png] resource, not found in <folders>
Deleted 1.7.4 and installed 1.8.1, getting this when I start the gameCodejava.lang.RuntimeException: Error loading [graphics/hullmods/rat_apheidas_hullmod.png] resource, not found in <folders>
I didn't see a savegame incompatibility warning, so it might be worth stating it in the release notes, but I will note that there were no issues starting a new game with 1.8.1.
I didn't see a savegame incompatibility warning, so it might be worth stating it in the release notes, but I will note that there were no issues starting a new game with 1.8.1.
It is mentioned at the top of the changelog
Hi, hope i'm doing this right since i have no idea how this works...
I build the frontier protocol thing when my mouse points to it the game crush, i used the new game+ mod so i start the game with it, not sure if it have anything to do with it.
It said "Fatal:com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
and here's the log
400415 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
at data.scripts.industry.acs_industry_frontier_protocol.addAlphaCoreDescription(acs_industry_frontier_protocol.java:258)
Hi, hope i'm doing this right since i have no idea how this works...
I build the frontier protocol thing when my mouse points to it the game crush, i used the new game+ mod so i start the game with it, not sure if it have anything to do with it.
It said "Fatal:com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
and here's the log
400415 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
at data.scripts.industry.acs_industry_frontier_protocol.addAlphaCoreDescription(acs_industry_frontier_protocol.java:258)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addAICoreSection(BaseIndustry.java:1383)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.addInstalledItemsSect ion(BaseIndustry.java:1301)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1269)
at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o?0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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)
Any way to download old versions of this mod? Trying to find the most up-to-date version which doesn't require GraphicsLib and Nexerelin as dependencies.v1.7.0 is the last release of RAT to not require either of them:
Hey, using this mod AS the only one that's supposed to add some extra ships into the game. Yet I'm yet to see any. I'm playing a random sector with Nexerellin and I'm already pretty deep in to have experienced much of what the mod has to offer. But not the ships. How can I investigate this issue?
Just wanted to drop by and say: Really good work on the Leanira battlecarrier.
(I haven't tried one of the exotech phase ships, yet, because my current character skills are not set up for using phase ships, so no commentary there.)
Also, the autonomous bays hull alteration is really funny when applied to a Tempest.
The ship on the front page is dope! whats it supposed to be?
SpoilerSpoilerWhere are the Exo ships found? Are they the mini-faction? Also I'm surprised how good they look with omega weapons, though they are extremely incompatible with them.
In other news, the sfx for the abyssal weapons is extremely repetitive atm. I see you used some omega weapon sfx here and there, and honestly I'd just use those for all abyssal weapons[close]
Is there some trick to finding the Exo people? I found them twice while mapping the sector but now I cant find them...No, you pretty much just have to get lucky. Though i noticed they do show up on the system map if you mapped it already. Still, with the number of systems in the game, checking that isn't practical.
Is there some trick to finding the Exo people? I found them twice while mapping the sector but now I cant find them...Find them once by sheer luck, hope you see them before they see you so you can turn your transponder on and not get dinged rep you can't ever get back, and have enough spare colony items on you to buy the thing that lets you see where they are on the intel screen by turning on their indicators down in the faction fields.
119938 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.uaf_limitedAmmo.advanceInCombat(uaf_limitedAmmo.java:28)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager. 00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.spawnFleetMember(Unknown Source)
at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.spawnShipOrWingDirec tly(ThestiaShipsystem.kt:160)
at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.apply(ThestiaShipsystem.kt:59)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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(Thread.java:748)
running mod version "1.8.4"
And as far as i know, this is problem only whit UAF fighters causing crash when using aftershadow skill on Thestia class destroyer
Eddit: turns out its only 1 UAF figher causing this the ''Nekoyan strike wing''
I didn't install Adjusted Sector, I get a message that it is installed and I can't change the procedural generation option
And finally, is there any way for me to jury rig out the restriction on 1 hull alteration? I am 100% a cheater, I peeked in the settings, and the config, and around other files it might be but didnt see anything, but since I am rebuilding my fleet after realizing that they require an S-mod slot I was wondering if I could stack some, or take 2. I know for fixing my current fleet I could just add an extra s-mod slot (even temporarily) but I already raised the base S-mod slots to 4 and like it there.
I guess I will also ask if there is a way to spawn in the/another domain refurbishment barge (name might not be exact), I found a custom console command thing to spawn a stable point so was wondering if something similar can be done.
Is there any way to give yourself hull alterations via console commands? All I can do is give myself unusable ones.You need to give the hullmod ID of the one you want in addition to the alteration install item in the AddSpecial command.
996882 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: null cannot be cast to non-null type kotlin.Float
java.lang.NullPointerException: null cannot be cast to non-null type kotlin.Float
at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.apply(ThestiaShipsystem.kt:134) ~[?:?]
at com.fs.starfarer.combat.systems.F.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]
Had the unfortunate;SpoilerCode996882 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: null cannot be cast to non-null type kotlin.Float
java.lang.NullPointerException: null cannot be cast to non-null type kotlin.Float
at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.apply(ThestiaShipsystem.kt:134) ~[?:?]
at com.fs.starfarer.combat.systems.F.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392][close]
Fixed by replacing rat_thestia_system whit displacer(from vanilla) in ships.csv as a quick workaround,
however considering how nice the Apheidas from Leanira is,
i am curious to see, how it is suppost to be ^^
Since i am here;
Exo tech stuff is somewhat expensive atm (as in way to expensive), needs some luv.
As for the s-mod-costing Hull Alteration mods; here is an idea:
Ad a new bar color yellow for example, in the Exo fashion, to the left of S-mod(s) fleet
screen (and other screens), maybe ad a blank space in between as well to set them really apart.
1 max per ship i would recommend (and not cost an s-mod slot),
altho u described above those work as intended,
more better is more better... stuff... ^^
Procgen tab needs a split, so u can keep ad abys for example,
but leave regular procgen to other mods like Ruhtless Adjusted or Unk Skies bootleg etc etc
Defiantly throws weird stuff at ya whitout CTD or error log.....
Absolutely luv the parralel construction tho, most epic thing in this mod hands down ;-)
-Alex and gang should definitely borrow that to ad to megaport (after upping spaceport)... or something 8)
Refurbished a distant 2nd place, still very nice tho.
All in all;
Great mod!
Keep it up folks!
Cool mod. Does your procgen option raise the quantity of loot-stations to match the larger galaxy size?
Is 1.9 save compatible with 1.8.4?According to the creator's post on the Discord? No, it is not.
Is 1.9 save compatible with 1.8.4?
This RAT is incredible!
I love the strange new things to find out in the middle of nowhere, and the Exo-Tech faction is wonderfully unique in the way they are portrayed, while still fitting perfectly in the setting as these loners who, rightly, don't want anything to do with the state of the world.
The Exo-Tech ships are also great to use, they are very distinct and varied, and have very open build potential to fill all sorts of roles and play-styles, absolutely wonderful work. (Oh and they are also just damned beautiful, great use of colour and contrast and shapes and flow and just great all over)
Truly phenomenal work! Several of these features could easily stand on their own, and most of them integrate so seamlessly with the game I didn't even remember they were from here until I read through the description again.
Thank you!
Got a question about the specialmod Overtuned Targeting. Does it increase base range, or add flat after mods increase? it doesnt say in the descriptionAs a general rule of thumb, things that increase base range explicitly call out that they increase base range, and things that don't say, don't.
Are there any known hard incompatibilities with other major mods like Nexerelin, Industrial Revolution, LOST_SECTORS, and others?
Does Solar Shielding hullmod protect from the abyss damage effect?
Can i change the "upgrade" of the radar back to a vanilla radar in settings?
Can i change the "upgrade" of the radar back to a vanilla radar in settings?
Hi, absolutely loving your mod! I had a question though: what can i do with the exo-processor? It looks like a relic, but I can't right-click on it. Also, how do i raise relations with the exo-tech faction?
Hi, absolutely loving your mod! I had a question though: what can i do with the exo-processor? It looks like a relic, but I can't right-click on it. Also, how do i raise relations with the exo-tech faction?
How can you actually add rat_refurbished_hull mod to ships using console? It's the one which allows one extra hullmod.
Not with a simple command, you'd have to code string something. When i've been wanting to toss on an exceptional construction or refurbished i've just popped into the save file and edited it in. Although that can be a little tedious to find the right spot.
Hello, love the mod, especially the Abyss, thanks for the work
Are there any plans to add some sort of final boss in it?
Are you ok with Exo derelict findable through the animated storyteller from Starship Legends mod?
I was unaware that this happens, though to be honest i also dont mind super much. Without the partnership, they have the limitation of not having their dmods be restoreable anyways.
I was unaware that this happens, though to be honest i also dont mind super much. Without the partnership, they have the limitation of not having their dmods be restoreable anyways.
It is not the ship that should be an issue. Like you said, without buddy up with Exo-Tech there ain't anyway to restore it or getting Exo-Processor but the derelict also come with Exo weapons which could be remove and fit in on other ships.
Is there any way to find where are those Exoships at any moment? I didn't realize that they are ACTUALLY moving around and lost the only one I found. Even tried looking at the save file, but didn't find anything at the locations they supposedly are.
There are 3 Exo Mothership spreading around the fringe. They relocate around every 3 months. You need to donate to them enough to buy a partnership license. Afterward you'll always know where they are.
Do they jump from system to system, or might be outside in hyperspace? And is there any console command to maybe spawn near one or find a system where one is currently located?
Question,is there any weapons or lpc for exotech?
Question,is there any weapons or lpc for exotech?
Yep, the latest update gave them 4 weapons and three fighters.
the weapons are
Starburst, a medium kinetic missile that has constantly recharging ammo, its honestly incredible.
and now for weapons that only really work on phase ships.
P-wave, a medium HE missile, it has recharging ammo but it only recharges in phase
Hyper Dart, a medium energy mount cannon that fires bursts of HE shells, its got a pretty nasty down time between shots, but if you're phased it recharges quicker
Hyper Javelin, a large energy mount cannon that is the ditto of above.
I unfortunately forget what the fighters are mounted with specifically, but there's a kinetic bomber that has starburst missiles, a fighter that has either an energy or HE beam, and then a superfighter that has either an energy or HE beam and something extra. they're all nice.
i see,thanks for the info,i wasn't playing the newest edition so i was wondering did the faction had any weapons or lpc for them cause i saw the trailer,but later learn that it was using the omega weapons to showcase itQuestion,is there any weapons or lpc for exotech?
Yep, the latest update gave them 4 weapons and three fighters.
the weapons are
Starburst, a medium kinetic missile that has constantly recharging ammo, its honestly incredible.
and now for weapons that only really work on phase ships.
P-wave, a medium HE missile, it has recharging ammo but it only recharges in phase
Hyper Dart, a medium energy mount cannon that fires bursts of HE shells, its got a pretty nasty down time between shots, but if you're phased it recharges quicker
Hyper Javelin, a large energy mount cannon that is the ditto of above.
I unfortunately forget what the fighters are mounted with specifically, but there's a kinetic bomber that has starburst missiles, a fighter that has either an energy or HE beam, and then a superfighter that has either an energy or HE beam and something extra. they're all nice.
interestingQuestion,is there any weapons or lpc for exotech?
Yep, the latest update gave them 4 weapons and three fighters.
the weapons are
Starburst, a medium kinetic missile that has constantly recharging ammo, its honestly incredible.
and now for weapons that only really work on phase ships.
P-wave, a medium HE missile, it has recharging ammo but it only recharges in phase
Hyper Dart, a medium energy mount cannon that fires bursts of HE shells, its got a pretty nasty down time between shots, but if you're phased it recharges quicker
Hyper Javelin, a large energy mount cannon that is the ditto of above.
I unfortunately forget what the fighters are mounted with specifically, but there's a kinetic bomber that has starburst missiles, a fighter that has either an energy or HE beam, and then a superfighter that has either an energy or HE beam and something extra. they're all nice.
Both of the beam fighters have an HE beam. One of them is single charge, so it has to return like a bomber after using it. The Superfighter has a steady HE beam and an energy micromissile launcher.
Also the Starburst is getting a nerf from 3000 units to 2500 units in Range whenever v2.0 comes out Still incredibly good obviously but slightly less annoying.
i see,thanks for the info,i wasn't playing the newest edition so i was wondering did the faction had any weapons or lpc for them cause i saw the trailer,but later learn that it was using the omega weapons to showcase itQuestion,is there any weapons or lpc for exotech?
Yep, the latest update gave them 4 weapons and three fighters.
the weapons are
Starburst, a medium kinetic missile that has constantly recharging ammo, its honestly incredible.
and now for weapons that only really work on phase ships.
P-wave, a medium HE missile, it has recharging ammo but it only recharges in phase
Hyper Dart, a medium energy mount cannon that fires bursts of HE shells, its got a pretty nasty down time between shots, but if you're phased it recharges quicker
Hyper Javelin, a large energy mount cannon that is the ditto of above.
I unfortunately forget what the fighters are mounted with specifically, but there's a kinetic bomber that has starburst missiles, a fighter that has either an energy or HE beam, and then a superfighter that has either an energy or HE beam and something extra. they're all nice.
...they dont though? All the weapons & fighters are used in the faction showcase video. Like 30% of the video is going over the shop and showing them
I found a hull alteration as a hullmod item. Learn it doesn't do anything but it is usable as a hull alteration and will be consume in the process.
hi thanks for luna lib, ive been using it with other mods to tweak settings :)
i just saw this one too, and was wondering if it is safe to add to an existing savegame (made with latest 0.96aRC10), but also because am playing with mods, including "Industrial Evolution" which is building something on my 1st colony.
what happens to that, and can i still make colonies in the same way, sometimes, as well as using your way?
thanks :)
I think this mod currently causes a crash when you run out of fuel.
Just released a hotfix that resolves this issue.
Something scary is going on, crashes on every interactions with Exo-Tech ships.Spoilerjava.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getStats()Lcom/fs/starfarer/combat/entities/ship/E;
at assortment_of_things.exotech.shipsystems.ArkasShipsystem.spawnPhantom(ArkasShipsystem.kt:191)
at assortment_of_things.exotech.shipsystems.ArkasShipsystem.apply(ArkasShipsystem.kt:67)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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]Dang, I was so excited to play with the new update, wonder if the older versions still work...Spoilerjava.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at assortment_of_things.exotech.shipsystems.TylosShipsystem.spawnShipOrWingDirectl y(TylosShipsystem.kt:413)
at assortment_of_things.exotech.shipsystems.TylosShipsystem.createInitialCopy(TylosShipsystem.kt:267)
at assortment_of_things.exotech.shipsystems.TylosShipsystem.apply(TylosShipsystem.kt:218)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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]
p.s. Love your mods, thank you for your great work <3
Hi, there's a bug where it appears that a dead EXO ship (A.I version) is spewing out missiles out causing massive FPS drops and killing all my ships :(
https://imgur.com/a/LlXRj3h (https://imgur.com/a/LlXRj3h)
Awesome mod, however I have a teeny, tiny question I didn't want to bother you with but; how dependent is this mod on Nexerelin? Reason I'm asking is because I didn't really want to use Nex, and while the first page and patch notes says it's required there's no actual dependency while activating unlike the various Libs. So... is it possible to play without?
Temporarily removed the hard dependency on it for 0.97, probs will come back in later versions.
There is some content that requires it, and some that may not work completely correctly without.
Hey fellas. Experiencing a problem with a "A relic of the past" mission. Part with a Gravitational Dynamo.
I found dynamo, interacted with it, but mission still persists on the Intel screen. Do i need to do something else? Or just remove it.
https://imgur.com/a/ZP0JXab
Hi,
After reading the changelog ... Is this save compatible with a current run?
Also, a remark. The 350k to establish a settlement, even outside a claimed system is a bit steep for what is supposed to be easy to set up. The total cost of commodities for a colony is 85k to compare with.
Admittedly, this is also because I play on high difficulty (ruthless sector, starapocalypse, space debt etc.) but still ... can you do something on that? Thanks, your mod is awesome in any case
I think I'm reading it wrong, but it seems like the settlement storehouse upgrade is not voiding the costs of storage despite the description listing so.
Also - since the settlement market doesn't scale surplus it's pretty easy to end up selling a lot of bulk at bettter value than core.
Also, a remark. The 350k to establish a settlement, even outside a claimed system is a bit steep for what is supposed to be easy to set up. The total cost of commodities for a colony is 85k to compare with.
Admittedly, this is also because I play on high difficulty (ruthless sector, starapocalypse, space debt etc.) but still ... can you do something on that? Thanks, your mod is awesome in any case
java.lang.ClassCastException: com.fs.starfarer.campaign.CustomCampaignEntity cannot be cast to com.fs.starfarer.api.campaign.CampaignFleetAPI
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:326)
at assortment_of_things.misc.RATInteractionPlugin.triggerDefenders(RATInteractionDialog.kt:265)
at assortment_of_things.misc.RATInteractionPlugin.triggerDefenders$default(RATInteractionDialog.kt:214)
at assortment_of_things.exotech.interactions.ExoshipWreckageInteraction$init$1.invoke(ExoshipWreckageInteraction.kt:50)
at assortment_of_things.exotech.interactions.ExoshipWreckageInteraction$init$1.invoke(ExoshipWreckageInteraction.kt:40)
at assortment_of_things.misc.RATInteractionPlugin.optionSelected(RATInteractionDialog.kt:108)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I interacted with an exotech ship and boom, crash.
I found the hull alteration temporal gear, does this only work on abyssal ships? or only phase ships? if it does work, does it just speed up the ship 25% relative to other ships? i've been messing with it and havent been able to tell a difference
I'm a huge fan of the Comradery background from this mod, but I play with increased officer levels, as such a level 8 officer with 3 elite skills is somewhat weak in my sector. Is it possible to make this officer's stats either configurable or aligned to my settings.json? Great mod, btw.
Might be some incompatability with AA ships for ThestiaShipsystem?
Not sure if it's something to do with AA or RAT.
45601 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.armaa_valkenXEffect.advance(armaa_valkenXEffect.java:151)
at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.if.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.super(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.spawnFleetMember(Unknown Source)
at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.spawnClone(ThestiaShipsystem.kt:213)
at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.apply(ThestiaShipsystem.kt:60)
at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Tried the Settlement mechanic for the first time and it works really nice with the Ruthless Sector mod, since it makes a transitiontionary phase to the colony possible.
The minimap takes some getting used too, especially in system the black background and stuttering is a bit of a problem.
EPA stuff is quite expensive in terms of ai cores or blueprints if I keep the vanilla spawning settings.
Since you seem to be the best at UI modding I have a question as well, is there any UI setting to only scale up the dialog screen and nothing else? Im having trouble with it because at 1440p I have to glue my face to the screen to read the dialog.
271679 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: org/dark/shaders/distortion/DistortionAPI
java.lang.NoClassDefFoundError: org/dark/shaders/distortion/DistortionAPI
at assortment_of_things.exotech.shipsystems.TylosShipsystem.apply(TylosShipsystem.kt:246)
at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: org.dark.shaders.distortion.DistortionAPI
at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 11 more
Whenever I use an Exo-tech ship from the Exo-Tech start. It immediately crashes when it uses it's ability. The Tylos ship always crashes and I know it's the one since when it finishes the animation it crashes. Have a good day or night and I hope you're able to fix this!
271679 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: org/dark/shaders/distortion/DistortionAPI
java.lang.NoClassDefFoundError: org/dark/shaders/distortion/DistortionAPI
at assortment_of_things.exotech.shipsystems.TylosShipsystem.apply(TylosShipsystem.kt:246)
at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: org.dark.shaders.distortion.DistortionAPI
at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 11 more
Whenever I use an Exo-tech ship from the Exo-Tech start. It immediately crashes when it uses it's ability. The Tylos ship always crashes and I know it's the one since when it finishes the animation it crashes. Have a good day or night and I hope you're able to fix this!
Right, appears that i made an issue of the game requiring graphicslib here, rather than it being optional. Download that and you wont have the issue anymore, and il probably just make it a hard requirement in the next version anyways. In case your not using Graphicslib due to your PCs performance, you can disable all graphical stuff graphicslib does in its config.
Edit: Took another look, forgot that its apparently already a hard requirement in the mods config. Are you sure you havent just removed that dependency? That would of course crash.
sorry which one do i dl? im on 0.96a
Hello hello, hum so it was already asked the answer was edited out (I think)but, what does the abyssal bloodstream skill do ? I'm not fast enough to read the skill description in the dropdown menu, the skill doesn't appear in the character skill menu and I couldn't find the description in the code.
Hello hello, hum so it was already asked the answer was edited out (I think)but, what does the abyssal bloodstream skill do ? I'm not fast enough to read the skill description in the dropdown menu, the skill doesn't appear in the character skill menu and I couldn't find the description in the code.
Not sure what you mean with fast enough as theres no timer or anything like it, but the skill gives the player a revive on ship death.
Hello hello, hum so it was already asked the answer was edited out (I think)but, what does the abyssal bloodstream skill do ? I'm not fast enough to read the skill description in the dropdown menu, the skill doesn't appear in the character skill menu and I couldn't find the description in the code.
Not sure what you mean with fast enough as theres no timer or anything like it, but the skill gives the player a revive on ship death.
You can also look at it in the officer selection screen from the fleet or refit screens.
It should be visible on the Refit screen then, as officer skills are shown in two vertical columns when highlighting their portrait.Hello hello, hum so it was already asked the answer was edited out (I think)but, what does the abyssal bloodstream skill do ? I'm not fast enough to read the skill description in the dropdown menu, the skill doesn't appear in the character skill menu and I couldn't find the description in the code.
Not sure what you mean with fast enough as theres no timer or anything like it, but the skill gives the player a revive on ship death.
You can also look at it in the officer selection screen from the fleet or refit screens.
I can't read it from here since I'm using the level up mod and I have too much skill, also thanks Lukas for the answer 8)
Added a small map feature for the abyss.So it's me again I didn't understand the green lines, I'm also not sure how to get them and I also reached the deepest sea of all my red lines branch (not sure how to call them) and I'm sure I got everything, isn't there some special ship to fight/get? Also, how do I insert an image ?
(https://imgur.com/ZMj4eW3.gif)
Red lines indicate a normal connection that gets you further down the chain, a green one indiciates a long connection between two different systems on the same distance to the root system.
Icon color and tooltip indicate difficulty, similar to remnant beacons, though the system the player is in will always be marked blue.
Of course each part of the map only becomes visible as you visit each system.
Added a small map feature for the abyss.So it's me again I didn't understand the green lines, I'm also not sure how to get them and I also reached the deepest sea of all my red lines branch (not sure how to call them) and I'm sure I got everything, isn't there some special ship to fight/get? Also, how do I insert an image ?
(https://imgur.com/ZMj4eW3.gif)
Red lines indicate a normal connection that gets you further down the chain, a green one indiciates a long connection between two different systems on the same distance to the root system.
Icon color and tooltip indicate difficulty, similar to remnant beacons, though the system the player is in will always be marked blue.
Of course each part of the map only becomes visible as you visit each system.
Ok thanks for the answer btw if/when there'll an update will I have to do a new game or will I have the access to the boss/new content "directly" (I mean directly after doing some more abyss) in my actual savfile, or is that to early to say?Added a small map feature for the abyss.So it's me again I didn't understand the green lines, I'm also not sure how to get them and I also reached the deepest sea of all my red lines branch (not sure how to call them) and I'm sure I got everything, isn't there some special ship to fight/get? Also, how do I insert an image ?
(https://imgur.com/ZMj4eW3.gif)
Red lines indicate a normal connection that gets you further down the chain, a green one indiciates a long connection between two different systems on the same distance to the root system.
Icon color and tooltip indicate difficulty, similar to remnant beacons, though the system the player is in will always be marked blue.
Of course each part of the map only becomes visible as you visit each system.
Your responding to like a post of the mod far before the feature was even done with lots of stuff that was changed since then.
Also boss is still WIP.
Heya, a few months ago I mentioned in the discord that the Abyssal Fracture icon and starmap icon might be swapped and you said it was like that because of issues, however I did some testing and I may have found a way to swap them without any problems (by swapping a few icons in planets.json and custom_entities.json). Would it be ok if I submitted a PR on Github and maybe you can check that out? (Edit: alternatively the changes are literally just two lines so I can just tell you here if you want which is probably better)
Heya, a few months ago I mentioned in the discord that the Abyssal Fracture icon and starmap icon might be swapped and you said it was like that because of issues, however I did some testing and I may have found a way to swap them without any problems (by swapping a few icons in planets.json and custom_entities.json). Would it be ok if I submitted a PR on Github and maybe you can check that out? (Edit: alternatively the changes are literally just two lines so I can just tell you here if you want which is probably better)
I know how to swap them, pretty sure ive had them this way for other reasons.
ClassCastException: class com.fs.starfarer.campaign.fleet.CampaignFleet cannot be cast to class com.fs.starfarer.api.campaign.PlanetAPI (com.fs.campaign.fleet.CampaignFleet and com.fs.starfarer.api.campaign.PlanetAPI are in unnamed module of loader 'app'never letting me to actually proceed past the 'Pick though the Salvage' option.
i too would like to know this
i want to troll the entire sector.
is it possible to change a setting to enable building more than one settlement or is this hard-coded into the mod? tried looking through the config files already but found nothing
Awesome mod, thanks for making it!
I'd love to learn if there are any console commands for adding skills from the mod. I'm too bad at Java to create them myself, at least without struggling during the process.
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.characters.OfficerDataAPI;
for (OfficerDataAPI officer : Global.getSector().getPlayerFleet().getFleetData().getOfficersCopy())
{
if (officer.getPerson().getNameString().contains("InsertPartOfOfficerNameNameHere")) {
officer.getPerson().getStats().setSkillLevel("skillIDHere", 1f);
}
}
I have a soft lock problem with the Rampant military core after beating the guard fleet and trying to Salvage the facility and trying to Pick through the Salvage. The error says:QuoteClassCastException: class com.fs.starfarer.campaign.fleet.CampaignFleet cannot be cast to class com.fs.starfarer.api.campaign.PlanetAPI (com.fs.campaign.fleet.CampaignFleet and com.fs.starfarer.api.campaign.PlanetAPI are in unnamed module of loader 'app'never letting me to actually proceed past the 'Pick though the Salvage' option.
Might be related, but I did try to loot the facility right after beating the defenders because my cargo was full and only came back to access it after emptying myself in the closest market.
Theres no command for it in console commands, but i made a runcode for it before. Make sure to save before using itThanks a lot! You are a magician of the highest order :)
Some skills are also made with the assumption of there only being one, so dont expect whatever you try to work.Code
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.characters.OfficerDataAPI;
for (OfficerDataAPI officer : Global.getSector().getPlayerFleet().getFleetData().getOfficersCopy())
{
if (officer.getPerson().getNameString().contains("InsertPartOfOfficerNameNameHere")) {
officer.getPerson().getStats().setSkillLevel("skillIDHere", 1f);
}
}
I have a soft lock problem with the Rampant military core after beating the guard fleet and trying to Salvage the facility and trying to Pick through the Salvage. The error says:Rampant Military Core just gives the planet condition and an automatic alpha core admin if you colonise. Whatever guardfleet and ruins you encountered is from a different mod and RMC is just there by chance.QuoteClassCastException: class com.fs.starfarer.campaign.fleet.CampaignFleet cannot be cast to class com.fs.starfarer.api.campaign.PlanetAPI (com.fs.campaign.fleet.CampaignFleet and com.fs.starfarer.api.campaign.PlanetAPI are in unnamed module of loader 'app'never letting me to actually proceed past the 'Pick though the Salvage' option.
Might be related, but I did try to loot the facility right after beating the defenders because my cargo was full and only came back to access it after emptying myself in the closest market.
Eh, nope CA got folded into Magiclib quite a while ago.
Because said mods need to have their own scripts re-compiled (re: edited to utilize the newer/revised scripts that are now part of MagicLib), before the dependency on OG!Combat Activators can be removed.Eh, nope CA got folded into Magiclib quite a while ago.
If that's the case why do mods still require it regardless of whether or not you already have MagicLib? Or am I completely clueless on this?
Because said mods need to have their own scripts re-compiled (re: edited to utilize the newer/revised scripts that are now part of MagicLib), before the dependency on OG!Combat Activators can be removed.Eh, nope CA got folded into Magiclib quite a while ago.
If that's the case why do mods still require it regardless of whether or not you already have MagicLib? Or am I completely clueless on this?
Eh, nope CA got folded into Magiclib quite a while ago.
If that's the case why do mods still require it regardless of whether or not you already have MagicLib? Or am I completely clueless on this?
Firstly, thanks for making the mod :)
Secondly, using the Volantian Reclamation Initiative mod, I started as VRI and once I'd played a bit, I settled a colony on Eminence (a planet in a VRI system) - it then offered me the option of putting a settlement down on the planet, but was asking me to pay my own faction the 350k still? Is this intended behaviour? Am I missing something about how this works?
Firstly, thanks for making the mod :)
Secondly, using the Volantian Reclamation Initiative mod, I started as VRI and once I'd played a bit, I settled a colony on Eminence (a planet in a VRI system) - it then offered me the option of putting a settlement down on the planet, but was asking me to pay my own faction the 350k still? Is this intended behaviour? Am I missing something about how this works?
Making a settlement always costs
Another thing: a petition to add another Nexerelin custom start, one where you are an Exo-Tech deserter. Similar to the Blade-Breaker deserter start if you remember, start with the faction blueprint package, some faction ships, and awful relations with all factions.There is an exo start. You start with a few exo ships and an exo partnership so you can easily find them and some tokens to trade with.
That drum-looking thing at the bow of the Leanira, what is that? Looks kinda like a weapon to me. In fact, adding a spinal weapon to the Leanira would be cool, make it less boring; I'm shoving a built-in HIL on that front cannon!
On a sidenote, I've had a possible bug with Leanira where it exclusively sends its fighters to protect the Apheidas platform, even if the current enemy target is overloaded.
Another thing: a petition to add another Nexerelin custom start, one where you are an Exo-Tech deserter. Similar to the Blade-Breaker deserter start if you remember, start with the faction blueprint package, some faction ships, and awful relations with all factions.
There is an exo start. You start with a few exo ships and an exo partnership so you can easily find them and some tokens to trade with.I know there is one for an exo-tech partner, I meant to say a different exo-tech start where you are a deserter of said faction and pariah to the Sector.
There is an exo start. You start with a few exo ships and an exo partnership so you can easily find them and some tokens to trade with.I know there is one for an exo-tech partner, I meant to say a different exo-tech start where you are a deserter of said faction and pariah to the Sector.
Blade Breakers are Blade Breakers. Exotech is Exotech. No need for everything to be the same.Dassault-Mikoyan is gone, probably for good, and that is a whole 'nother unimportant discussion. I'm not suggesting a similar scenario for the sake of copying, but because it is compatible with the faction description of Exo-Tech as they are said to be a manner of pirates (therefore disliked by most Sector polities). A deserter of Exo-Tech would be disliked by the Sector and an enemy of Exo-Tech.
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)
Is there a way to disable the conditions from Relics of the Past without disabling its unique stations? I really like the exploration content but the conditions seem spawn too often and without any real logic: ancient megacities in on a volcanic world, with extreme heat and extreme tectonic activity in the middle of nowhere seems a bit unlikely to happen. Comparatively, Unknown Skies, for example, has conditions that spawn more rarely and actually feel placed approproately.
Is there a way to increase the size of the minimap? I don't mean switch between square and rectangular, I mean just make it bigger, cover more of the screen, tried looking through the settings and some of the files but couldn't really find anything, I have a 1440p monitor and having that be bigger would be handy since I got a lot of extra space on my screen.
Any chance the backgrounds could be changed so that you can select more than one?
A few of them seem like they would be fun to stack together, like the companion and haunted from SotF.
Any chance the backgrounds could be changed so that you can select more than one?
A few of them seem like they would be fun to stack together, like the companion and haunted from SotF.
No, also backgrounds are a nex feature, not a RAT one.
RAT seems to cause non-Omega missiles to explode on fade out rather than just fade and disappear like in vanilla.Pretty sure that's GraphicsLib, not RAT.
Features
- Missile Self-Destrution
RAT seems to cause non-Omega missiles to explode on fade out rather than just fade and disappear like in vanilla.Pretty sure that's GraphicsLib, not RAT.
From the GraphicsLib main post:Features
- Missile Self-Destrution
RAT seems to cause non-Omega missiles to explode on fade out rather than just fade and disappear like in vanilla.Pretty sure that's GraphicsLib, not RAT.
From the GraphicsLib main post:Features
- Missile Self-Destrution
Ah I see. RAT has graphicslib as a dependency and that mod has missile self destruct turned on by default. That's inconvenient.
you can turn that off in the settings ini, basically all of graphicslib's improvements can be adjusted or disabled
644531 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: null cannot be cast to non-null type assortment_of_things.abyss.hullmods.abyssals.AbyssalsAdaptabilityHullmod.AbyssalCoreRenderer
java.lang.NullPointerException: null cannot be cast to non-null type assortment_of_things.abyss.hullmods.abyssals.AbyssalsAdaptabilityHullmod.AbyssalCoreRenderer
at assortment_of_things.abyss.hullmods.abyssals.AbyssalsAdaptabilityHullmod$Companion.getRenderer(AbyssalsAdaptabilityHullmod.kt:25) ~[?:?]
at assortment_of_things.abyss.shipsystem.AbyssalCloakShipsystem.apply(AbyssalCloakShipsystem.kt:37) ~[?:?]
at com.fs.starfarer.combat.systems.OOoO.advanceEvenIfPaused(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.updateFromCurrentVariant(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.V.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.showMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.Ó00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.setPlugin(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L$4.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(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'm gonna assume this is you trying to prevent cheese with the Console mod, but just ot be sure: When I try to give myself the rat_abyssal_crew_converter item, it gives me Seraph cores instead. Is this intentional?
I'm gonna assume this is you trying to prevent cheese with the Console mod, but just ot be sure: When I try to give myself the rat_abyssal_crew_converter item, it gives me Seraph cores instead. Is this intentional?
There is no "rat_abyssal_crew_converter" item, it gives you a core because thats the closest thing cc thinks your trying to get. Alterations are gotten from spawning in the rat_alteration_install item with the data of the hullmod.
Hi, I want to make my own mod and i really like the exotech system (i.e. teleporting stations, and non hostility, essentially being neutral to everyone) is it ok if i look in your code to see how it works and possibly apply it in my own mod? (if i ever upload it, ill credit you)
Is there a way to disable the conditions from Relics of the Past without disabling its unique stations? I really like the exploration content but the conditions seem spawn too often and without any real logic: ancient megacities in on a volcanic world, with extreme heat and extreme tectonic activity in the middle of nowhere seems a bit unlikely to happen. Comparatively, Unknown Skies, for example, has conditions that spawn more rarely and actually feel placed approproately.
not atm
Hi, I want to make my own mod and i really like the exotech system (i.e. teleporting stations, and non hostility, essentially being neutral to everyone) is it ok if i look in your code to see how it works and possibly apply it in my own mod? (if i ever upload it, ill credit you)
Wouldnt quite recommend it as the mod is written in Kotlin, which probably wont help much if your coding with Java. Though if you do wanna take aspects of it i dont mind.
The non-hostility just comes from there being no "real" markets that are added to the economy, so nex isnt making it do anything.
Hi, I want to make my own mod and i really like the exotech system (i.e. teleporting stations, and non hostility, essentially being neutral to everyone) is it ok if i look in your code to see how it works and possibly apply it in my own mod? (if i ever upload it, ill credit you)
Wouldnt quite recommend it as the mod is written in Kotlin, which probably wont help much if your coding with Java. Though if you do wanna take aspects of it i dont mind.
The non-hostility just comes from there being no "real" markets that are added to the economy, so nex isnt making it do anything.
I'm not familiar with Kotlin so I was curious as to what the advantages of using it over Java is. Especially since the intellij decompiler seems to do a decent job of converting kotlin into java code. Also since some mods seem to use a little bit of Kotlin on the side even if the main source is in Java.
hello it is I again with a new question, will you add new transmitter logs and is it possible to have all of them in a single playthrough ?
Lukas, I would like to increase both the level, and elite skill limit to the unique officer from Camaraderie background in Nex. Is it possible with json/csv edit?
I'm using the nifty exo-tech ships and whenever I get out of combat, the Leanira and Tylos-class ships I have always wind up at about 50% hull, even if they didn't take any damage. I'm guessing that's something to do with the fact that they're both in two parts (Leanira+deployable platform, Tylos+quantum entangled friend).
Is that a known issue or possibly just a weird interaction with another mod I'm running? I do run a lot of other mods and if that's the case I can live with it, but figured I'd ask in case something else is going on.
I like abyss, good work with mod.
I have some question about abyss:
1) Is there only 13 location in abyss or this zone generate randomly?
2) Can you add more mod crew in abyss? I only find one mod crew mod that let me use abyss ship with crew,
3) Can you make enemis more aggresive so they dont run away and try gather together and then attack.
21351732 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index 1 out of bounds for length 0
java.lang.IndexOutOfBoundsException: Index 1 out of bounds for length 0
at java.base/jdk.internal.util.Preconditions.outOfBounds(Preconditions.java:100) ~[?:?]
at java.base/jdk.internal.util.Preconditions.outOfBoundsCheckIndex(Preconditions.java:106) ~[?:?]
at java.base/jdk.internal.util.Preconditions.checkIndex(Preconditions.java:302) ~[?:?]
at java.base/java.util.Objects.checkIndex(Objects.java:365) ~[?:?]
at java.base/java.util.ArrayList.get(ArrayList.java:428) ~[?:?]
at assortment_of_things.exotech.hullmods.ApheidasHullmod.advanceInCombat(ApheidasHullmod.kt:45) ~[?:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatState.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) [?:?]
Bug report: CTD during battleCode21351732 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index 1 out of bounds for length 0
java.lang.IndexOutOfBoundsException: Index 1 out of bounds for length 0
at java.base/jdk.internal.util.Preconditions.outOfBounds(Preconditions.java:100) ~[?:?]
at java.base/jdk.internal.util.Preconditions.outOfBoundsCheckIndex(Preconditions.java:106) ~[?:?]
at java.base/jdk.internal.util.Preconditions.checkIndex(Preconditions.java:302) ~[?:?]
at java.base/java.util.Objects.checkIndex(Objects.java:365) ~[?:?]
at java.base/java.util.ArrayList.get(ArrayList.java:428) ~[?:?]
at assortment_of_things.exotech.hullmods.ApheidasHullmod.advanceInCombat(ApheidasHullmod.kt:45) ~[?:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatState.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) [?:?]
Version: 2.1.0 Beta 5
Context: my Apheidas has already been eliminated (destroyed) from combat, so I guess there is some code that gets triggered despite there being no such ships left.
Morning. Something with Beta6 seems to be borked, missing files it seems. Version 2.1.0 Beta 6
33376 [Thread-2] ERROR com.fs.starfarer.loading.SpecStore - Ship system [rat_charybdis_head_system] not found in ship_systems.csv
33790 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
at com.fs.starfarer.loading.SpecStore.new.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.loading.ResourceLoaderState.init(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) [?:?]
got quite a few mods running, but this is the only one affecting galaxy creation. i got it set to 200% galaxy size, but i notice i find a LOT of completely empty systems. there is a star, and absolutely nothing else. a couple few i couple write of as rng, but it seems a good 1/3 of the systems i explore have nothing at all.
I wasn't able to track down why, or find a solution, but the automated ships skill seems to prevent abyss cores from appearing in salvage. This was tested with a clean mod install and with only RAT, dependencies, and console commands enabled.
Did the requirement for hull alterations requiring an S-mod slot get removed? I vaguely remember in an older version they functioned like an S-mod and filled an S-mod slot on the ship, now they seem to be letting me install 3 S-mods and an alteration for no downside. I'm using version 2.0.9 part 1 so my apologies if this got fixed back to how it used to be in the current versionYes, that was changed in version 2.0
Did the requirement for hull alterations requiring an S-mod slot get removed? I vaguely remember in an older version they functioned like an S-mod and filled an S-mod slot on the ship, now they seem to be letting me install 3 S-mods and an alteration for no downside. I'm using version 2.0.9 part 1 so my apologies if this got fixed back to how it used to be in the current versionYes, that was changed in version 2.0
Did the requirement for hull alterations requiring an S-mod slot get removed? I vaguely remember in an older version they functioned like an S-mod and filled an S-mod slot on the ship, now they seem to be letting me install 3 S-mods and an alteration for no downside. I'm using version 2.0.9 part 1 so my apologies if this got fixed back to how it used to be in the current versionYes, that was changed in version 2.0
Thanks! I see it in the changelog for the mod now I must have missed it last time I updated, x3 s-mods and one of these seems extremely strong, but I guess it lets you experiment more freely with different builds because they get refunded on removal. I believe on the older versions the alteration got destroyed when you removed it.
FWIW for the weird exo-tech ship behavior, I can throw in that I use AI Tweaks and Advanced Gunnery Control but I don’t have any AI settings from AGC enabled on them and AI Tweaks has the fleet cohesion algo that only affects cruisers and capitals. Also the weird behavior seems to have started with recent versions (I see there is a hot fix version now, will see if that still happens).
Yeah not quite sure if my hotfix will really fix it, the issue appears to come from another fix i made for the tylos and leanira, theres a trend wherever i fix one of their issues another one appears, so thats fun. Might need to revert that fix and think of another if the hotfix doesnt patch it. Please tell me if you get it again, since i couldnt replicate it myself.I believe the common name for this phenomenon is "software development".
for a beginner is it possible to just use the UI Enhancements features only for first few runs?
Like how there's an option to force hints to be off, would it be possible to make it so that it remembers what portrait you used last?
So, I just stumbled upon a certain Biomod station and it's great, but i just don't really like penalty it gives.
I've tried removing it from the .kt file as that is where another file was pointing to, but it appears to remain unchanged.
I admit I have very little idea of what I'm actually doing (I'm essentially just poking around), but to me it seems that that .kt file is where all the changes it does are. Is my presumption wrong and is it possible to actually edit this mid-playthrough or does this bake itself into the save or something ?
So, I just stumbled upon a certain Biomod station and it's great, but i just don't really like penalty it gives.
I've tried removing it from the .kt file as that is where another file was pointing to, but it appears to remain unchanged.
I admit I have very little idea of what I'm actually doing (I'm essentially just poking around), but to me it seems that that .kt file is where all the changes it does are. Is my presumption wrong and is it possible to actually edit this mid-playthrough or does this bake itself into the save or something ?
Thats just the source code, it needs to be compiled.
<?xml version="1.0" encoding="UTF-8"?>
<module type="JAVA_MODULE" version="4">
<component name="NewModuleRootManager" inherit-compiler-output="true">
<exclude-output />
<content url="file://$MODULE_DIR$">
<sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
<orderEntry type="library" exported="" name="starfarer.api" level="project" />
<orderEntry type="library" name="KotlinJavaRuntime" level="project" />
<orderEntry type="library" name="MagicLib" level="project" />
<orderEntry type="library" name="Graphics" level="project" />
<orderEntry type="library" name="LunaLib" level="project" />
<orderEntry type="library" name="LazyLib" level="project" />
<orderEntry type="library" name="RandomAssortmentofThings" level="project" />
<orderEntry type="library" name="ExerelinCore" level="project" />
<orderEntry type="library" name="CombatChatter" level="project" />
<orderEntry type="library" name="me.xdrop.fuzzywuzzy" level="project" />
<orderEntry type="library" name="secretsofthefrontier" level="project" />
</component>
</module>
So, I just stumbled upon a certain Biomod station and it's great, but i just don't really like penalty it gives.
I've tried removing it from the .kt file as that is where another file was pointing to, but it appears to remain unchanged.
I admit I have very little idea of what I'm actually doing (I'm essentially just poking around), but to me it seems that that .kt file is where all the changes it does are. Is my presumption wrong and is it possible to actually edit this mid-playthrough or does this bake itself into the save or something ?
Thats just the source code, it needs to be compiled.
So, I decided to just roll with it and did some light RTFM, and I tried to compile the .jar, but complications arose - which I currently don't know what to do with.
My .iml looks currently like this:Spoilerupdating this, i will (hopefully) probably brute force my way thru this (i hope)Code<?xml version="1.0" encoding="UTF-8"?>
<module type="JAVA_MODULE" version="4">
<component name="NewModuleRootManager" inherit-compiler-output="true">
<exclude-output />
<content url="file://$MODULE_DIR$">
<sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
<orderEntry type="library" exported="" name="starfarer.api" level="project" />
<orderEntry type="library" name="KotlinJavaRuntime" level="project" />
<orderEntry type="library" name="MagicLib" level="project" />
<orderEntry type="library" name="Graphics" level="project" />
<orderEntry type="library" name="LunaLib" level="project" />
<orderEntry type="library" name="LazyLib" level="project" />
<orderEntry type="library" name="RandomAssortmentofThings" level="project" />
<orderEntry type="library" name="ExerelinCore" level="project" />
<orderEntry type="library" name="CombatChatter" level="project" />
<orderEntry type="library" name="me.xdrop.fuzzywuzzy" level="project" />
<orderEntry type="library" name="secretsofthefrontier" level="project" />
</component>
</module>[close]
And i got(currently) 5 dependency/import1 internal(?!) Kotlinrelated error (:Spoilersolved probably all ingame dependencies
-img deleted, prob not necessary-
(If [IMG] done goofed: https://i.imgur.com/NsnUjJb)
imports in order:import com.sun.org.apache.regexp.internal.RE(this one made me most confused) (just commented this, did not look like it was used + appeared to be completely deprecated and removed in newer java versions)import data.scripts.utils.SotfMisc(sotf)import data.hullmods.SotfSierrasConcord(sotf, atleast it looks like it (keyword:sierra))import me.xdrop.fuzzywuzzy.FuzzySearch(this i managed to solve (i think))[close]
Pls, are there any dependencies I'm missing or am I just doing this wrong ?(dis new) Is there a specific jdk version i have to use ?
So, I just stumbled upon a certain Biomod station and it's great, but i just don't really like penalty it gives.
I've tried removing it from the .kt file as that is where another file was pointing to, but it appears to remain unchanged.
I admit I have very little idea of what I'm actually doing (I'm essentially just poking around), but to me it seems that that .kt file is where all the changes it does are. Is my presumption wrong and is it possible to actually edit this mid-playthrough or does this bake itself into the save or something ?
Thats just the source code, it needs to be compiled.
So, I decided to just roll with it and did some light RTFM, and I tried to compile the .jar, but complications arose - which I currently don't know what to do with.
My .iml looks currently like this:Spoilerupdating this, i will (hopefully) probably brute force my way thru this (i hope)Code<?xml version="1.0" encoding="UTF-8"?>
<module type="JAVA_MODULE" version="4">
<component name="NewModuleRootManager" inherit-compiler-output="true">
<exclude-output />
<content url="file://$MODULE_DIR$">
<sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
<orderEntry type="library" exported="" name="starfarer.api" level="project" />
<orderEntry type="library" name="KotlinJavaRuntime" level="project" />
<orderEntry type="library" name="MagicLib" level="project" />
<orderEntry type="library" name="Graphics" level="project" />
<orderEntry type="library" name="LunaLib" level="project" />
<orderEntry type="library" name="LazyLib" level="project" />
<orderEntry type="library" name="RandomAssortmentofThings" level="project" />
<orderEntry type="library" name="ExerelinCore" level="project" />
<orderEntry type="library" name="CombatChatter" level="project" />
<orderEntry type="library" name="me.xdrop.fuzzywuzzy" level="project" />
<orderEntry type="library" name="secretsofthefrontier" level="project" />
</component>
</module>[close]
And i got(currently) 5 dependency/import1 internal(?!) Kotlinrelated error (:Spoilersolved probably all ingame dependencies
-img deleted, prob not necessary-
(If [IMG] done goofed: https://i.imgur.com/NsnUjJb)
imports in order:import com.sun.org.apache.regexp.internal.RE(this one made me most confused) (just commented this, did not look like it was used + appeared to be completely deprecated and removed in newer java versions)import data.scripts.utils.SotfMisc(sotf)import data.hullmods.SotfSierrasConcord(sotf, atleast it looks like it (keyword:sierra))import me.xdrop.fuzzywuzzy.FuzzySearch(this i managed to solve (i think))[close]
Pls, are there any dependencies I'm missing or am I just doing this wrong ?(dis new) Is there a specific jdk version i have to use ?
Dont really have the time to help compiling mods over a forum thread, the USC Discord could probs help you more in the modding channels.
Is there a way to spawn a specific artifact with the console? I had the transdimensional one but had to do a soft restart of the save due to forgetting to enable a mod, but can't seem to find a way to add it back in.
addspecial rat_artifact artifactIdHere
I was curious if you have plans to release more Exo-Tech weapons at some point that aren't primarily for phase ships?
Is the biomodification skill supposed to reduce armor by 10%? I thought by the skill effect it would grant 10% damage reduction not 10% more damage
Just passing by saying "Thank you" This mod is just great.
I love the Abyss and the rewards.SpoilerEspecially the "Boss-Ship" is cool and the unique Skill ("Revive") changes my playstyle midgame[close]
Going to do a "settlement" only run (a little bit back to the roots before colonies where a thing)
Would it be possible to increase the limit to more then one in a setting maybe? Placing one in every corner of the map to profit from the reduced fuel consumption :)
Is it possible in future to make the abyss a respawnable dungeon?
Like there's an abyss rift, it remains for a year for example, and then it respawns in a new place with new loots.
If you have defeated the boss it will respawn without it, just with some delicious abyss loot (especially leviathan cannons)
Or make some smaller random spawning abyss rifts in addition to the main one?
Idk if it's because i have 70 mods installed but when i get to the boss fight my game freezes during it. no crash page or anything. just "starsector not responding."Spoilerright after i get its health down it seems to go to a phase 2 of the battle and freezes[close]
Is there a way to change the button to switch ships instantly from RMB to something else?Clicking your defense button only to switch ships mid-battle can be disorientating, and very annoying.Spoiler"Neural Shard" background-related[close]
Hi there! First of all - great mod, a must have for me! ;D
Here to report an issue tho: when picking "Personal Army" on new game, after you save and load that save, the officer cap reverts back to vanilla values from 16 to 8, and the game wont let you use officers above these caps, so you end up with having 8 (or 10 with skill) nerfed officers.
I'm enjoying this mod, but I have noticed a couple of balance concerns with settlements.
Having just the one, obviously you want the effects to be reasonably strong, but they are -very- strong for really very little investment. This could be 'fixed' by lowering the number of structure slots at a settlement, but I think that would make it less fun. They're as strong as a full skill point at least, and much easier to access once you have a little money. Perhaps we could get config settings to pick between a range of strengths for them? (I'd go for about 50% myself I think) I know config options are a pain, sorry, but I felt I should ask.
Here's one combination that I think ought to be changed either way though - if you have a storage, storing things is free, and it also generates quantities of supplies and fuel for you. The issue is those are free to take, and it generates them reasonably quickly. Especially if you ALSO have a trading post, where you can sell things at effectively full price (-20% tariff), you can end up visiting your settlement, not needing all of the supplies, and selling off say 650 supplies for ~50,000 credits, effectively free since it'll generate more later, with a startup cost of only perhaps 200,000 credits on top of the settlement cost itself... and you're getting other benefits as well! This also applies to fuel and heavy machinery, of course.
I don't think the generated supplies and fuel ought to be free - most likely the free now, pay later approach like a waystation or outpost from nex or most of the other supply generators would work. Thing is, you've almost certainly thought about that and decided it wasn't a good approach. Do you feel like explaining why not? Another possible idea is to reduce the cap on generated supplies, or perhaps make it tied to other buildings - maybe the storage on its own only generates 100 free supplies, but it gets +100 for trading post, +200 for logistics base or industry or whatever makes the numbers work, and similar for fuel and machinery.
Another alternative solution might be to make a submarket -just- for the generated supplies and stuff, and have them a lot cheaper than usual but pay-now, maybe closer to 50% cost instead of nil. That would still make them cheaper even than a waystation's pay-later supplies, but without making the large quantity of them such a big deal?
In counterpoint, the actual passive income generating parts of the settlement are very weak - even settling on a fairly good rare ore vein (instead of ruins, which I now regret having got a bit of experience with the mod, but that's fine!) my settlement could if I focussed all the slots for it generate maybe at most 30k a month passively... I'm reasonably sure that I can get way more than that selling supplies, fuel and machines back to its own trading post every month, though I haven't measured it so I could be wrong. Still though, the refinery feels like a pretty wasted slot with a massive payoff time given it's 100k to build it and then won't actually pay itself back for over a year and doesn't really do anything else... No ideas to 'fix' this though (if it even needs fixing), because I get the sense the settlement shouldn't be as good at this as a well built colony, and I agree.
I think calling it a settlement is a little weird to me as well, since it's so focussed around supporting the player's fleet rather than being a place of its own like a colony already is. Might it be a better idea calling it an operations base or something? Would also make it fit flavourwise better with how you can place it onto a world owned by another faction, which is a feature I love!
I haven't found any hull alterations or ventured into the abyss yet, but I'm looking forward to that as well, and I'm enjoying the additional exploration content and the backgrounds!
In counterpoint, the actual passive income generating parts of the settlement are very weak - even settling on a fairly good rare ore vein (instead of ruins, which I now regret having got a bit of experience with the mod, but that's fine!) my settlement could if I focussed all the slots for it generate maybe at most 30k a month passively..Isn't Ultrarich Rare ore already 25k? Add refinery and trade post and you're well over 30k.
Volatiles on Baetis generate 20,000 base (highest I've found so far). What is base for ultrarich ores?25k. With Refinery and Trade Station i'm getting ~53k.
Got me thinking, does the Neural Shard interact with the Support Doctrine skill? Does it cancel the skill, or do they complement each other, or is it gonna catch fire?
I feel dumb but I bought the partnership deed but I can't figure out how to actually find the locations on the map
Ah I was looking at the top part of the intel instead of the bottomI feel dumb but I bought the partnership deed but I can't figure out how to actually find the locations on the map
Check intel, should have an exo-tech section
im noob and need a spoiler.
how to enparterner with exotech? i have their ark map and have traded in countless cores, yet they show no interest in further relationship.
Encountered a major problem.
While loading the game with 2.2.0 version of the mod the error box appear
"ship_systems.csv" is missing systems
Made clean reinstal with step by stem reenabling every mod installed and all works fine, untill I try to load RRS.
It worked fine with 2.0.9 version but breaks with 2.2.0
Help. Anyone.
:)
Encountered a major problem.
While loading the game with 2.2.0 version of the mod the error box appear
"ship_systems.csv" is missing systems
Made clean reinstal with step by stem reenabling every mod installed and all works fine, untill I try to load RRS.
It worked fine with 2.0.9 version but breaks with 2.2.0
Help. Anyone.
:)
Thats an error that happens if you install a mod by replacing the files. Always delete the old mods folder and then copy in the updated one.
It worked fine with 2.0.9 version but breaks with 2.2.0That is the issue; versions of RAT newer than 2.0.9, including 2.2.0, are not save compatible.
It worked fine with 2.0.9 version but breaks with 2.2.0That is the issue; versions of RAT newer than 2.0.9, including 2.2.0, are not save compatible.
In other words, you will have to start a new campaign or have RAT remain at version 2.0.9.
Released 2.3.0, decently large patch with lots of improvements and additions, notably a new ship for the seraph line up
Changelog: https://github.com/Lukas22041/Random-Assortment-of-Things/releases/tag/2.3.0
(https://imgur.com/OrlQwzv.png)
As of version 2.1.8, using the settlement shipyard to refit ships allows you to bypass Progressive S-Mod's restriction that you can't use story-points to build in S-mods.
Obviously as a cross-mod bug, not the most massive of issues, you can simply choose not to do that, but maybe worth noting.
Released 2.3.0, decently large patch with lots of improvements and additions, notably a new ship for the seraph line up
Changelog: https://github.com/Lukas22041/Random-Assortment-of-Things/releases/tag/2.3.0
Is 2.3.0 save compatible with 2.2.0?It is not; saves will load successfully, but attempting to enter the Abyssal Depths will result in a CTD.
Is 2.3.0 save compatible with 2.2.0?It is not; saves will load successfully, but attempting to enter the Abyssal Depths will result in a CTD.
Let me clarify further; it does not matter if you've already entered the Abyssal Depths or not.oh yay, i havent even gone into the depths in this save lolIs 2.3.0 save compatible with 2.2.0?It is not; saves will load successfully, but attempting to enter the Abyssal Depths will result in a CTD.
As always the changelog states if its save compatible or not
As always the changelog states if its save compatible or not
https://github.com/Lukas22041/Random-Assortment-of-Things/releases/tag/2.3.0
You forgot to add it, 2.3.0 doesnt, 2.2.0 does though.
Hi everyone, I love the starting options that the mod "Random Assortments of things" gives us, but unfortunately we only can choose one, do you know how I can choose more ?
toggling off pet content doesnt prevent all pet content. still see pet food in some markets, still get research options for pet things, and im pretty sure i've seen pet stuff drop in random loot when scavenging orbitals and such.
toggling off pet content doesnt prevent all pet content. still see pet food in some markets, still get research options for pet things, and im pretty sure i've seen pet stuff drop in random loot when scavenging orbitals and such.
Im a bit unsure how you managed to disable Pets in the "Industrial Evolution" Settings tab and then thought to report that to the thread of an entirely different mod lmao
Hey Lukas, thanks for this great mod. Been messing around with combining your Refit stations with various modded capital ships and oh boy... it gets busted really quick. In a good way. A Diable Maelstrom is an absolute TERROR with the blessings of your mod. I'm about to throw on Bultach and the latest Tahlan update and looking forward to seeing just how far I can push them.
Still need to get around to hitting the Abyssal Depths some time as I usually don't get that far in my runs before I add more mods in this update cycle. Anyway, thank you for putting in the hard work for a very enjoyable addition to my Starsector gameplay.
Whats this about refiting stations? since when was this a feature in RAT
Just wondering, is it intended that Abyss variants of the Aboleth(F) almost never use their fighter bays? I'm going through the Abyss right now and every Aboleth I see is either Strike or Overdriven, maybe one in ten fleets has ANY fighters in it whatsoever.
Are you on version 2.3.2 of the mod?
I experienced a crash/game freeze after defeating the mega [REDACTED] on the final fracture layer. Has anyone else experienced this or is this just coincidental for me?
So here's a weird crash:Spoiler292419 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.combat.entities.Ship.isHulk()" because "<local2>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.combat.entities.Ship.isHulk()" because "<local2>" is null
at com.fs.starfarer.combat.ai.FighterAI.getCarrierTarget(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.ai.FighterAI.pickManeuver(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatState.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) [?:?][close]
So the [REDACTED] Snek can hold a converted hangar in the tail section, and putting a fighter in there and sending it into battle causes this crash.
Not sure where exactly the bug is here, maybe we aren't supposed to be able to salvage the [REDACTED] Snek, maybe we aren't supposed to put converted hangar on it, being a phase ship,; maybe it's because it had a human pilot with the [SUPER ULTRA REDACTED] core?
Hey, got a crash when trying to enter the abyssal depth i'm not sure what to do... If you guys have any ideaSpoiler966344 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Parameter specified as non-null is null: method kotlin.collections.CollectionsKt__IterablesKt.collectionSizeOrDefault, parameter <this>
java.lang.NullPointerException: Parameter specified as non-null is null: method kotlin.collections.CollectionsKt__IterablesKt.collectionSizeOrDefault, parameter <this>
at kotlin.collections.CollectionsKt__IterablesKt.collectionSizeOrDefault(Iterables.kt)
at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.addHullmods(AbyssalDefendingFleetManager.kt:787)
at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.inflateShip(AbyssalDefendingFleetManager.kt:696)
at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.inflate(AbyssalDefendingFleetManager.kt:406)
at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.spawnFleet(AbyssalDefendingFleetManager.kt:216)
at com.fs.starfarer.api.impl.campaign.fleets.SourceBasedFleetManager.advance(SourceBasedFleetManager.java:121)
at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.advance(AbyssalDefendingFleetManager.kt:72)
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
how do you install a neuro core
As a hipster that didn't take Automated Ships, is there anything else I can do with the Neuro core?
Also, what would happen if I integrate Purple Orblady into her ship? Could I still transfer her out? Would test it myself but am away from my rig for a bit and it's gonna bother me until I test it.
While Settlements only taking money to build on already civilized worlds makes sense (you could be hiring locals), it's really weird when done on non-settled planets (who's running the settlement?). Do you think that Settlements could be made to require some Crew to create on unhinabited worlds? If separating the requirements based on the target world is not possible, just making them require some crew in any situation is also a solution.
I really like the potential of Settlements overall, it's the closest thing we're every really gotten to being able to set up a company as the player, really cool stuff. Elegant UI too.
Great mod! I dont suppose there is a way to increase the credit limit for the orbital assembly, being 12k off being able to construct a fancy new Doom kinda sucks.
One could try looking for Sentinel.As a hipster that didn't take Automated Ships, is there anything else I can do with the Neuro core?
Also, what would happen if I integrate Purple Orblady into her ship? Could I still transfer her out? Would test it myself but am away from my rig for a bit and it's gonna bother me until I test it.
Nothing.
Also do you mean sierra with the 2nd question? You cant integrate her in to ships.Not in RAT or SoTF.
There's a sierra ship in rat now. Probably a case of modded brain rot and not knowing what comes from what mod.One could try looking for Sentinel.As a hipster that didn't take Automated Ships, is there anything else I can do with the Neuro core?
Also, what would happen if I integrate Purple Orblady into her ship? Could I still transfer her out? Would test it myself but am away from my rig for a bit and it's gonna bother me until I test it.
Nothing.
Also do you mean sierra with the 2nd question? You cant integrate her in to ships.Not in RAT or SoTF.
Also, Sierra always counts as integrated. Though i'm not sure what that has to do with RAT in particular.
Also posted this in the sotf thread but I can offer the dustkeepers the neurocore and exo processor and both cores appear in the list twice, once with a normal tooltip and again with the tooltip that shows their unique ability.
OMG
this is so awesome
It is like another game!
I had so much fun and pleasure discovering the Abyss!
Lads,
SnazzyPantsMcGee: Spritework.
Haplogynae : Music & SFX.
Anulackk: Illustrations
thank you for this awesome work! See you on Patreon )
Is it possibile to remove the starting backgrounds (like Personal Army, Zero Day Exploit, etc) mid way through a play through? I got some other mods where the benefit of a skill is something like +1 officer elite skills and such but they're entirely negated by personal army, so I was wondering if theres a way to remove it such as changing a true to false in the config or something, thanks!
First of all - loved the Abyss Proper, as it suits my playstyle (tons of Tri-tach/phase ships with insulated engines) perfectly!That's vanilla stuff, not RAT.
Second -Spoileris there something special in the Hyperspace Abyss, the one in the far lower left corner? At least by the abilities tooltip I assumed it's from this mod lol
I've found Limbo, restored the gate-holding device and placed the gate in it. Got the Foxtrot and Charlie wormhole devices - does it imply there's an Alpha/Bravo somewhere out there? Right now I'm wandering around aimlessly, exploring all the gravity wells and gas giants I come across.
Should I wait for a random event to occur in one of them, or some corner of the abyss has a special world I need to find?[close]
That's vanilla stuff, not RAT.
... https://www.patreon.com/posts/second-in-skill-107414356Mmmm, interesting.
Good stuff, but it makes the player even stronger... o.OI dunno, completely losing the Technology, Leadership and Industry aptitudes seems a fairly big tradeoff already.
To counteract that it would be kinda nice if there was a big tradeoff for such specialization (or a lunalib toggle to enable the tradeoff), like: -1 officer since the slot is taken by the exec officer and -5 skill points -> I mean for that you can further strengthen your build or "build" or preferred fleet like a full automated ships. I &%$ing love HT and Remnant ships.
E:
>specialization
Also: I love all automated ships except for the von Neumann stuff. :D
E2: -1 officer since exec is one and -5 skill points per exec. ;) Yes, I am brutal.
I believe the intent is to have it mostly replace the skill system
I dunno, completely losing the Technology, Leadership and Industry aptitudes seems a fairly big tradeoff already.
but the tradeoff itself already exists in which categories you decide to use in the first place.Ahhh, ohhhh, I did not catch that, now it all makes sense. :D
I really like this mod, especially the Exo Tech stuff but there are so many grammar and spelling mistakes. I know that saying such negative stuff is strictly prohibited or whatever, but it's unfortunately true. Hope that's okay to say.
Just my personal experience with online forums. But maybe I could help improve spelling, grammar and overall variety in the writing? How would one go about it? I understand if you don't wish to involve a stranger.I really like this mod, especially the Exo Tech stuff but there are so many grammar and spelling mistakes. I know that saying such negative stuff is strictly prohibited or whatever, but it's unfortunately true. Hope that's okay to say.
Im not sure where in the world you are that saying such a minor point of feedback is considered prohibited
Might be some incompatability with AA ships for ThestiaShipsystem?
Not sure if it's something to do with AA or RAT.
45601 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.armaa_valkenXEffect.advance(armaa_valkenXEffect.java:151)
at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.if.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.super(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.spawnFleetMember(Unknown Source)
at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.spawnClone(ThestiaShipsystem.kt:213)
at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.apply(ThestiaShipsystem.kt:60)
at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Might be some incompatability with AA ships for ThestiaShipsystem?
Not sure if it's something to do with AA or RAT.
45601 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.armaa_valkenXEffect.advance(armaa_valkenXEffect.java:151)
at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.if.advance(Unknown Source)
at com.fs.starfarer.combat.systems.G.super(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.spawnFleetMember(Unknown Source)
at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.spawnClone(ThestiaShipsystem.kt:213)
at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.apply(ThestiaShipsystem.kt:60)
at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Was this fixed at some point? Not seeing anything in changelogs regarding this
https://www.patreon.com/posts/108240819:o 8)
-On a similar note, I'm planning on trying the "force in numbers" backgrounds which says that it renders Capitals and cruisers "almost unusable". What does that do exactly? Force low CR, force low CR risk of malfunctions at any moment? Does it work with all ships or is there some slight workaround, like having the drone skills and using a drone capital with a core.It's -66% ppt, -75% cr (multiplicative so 70% max cr becomes 18%), -20% cargo and fuel capacity, +50% maintenance, +50% fuel cost, -1 burn. I don't know if there are any in combat debuffs that aren't shown on the stat sheet. Radiant with support doctrine/core, crew training, and hull restoration still has only 33% cr.
It's -66% ppt, -75% cr (multiplicative so 70% max cr becomes 18%), -20% cargo and fuel capacity, +50% maintenance, +50% fuel cost, -1 burn. I don't know if there are any in combat debuffs that aren't shown on the stat sheet. Radiant with support doctrine/core, crew training, and hull restoration still has only 33% cr.Damn that's p harsh. Was hoping for some way to have at least 1 capital or Cruiser around as not using any feels like wasting a lot of ship potential, but I guess that's the point of it too.
IMO core world fleets should have hull alterations at some point after enough abyssal exploration.
Taskforces becoming AFK battles is kinda weird.
IMO core world fleets should have hull alterations at some point after enough abyssal exploration.
Taskforces becoming AFK battles is kinda weird.
Legio Daemons with Hull alterations? Thank you, no.
I feel like some modded ships would go from strong to bonkers with some hull alterations O_o
Seriously suggesting "just use ziggurat" as a solution to legio lol. If you're going to do that, you might as well turn the game off because ziggurat makes any battle auto win.IMO core world fleets should have hull alterations at some point after enough abyssal exploration.
Taskforces becoming AFK battles is kinda weird.
Legio Daemons with Hull alterations? Thank you, no.
I feel like some modded ships would go from strong to bonkers with some hull alterations O_o
Oh, for God's sake! Are you folks still afraid of Legio Daemons? How many times must I repeat myself? Grab a Phase Cruiser and/or a Phase Capital like the Phasegon from Caymon's Ship Pack and refit them with Tachyon-Phase lances or their equivalent in the modiverse factions and the poor toasters fall left and right like flies. As in one ALPHA STRIKE from 4 phase lances/Tachyons severely cripples a Legio Hel Retribution if caught in a flanking possition etc... Not to mention a fully OMEGA weapons loadout Ziggy. I affectionately call it "Ziggy the LegioSlayer"
Seriously suggesting "just use ziggurat" as a solution to legio lol. If you're going to do that, you might as well turn the game off because ziggurat makes any battle auto win.IMO core world fleets should have hull alterations at some point after enough abyssal exploration.
Taskforces becoming AFK battles is kinda weird.
Legio Daemons with Hull alterations? Thank you, no.
I feel like some modded ships would go from strong to bonkers with some hull alterations O_o
Oh, for God's sake! Are you folks still afraid of Legio Daemons? How many times must I repeat myself? Grab a Phase Cruiser and/or a Phase Capital like the Phasegon from Caymon's Ship Pack and refit them with Tachyon-Phase lances or their equivalent in the modiverse factions and the poor toasters fall left and right like flies. As in one ALPHA STRIKE from 4 phase lances/Tachyons severely cripples a Legio Hel Retribution if caught in a flanking possition etc... Not to mention a fully OMEGA weapons loadout Ziggy. I affectionately call it "Ziggy the LegioSlayer"
IMO core world fleets should have hull alterations at some point after enough abyssal exploration.
Taskforces becoming AFK battles is kinda weird.
Legio Daemons with Hull alterations? Thank you, no.
I feel like some modded ships would go from strong to bonkers with some hull alterations O_o
Oh, for God's sake! Are you folks still afraid of Legio Daemons? How many times must I repeat myself?
IMO core world fleets should have hull alterations at some point after enough abyssal exploration.
Taskforces becoming AFK battles is kinda weird.
Legio Daemons with Hull alterations? Thank you, no.
I feel like some modded ships would go from strong to bonkers with some hull alterations O_o
Oh, for God's sake! Are you folks still afraid of Legio Daemons? How many times must I repeat myself?
My man, I don't know who you are.
Nor do we really know how legio daemons might be if they get hull alterations. I'm not afraid of daemons, but I respect them. I think they are hard, but (mostly) fair. Thinking there might be unintended or absurdly strong combinations of daemons and alterations is a legitimate concern and not one I'm willing to entertain in my game
Lastly, saying "combining hull alterations and daemons sounds like it could be problematic" =/= "I don't know how to deal with daemons! Please tell me all the ways to do it."
I get you're eager to help, but it's completely unwarranted and a little patronizing in this context.
I seem to be getting a crash when trying to enter the abyss on 2.3.2, do you have somewhere I should report bugs?
396650 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NullPointerException: Parameter specified as non-null is null: method kotlin.collections.CollectionsKt__IterablesKt.collectionSizeOrDefault, parameter <this>
328603 java.lang.NullPointerException: Parameter specified as non-null is null: method kotlin.collections.CollectionsKt__IterablesKt.collectionSizeOrDefault, parameter <this>
328604 at kotlin.collections.CollectionsKt__IterablesKt.collectionSizeOrDefault(Iterables.kt)
328605 at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.addHullmods(AbyssalDefendingFleetManager.kt:787)
328606 at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.inflateShip(AbyssalDefendingFleetManager.kt:696)
328607 at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.inflate(AbyssalDefendingFleetManager.kt:406)
328608 at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.spawnFleet(AbyssalDefendingFleetManager.kt:216)
328609 at com.fs.starfarer.api.impl.campaign.fleets.SourceBasedFleetManager.advance(SourceBasedFleetManager.java:121)
328610 at assortment_of_things.abyss.scripts.AbyssalDefendingFleetManager.advance(AbyssalDefendingFleetManager.kt:72)
328611 at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
328612 at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
328613 at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
328614 at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
328615 at com.fs.state.AppDriver.begin(Unknown Source)
328616 at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
328617 at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
328618 at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
328619 at java.base/java.lang.Thread.run(Thread.java:1575)
Is the strack trace for the issue. I don't think I updated RAT mid save here, since this campaign is recent. I'll try with a new campaign briefly anyway.
Possible bug report for the Tylos Class Destroyer. (Have not had a chance to test other ships in detail yet.)
-Installing vents is less efficient than using the Flux Distributor.
Hey, got an error here, when using a Thestia class mid fight
I think its due to using the ship system (cloning fighters), but when the fighters themselves don't actually have an active system
Either that or its a Diable avionics problem
11977059 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemAPI.isActive()" because "this.system" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemAPI.isActive()" because "this.system" is null
at data.scripts.weapons.Diableavionics_strifeEffect.advance(Diableavionics_strifeEffect.java:95) ~[?:?]
at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.if.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.systems.G.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.systems.G.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatFleetManager.spawnFleetMember(Unknown Source) ~[port_obf.jar:?]
at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.spawnClone(ThestiaShipsystem.kt:213) ~[?:?]
at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.apply(ThestiaShipsystem.kt:60) ~[?:?]
at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatState.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) [?:?]
having an issue with the abyss, i just finished mapping the whole thing and it was much smaller than expected.The map doesn't show structures you haven't detected yet. It's possible you went through a node without even getting long range detection on some structures.
After checking the wiki, i haven't found even a quarter of the content that should be in there, but the map shows iv checked every possible route and found every structure.
any ideas?
java.lang.NullPointerException
at assortment_of_things.exotech.shipsystems.ai.SupernovaSystemAI.advance(SupernovaSystemAI.kt:147)
at com.fs.starfarer.loading.specs.M$1.super(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
These are my mods:
"pantera_ANewLevel25",
"Cryo_but_better",
"aod_vos",
"aotd_vok",
"armaa",
"zzarmaa_anime",
"CaptainsLog",
"CFT",
"chatter",
"timid_cum",
"GrandColonies",
"HMI",
"IndEvo",
"interestingportraitspack",
"Imperium",
"JYD",
"lw_lazylib",
"luddenhance",
"lunalib",
"MagicLib",
"Mayasuran Navy",
"nexerelin",
"JYDR",
"QualityCaptains",
"assortment_of_things",
"RetroLib",
"roider",
"scalartech",
"secretsofthefrontier",
"swp",
"speedUp",
"stardustventures",
"sun_starship_legends",
"alcoholism",
"tahlan",
"Terraforming & Station Construction",
"TTSC",
"underworld",
"US",
"vic",
"shaderLib"
Had this happen on the fight with the special fighter ship Exotech has a bounty for. Any particular reason why java gives a null crash on the first volley from what i assume is the fighter?
java.lang.RuntimeException: Found 1 serliazed classes not marked with DoNotObfuscate.
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.M.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.advance(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$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Hey great mod thanks for your hard work! I just wanted to point out I can't disable the new faction anymore via the lunalib setting.
Any way to get a second Comradery officer? It'd be sick to be escorted by two extra-powerful officers
Did you make sure to actually select and learn the skill at the start of the game? It's perfectly possible to confirm and exit the menu without having any skill selected.Any way to get a second Comradery officer? It'd be sick to be escorted by two extra-powerful officers
Tying into this, where in the save file is the comradery skill located? I'm like 40 hours into a save and I remember selecting the Auto-Engineer perk for my comradery officer upon creation. Now here I am, finally with the AI ship skill myself, I recover my first automated ship and realize the comradery skill somehow is no longer there -- I've got a level 6 officer with only 5 skills. When I open up her entry in the campaign.xml, I see all her other ship skills. And when I created a new save and picked the auto-engineer skill for them, I couldn't find it listed in their officer stats, so I figured it must be saved elsewhere, but Ctrl-F finds no mention of "Auto-engineer" in the campaign.xml file. Any help pointing me to where / what I need to do to correct?Spoilerspr="graphics/portraits/portrait_hegemony10.png" rnk="spaceCommander" pst="fleetCommander" wTCRC="0" cW="1.0" fid="player" a="true" im="MEDIUM">
<n z="952" f="Yoon-son" l="Chi" g="FEMALE"></n>
<m z="953">
<d z="954">
<e>
<st>$officerMaxLevel</st>
<fp>8.0</fp>
</e>
<e>
<st>$officerSkillPicksPerLevel</st>
<ip>6</ip>
</e>
<e>
<st>$officerMaxEliteSkills</st>
<ip>3</ip>
</e>
<e>
<st>$mentored</st>
<bp>true</bp>
</e>
</d>
</m>
<stats z="955" x2="0" xp="1042333" bx="4436093" db="0" l="7" pt="0" sp="0">
<s>{"missile_specialization":1,"ballistic_mastery":1,"target_analysis":1,"gunnery_implants":1,"systems_expertise":1,"combat_endurance":1}</s>
</stats>[close]
hi.Trying out the questSpoilerfor exotech and get a crash every time i try to call the ship at the end of the quest[close]Spoiler5528096 [Thread-6] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
5528260 [Thread-8] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
5528261 [Thread-8] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
5529147 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/campaign/ui/NexLunaElement
java.lang.NoClassDefFoundError: exerelin/campaign/ui/NexLunaElement
at java.base/java.lang.ClassLoader.defineClass1(Native Method) ~[?:?]
at java.base/java.lang.ClassLoader.defineClass(ClassLoader.java:1023) ~[?:?]
at java.base/java.security.SecureClassLoader.defineClass(SecureClassLoader.java:150) ~[?:?]
at java.base/java.net.URLClassLoader.defineClass(URLClassLoader.java:524) ~[?:?]
at java.base/java.net.URLClassLoader$1.run(URLClassLoader.java:427) ~[?:?]
at java.base/java.net.URLClassLoader$1.run(URLClassLoader.java:421) ~[?:?]
at java.base/java.security.AccessController.doPrivileged(AccessController.java:714) ~[?:?]
at java.base/java.net.URLClassLoader.findClass(URLClassLoader.java:420) ~[?:?]
at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:592) ~[?:?]
at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) ~[?:?]
at assortment_of_things.exotech.interactions.exoship.PlayerExoshipInteraction.recr eateManagementOptions(PlayerExoshipInteraction.kt:146) ~[?:?]
at assortment_of_things.exotech.interactions.exoship.PlayerExoshipInteraction.init(PlayerExoshipInteraction.kt:39) ~[?:?]
at assortment_of_things.misc.RATInteractionPlugin.init(RATInteractionDialog.kt:74) ~[?:?]
at com.fs.starfarer.ui.newui.o0Oo.void.void(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.<init>(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source) ~[port_obf.jar:?]
at assortment_of_things.exotech.abilities.ManageExoshipAbility.activateImpl(ManageExoshipAbility.kt:26) ~[?:?]
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:226) ~[starfarer.api.jar:?]
at com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.pressButton(BaseDurationAbility.java:189) ~[starfarer.api.jar:?]
at com.fs.starfarer.ui.newui.G.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(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) [?:?]
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.ui.NexLunaElement
at java.base/java.net.URLClassLoader.findClass(URLClassLoader.java:445) ~[?:?]
at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:592) ~[?:?]
at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) ~[?:?]
... 31 more[close]
Nice update! - really liking the new second in command talents, however, the new hullmod conditional `isInAbyss` for `AbyssalSeraphsGrace` might be introducing a bug that prevents saves from being loaded
Stacktrace:SpoilerCaused by: java.lang.NullPointerException: getSector().playerFleet must not be null
at second_in_command.SCUtils.getPlayerData(SCUtils.kt:53) ~[?:?]
at assortment_of_things.abyss.hullmods.abyssals.AbyssalSeraphsGrace.isInAbyss(AbyssalSeraphsGrace.kt:31) ~[?:?]
at assortment_of_things.abyss.hullmods.abyssals.AbyssalSeraphsGrace.applyEffectsBe foreShipCreation(AbyssalSeraphsGrace.kt:49) ~[?:?]
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetMember.readResolve(Unknown Source) ~[port_obf.jar:?]
at java.base/jdk.internal.reflect.DirectMethodHandleAccessor.invoke(DirectMethodHandleAccessor.java:103) ~[?:?]
at java.base/java.lang.reflect.Method.invoke(Method.java:580) ~[?:?]
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78) ~[xstream-1.4.17.jar:1.4.17]
... 182 more[close]
The bug can be reproduced by adding the Sariel ship to your fleet, saving and leaving the game, then attempting to load the game, which'll fail and give the above trace.
Maybe `Global.getSector().playerFleet` hasn't been initialized at that point in the load? - Maybe slapping a null check on it would fix it?
AbyssalSeraphsGrace.kt:Spoilerfun isInAbyss() : Boolean {
var isInAbyss = false
if (Global.getSector() != null && Global.getSector().playerFleet != null) {
if (Global.getSector().playerFleet.containingLocation != null)
{
if (Global.getSector().playerFleet.containingLocation.hasTag(AbyssUtils.SYSTEM_TAG)) {
isInAbyss = true
}
}
}
if (Global.getSettings().modManager.isModEnabled("second_in_command")) {
if (SCUtils.getPlayerData().isSkillActive("rat_abyssal_angelic_presence")) { // This line!
isInAbyss = true
}
}
return isInAbyss
}[close]
Heya! just wanna say I love your mods, however I may have found an issue pertaining to RAT and second in command. It appears that despite having an automation SIC officer (the one that by default has automated ship recovery) im still unable to recover the automated ships. If there's a solution to this please let me know. Otherwise thank you for the excellent mods!
Sorry I don't have much to go on here but... I lost the Neuro core somehow. I got it early on and it sat in my inventory. Later I got the automated ship skill and put it in a ship in the fleet screen to see what it did etc. From here I am not 100% sure, but I think I put the ship back into storage at a settlement. Hours later when I decided to actually use some automated ships I couldn't find the core.
I think when I stored the ship it was in, the core just vanished, but as I said I don't really remember if I removed it first etc.
I can't find it any where else. I have searched my save file, there is no instances of 'rat_ai_core_special' and 14 for 'rat_neuro_core'. None of them seem to be a core for a ship, but I don't know the save files that well.
No idea if this is a bug, normal behaviour, or something else, but figured I'd report it anyway.
oh what? weird, im on 2.3.2 would i be able to update it without breaking saves?
Is Neural Shard's blocking of officers in your fleet via Officer Management or similar skills intentional?
Especially in the refit screen for each ship?
Not quite sure what you are refering to, Neural Shard should only apply officers within combat, not refit.
That's definitely a bug I've noted then. Neural Shard prevents you from ever using officers if you upgrade the Officer Management skill, and you're limited to 4 officers from the get-go.This is the bug I'm talking about. Not sure if anything can be directlyaffecting RAOT, but it's good that I managed to catch this. The way I averted it before it just straight-up stopped allowing for officer re-assignment was via non-market reassignment itself, but now even THAT doesn't work.
Unless there's a mod that changes Neural Shard's way of working (or how skills are affected by others), this is definitely something I've caught. I'll see if I can replicate it again and screenshot it for future reference.
That's definitely a bug I've noted then. Neural Shard prevents you from ever using officers if you upgrade the Officer Management skill, and you're limited to 4 officers from the get-go.This is the bug I'm talking about. Not sure if anything can be directlyaffecting RAOT, but it's good that I managed to catch this. The way I averted it before it just straight-up stopped allowing for officer re-assignment was via non-market reassignment itself, but now even THAT doesn't work.
Unless there's a mod that changes Neural Shard's way of working (or how skills are affected by others), this is definitely something I've caught. I'll see if I can replicate it again and screenshot it for future reference.Spoiler(https://i.imgur.com/fy2vmYU.png)[close]
Bug Report:
It seems that having any of RAT's AI cores in your inventory causes severe lag (at least on my end) whenever entering an interaction screen (going into a market, talking to a contact, going into a bar, surverying a planet, etc). The lag clears up whenever you go to the trading screen, but upon re-entry, the game stutters again.
This lag is tremendously amplified by playing with speed up.
The more types of different A.I. cores there are in inventory (Chronos, Cosmos, Seraph, Exo-processor and Neural), the more the lag stacks up. (Having multiple copies of the same AI core doesn't seem to be an issue, it only gets worse for each unique type of core you have in inventory)
It doesn't cause any lag if the items are installed inside ships, or put in storage.
It seems that the issue only derive from these AI Cores, I tested it with other special items through commands. Perhaps due to the fact that these A.I. cores have an illustrated description?
I was playing RAT, fightingand once it had no more Hull Points left, my Starsector client hung up and i could not do anything. Just lucky i eventually get the window that asks me to continue waiting or shut down the program. Since i could not see ANYTHING besides the Starsector Window on my screen.SpoilerGenesis[close]
Fatal: lunalib/lunaUtil/campaign/LunaCampaignRenderingPlugin
Cause: lunalib/lunaUtil/campaign/LunaCampaignRenderingPlugin
Check starsector.log for more info.
116884 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Starsector097\starsector-core\..\mods\Random-Assortment-of-Things]
116885 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Starsector097\starsector-core\..\mods\Secrets of the Frontier 0.14.2c]
116885 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Starsector097\starsector-core\..\mods\Nexerelin]
116888 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/icons/backgrounds/rat_comradery.png (using cast)
116889 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/icons/backgrounds/rat_high_value.png (using cast)
116890 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/icons/backgrounds/rat_force.png (using cast)
116891 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/icons/backgrounds/rat_army.png (using cast)
116892 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/icons/backgrounds/rat_neural_shard.png (using cast)
116892 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/icons/backgrounds/rat_zero_day.png (using cast)
116895 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 45.0 for setting directoryDialogKey
116895 [Thread-3] ERROR exerelin.utilities.LunaConfigHelper - Setting nex_directoryDialogKey has invalid type key
116895 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ceasefireNotificationPopup]
116895 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.0 for setting diplomacyEventFilterLevel
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.0 for setting agentEventFilterLevel
116896 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_invasionsOnlyAfterPlayerColony]
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 90.0 for setting invasionGracePeriod
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 30000.0 for setting pointsRequiredForInvasionFleet
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 30.0 for setting baseInvasionPointsPerFaction
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting invasionPointsPerPlayerLevel
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.5 for setting invasionPointEconomyMult
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting invasionFleetSizeMult
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 400.0 for setting fleetRequestCostPerFP
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.4000000059604645 for setting creditLossOnColonyLossMult
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting groundBattleDamageMult
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting groundBattleGarrisonSizeMult
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.25 for setting groundBattleGarrisonXP
116897 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting groundBattleInvasionTroopSizeMult
116897 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.5 for setting groundBattleInvasionTroopXP
116897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_followersDiplomacy]
116898 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Games\Starsector097\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
116900 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 20.0 for setting diplomacyInterval
116900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
116900 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 120.0 for setting allianceGracePeriod
116900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
116900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_npcAllianceOffers]
116900 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.800000011920929 for setting playerInsuranceMult
116900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 2000.0 for setting agentBaseSalary
116901 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1000.0 for setting agentSalaryPerLevel
116901 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 2.0 for setting maxAgents
116901 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.03999999910593033 for setting prisonerRepatriateRepValue
116901 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 10000.0 for setting prisonerBaseRansomValue
116901 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 2000.0 for setting prisonerRansomValueIncrementPerLevel
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.019999999552965164 for setting crewLootMult
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.23999999463558197 for setting permaHateFromPlayerSatBomb
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 2.0 for setting enableRevengeFleets
116902 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.800000011920929 for setting vengeanceFleetSizeMult
116902 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableColonyExpeditions]
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 270.0 for setting colonyExpeditionInterval
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting specialForcesPointMult
116902 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting specialForcesSizeMult
116902 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.75 for setting hardModeColonyGrowthMult
116902 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.8999999761581421 for setting hardModeColonyIncomeMult
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting rebellionMult
116905 [Thread-3] DEBUG lunalib.backend.ui.settings.LunaSettingsLoader - LunaSettings: Reloaded Mod Settings for nexerelin
116906 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [GRAPHICS_OPTIONS.ini]
116927 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_silverlight_normal.png (using cast)
116943 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_silverlight_material.png (using cast)
116959 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_silverlight_surface.png (using cast)
116960 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_alicorn_placeholder_turret_normal.png (using cast)
116963 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_alicorn_placeholder_hardpoint_normal.png (using cast)
116964 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_alicorn_placeholder_turret_material.png (using cast)
116965 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_alicorn_placeholder_hardpoint_material.png (using cast)
116966 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_alicorn_placeholder_turret_surface.png (using cast)
116967 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_alicorn_placeholder_hardpoint_surface.png (using cast)
116997 [Thread-9] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
116997 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
118495 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/exo/rat_tylos_double.png (using cast)
132957 [Thread-VC-2] WARN lunalib.backend.ui.versionchecker.VersionChecker - Failed to load master version file from URL "https://github.com/InventRaccoon/secrets-of-the-frontier/blob/main/secretsofthefrontier.version?raw=true"
132957 [Thread-VC-Main] INFO lunalib.backend.ui.versionchecker.VersionChecker - Checked game and 16 mods in 21.104 seconds
137875 [Thread-VC-6] WARN exerelin.utilities.versionchecker.VersionChecker - Failed to load master version file from URL "https://github.com/InventRaccoon/secrets-of-the-frontier/blob/main/secretsofthefrontier.version?raw=true"
java.net.ConnectException: Connection timed out: connect
at java.net.DualStackPlainSocketImpl.connect0(Native Method)
at java.net.DualStackPlainSocketImpl.socketConnect(Unknown Source)
at java.net.AbstractPlainSocketImpl.doConnect(Unknown Source)
at java.net.AbstractPlainSocketImpl.connectToAddress(Unknown Source)
at java.net.AbstractPlainSocketImpl.connect(Unknown Source)
at java.net.PlainSocketImpl.connect(Unknown Source)
at java.net.SocksSocketImpl.connect(Unknown Source)
at java.net.Socket.connect(Unknown Source)
at sun.security.ssl.SSLSocketImpl.connect(Unknown Source)
at sun.security.ssl.BaseSSLSocketImpl.connect(Unknown Source)
at sun.net.NetworkClient.doConnect(Unknown Source)
at sun.net.www.http.HttpClient.openServer(Unknown Source)
at sun.net.www.http.HttpClient.openServer(Unknown Source)
at sun.net.www.protocol.https.HttpsClient.<init>(Unknown Source)
at sun.net.www.protocol.https.HttpsClient.New(Unknown Source)
at sun.net.www.protocol.https.AbstractDelegateHttpsURLConnection.getNewHttpClient(Unknown Source)
at sun.net.www.protocol.http.HttpURLConnection.plainConnect(Unknown Source)
at sun.net.www.protocol.https.AbstractDelegateHttpsURLConnection.connect(Unknown Source)
at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source)
at sun.net.www.protocol.https.HttpsURLConnectionImpl.getInputStream(Unknown Source)
at java.net.URL.openStream(Unknown Source)
at exerelin.utilities.versionchecker.VersionChecker.getRemoteVersionFile(VersionChecker.java:79)
at exerelin.utilities.versionchecker.VersionChecker.checkForUpdate(VersionChecker.java:122)
at exerelin.utilities.versionchecker.VersionChecker.access$500(VersionChecker.java:20)
at exerelin.utilities.versionchecker.VersionChecker$MainTask$SubTask.call(VersionChecker.java:375)
at exerelin.utilities.versionchecker.VersionChecker$MainTask$SubTask.call(VersionChecker.java:363)
at java.util.concurrent.FutureTask.run(Unknown Source)
at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Idk why it crashes when i start new game or encounter enemy when get disrupted by an impulse, or moving close to a pirate.
SayingCode{"enabledMods": [Fatal: lunalib/lunaUtil/campaign/LunaCampaignRenderingPlugin
Cause: lunalib/lunaUtil/campaign/LunaCampaignRenderingPlugin
Check starsector.log for more info.
"pantera_ANewLevel25",
"chatter",
"lw_console",
"EmergentThreats_Vice",
"IndEvo",
"lw_lazylib",
"leadingPip",
"lunalib",
"MagicLib",
"assortment_of_things",
"secretsofthefrontier",
"speedUp",
"Terraforming & Station Construction",
"shaderLib",
"nexerelin",
"sun_starship_legends"
]}
The "nexerelin" and "starship legends" i've installed are the simplified chinese version, not sure if it's associated with the language or stuffs.Code116884 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Starsector097\starsector-core\..\mods\Random-Assortment-of-Things]
116885 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Starsector097\starsector-core\..\mods\Secrets of the Frontier 0.14.2c]
116885 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Starsector097\starsector-core\..\mods\Nexerelin]
116888 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/icons/backgrounds/rat_comradery.png (using cast)
116889 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/icons/backgrounds/rat_high_value.png (using cast)
116890 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/icons/backgrounds/rat_force.png (using cast)
116891 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/icons/backgrounds/rat_army.png (using cast)
116892 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/icons/backgrounds/rat_neural_shard.png (using cast)
116892 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/icons/backgrounds/rat_zero_day.png (using cast)
116895 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 45.0 for setting directoryDialogKey
116895 [Thread-3] ERROR exerelin.utilities.LunaConfigHelper - Setting nex_directoryDialogKey has invalid type key
116895 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ceasefireNotificationPopup]
116895 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.0 for setting diplomacyEventFilterLevel
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.0 for setting agentEventFilterLevel
116896 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_invasionsOnlyAfterPlayerColony]
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 90.0 for setting invasionGracePeriod
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 30000.0 for setting pointsRequiredForInvasionFleet
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 30.0 for setting baseInvasionPointsPerFaction
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting invasionPointsPerPlayerLevel
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.5 for setting invasionPointEconomyMult
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting invasionFleetSizeMult
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 400.0 for setting fleetRequestCostPerFP
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.4000000059604645 for setting creditLossOnColonyLossMult
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting groundBattleDamageMult
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting groundBattleGarrisonSizeMult
116896 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.25 for setting groundBattleGarrisonXP
116897 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting groundBattleInvasionTroopSizeMult
116897 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.5 for setting groundBattleInvasionTroopXP
116897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_followersDiplomacy]
116898 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Games\Starsector097\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
116900 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 20.0 for setting diplomacyInterval
116900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
116900 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 120.0 for setting allianceGracePeriod
116900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
116900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_npcAllianceOffers]
116900 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.800000011920929 for setting playerInsuranceMult
116900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 2000.0 for setting agentBaseSalary
116901 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1000.0 for setting agentSalaryPerLevel
116901 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 2.0 for setting maxAgents
116901 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.03999999910593033 for setting prisonerRepatriateRepValue
116901 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 10000.0 for setting prisonerBaseRansomValue
116901 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 2000.0 for setting prisonerRansomValueIncrementPerLevel
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.019999999552965164 for setting crewLootMult
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.23999999463558197 for setting permaHateFromPlayerSatBomb
116901 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 2.0 for setting enableRevengeFleets
116902 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.800000011920929 for setting vengeanceFleetSizeMult
116902 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableColonyExpeditions]
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 270.0 for setting colonyExpeditionInterval
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting specialForcesPointMult
116902 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting specialForcesSizeMult
116902 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.75 for setting hardModeColonyGrowthMult
116902 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 0.8999999761581421 for setting hardModeColonyIncomeMult
116902 [Thread-3] INFO exerelin.utilities.LunaConfigHelper - Trying default 1.0 for setting rebellionMult
116905 [Thread-3] DEBUG lunalib.backend.ui.settings.LunaSettingsLoader - LunaSettings: Reloaded Mod Settings for nexerelin
116906 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [GRAPHICS_OPTIONS.ini]
116927 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_silverlight_normal.png (using cast)
116943 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_silverlight_material.png (using cast)
116959 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_silverlight_surface.png (using cast)
116960 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_alicorn_placeholder_turret_normal.png (using cast)
116963 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_alicorn_placeholder_hardpoint_normal.png (using cast)
116964 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_alicorn_placeholder_turret_material.png (using cast)
116965 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_alicorn_placeholder_hardpoint_material.png (using cast)
116966 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_alicorn_placeholder_turret_surface.png (using cast)
116967 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/exerelin/shaders/nex_alicorn_placeholder_hardpoint_surface.png (using cast)
116997 [Thread-9] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
116997 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
118495 [Thread-3] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/exo/rat_tylos_double.png (using cast)
132957 [Thread-VC-2] WARN lunalib.backend.ui.versionchecker.VersionChecker - Failed to load master version file from URL "https://github.com/InventRaccoon/secrets-of-the-frontier/blob/main/secretsofthefrontier.version?raw=true"
132957 [Thread-VC-Main] INFO lunalib.backend.ui.versionchecker.VersionChecker - Checked game and 16 mods in 21.104 seconds
137875 [Thread-VC-6] WARN exerelin.utilities.versionchecker.VersionChecker - Failed to load master version file from URL "https://github.com/InventRaccoon/secrets-of-the-frontier/blob/main/secretsofthefrontier.version?raw=true"
java.net.ConnectException: Connection timed out: connect
at java.net.DualStackPlainSocketImpl.connect0(Native Method)
at java.net.DualStackPlainSocketImpl.socketConnect(Unknown Source)
at java.net.AbstractPlainSocketImpl.doConnect(Unknown Source)
at java.net.AbstractPlainSocketImpl.connectToAddress(Unknown Source)
at java.net.AbstractPlainSocketImpl.connect(Unknown Source)
at java.net.PlainSocketImpl.connect(Unknown Source)
at java.net.SocksSocketImpl.connect(Unknown Source)
at java.net.Socket.connect(Unknown Source)
at sun.security.ssl.SSLSocketImpl.connect(Unknown Source)
at sun.security.ssl.BaseSSLSocketImpl.connect(Unknown Source)
at sun.net.NetworkClient.doConnect(Unknown Source)
at sun.net.www.http.HttpClient.openServer(Unknown Source)
at sun.net.www.http.HttpClient.openServer(Unknown Source)
at sun.net.www.protocol.https.HttpsClient.<init>(Unknown Source)
at sun.net.www.protocol.https.HttpsClient.New(Unknown Source)
at sun.net.www.protocol.https.AbstractDelegateHttpsURLConnection.getNewHttpClient(Unknown Source)
at sun.net.www.protocol.http.HttpURLConnection.plainConnect(Unknown Source)
at sun.net.www.protocol.https.AbstractDelegateHttpsURLConnection.connect(Unknown Source)
at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source)
at sun.net.www.protocol.https.HttpsURLConnectionImpl.getInputStream(Unknown Source)
at java.net.URL.openStream(Unknown Source)
at exerelin.utilities.versionchecker.VersionChecker.getRemoteVersionFile(VersionChecker.java:79)
at exerelin.utilities.versionchecker.VersionChecker.checkForUpdate(VersionChecker.java:122)
at exerelin.utilities.versionchecker.VersionChecker.access$500(VersionChecker.java:20)
at exerelin.utilities.versionchecker.VersionChecker$MainTask$SubTask.call(VersionChecker.java:375)
at exerelin.utilities.versionchecker.VersionChecker$MainTask$SubTask.call(VersionChecker.java:363)
at java.util.concurrent.FutureTask.run(Unknown Source)
at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
OK it's solved by switching nexerelin to a english version, and update lunalib from 1.8.4 to 1.8.5 (not sure which actually did the job)
IMO core world fleets should have hull alterations at some point after enough abyssal exploration.
Taskforces becoming AFK battles is kinda weird.
Legio Daemons with Hull alterations? Thank you, no.
I feel like some modded ships would go from strong to bonkers with some hull alterations O_o
Hi, i've updated the mod today and now my game crashes every time i staart a new game with the following log:
321541 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Found 1 serliazed classes not marked with DoNotObfuscate.
java.lang.RuntimeException: Found 1 serliazed classes not marked with DoNotObfuscate.
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
321609 [Thread-9] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
321610 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
Im shure its this mod as when i disable it the game works.
And it worked before so its something from the recent updates.
My old version was: 2.0.9-Part1
Edit: I've just tried the old version and it works.
So definetely something amiss in the updates somewhere
Hello.
It seems that the bug that causes severe lag with the special A.I. Cores on any dialogue screen isn't fixed. It's still there. Again, I would like to mention this is much more noticeable when fast mode is toggled on.
Hello.
It seems that the bug that causes severe lag with the special A.I. Cores on any dialogue screen isn't fixed. It's still there. Again, I would like to mention this is much more noticeable when fast mode is toggled on.
Just released another patch with a bunch of potential performance improvements, could you try it? I couldnt really replicate the lag on my side, but i tried reducing any potential source of it atleast.
First of all. Thanks a lot for creating this mod!You do realise that you still need blueprints to be able to do that? If they never drop anywhere, you can't reverse engineer either.
I really loved to see the "Hullmod and Ship BP" frequency slider in the mod settings, but PLEASE let us move those sliders to 0.0, I always wanted to play this game as a salvager that needed to collect ships to reverse engineer blueprints instead of just looting blueprints. In the current state of modded starsector you need to manually edit blueprint files on every faction mod you are using to get that effect. Random assortment of Things seems to be the first meta mod getting close, bit it is sad that the value cannot be below 1.0
Keep up the good work and cheers.
Like written, I do not want to prevent them from dropping entirely. RAT has a slider for "drop from salvage". And that slider I wanted to lower to 0. So that I only can obtain BPs from research stations and by reverse engineering.Research stations is still salvage. And reverse engineering requires a blueprint of the same ship size to do.
Research stations is still salvage. And reverse engineering requires a blueprint of the same ship size to do.
And random salvage does not contain BPs to begin with.Research stations is still salvage. And reverse engineering requires a blueprint of the same ship size to do.
Not true. Research station or cache loot is treated differently than random salvage.
Quick question in regards to post-quest line EXO: I fully expect the answer to be right in my face,Again, fully expecting the answer to be right in front of me and I’m just not seeing it. Love the mod, love the work you’ve put into it. Keep up the amazing work :)Spoilerbut how am I supposed to contact the ship that I helped fix now that I’ve completed everything? I went to the daybreak but it just told me that since the characters I met aren’t there, I have no reason to approach it. Is there a specific way I’m supposed to contact the ship?[close]
Quick question in regards to post-quest line EXO: I fully expect the answer to be right in my face,Again, fully expecting the answer to be right in front of me and I’m just not seeing it. Love the mod, love the work you’ve put into it. Keep up the amazing work :)Spoilerbut how am I supposed to contact the ship that I helped fix now that I’ve completed everything? I went to the daybreak but it just told me that since the characters I met aren’t there, I have no reason to approach it. Is there a specific way I’m supposed to contact the ship?[close]
As said in the dialog, the characters have now moved to the other Exoship. You can warp it towards your current system using the Ability in your Hotbar.
And random salvage does not contain BPs to begin with.Research stations is still salvage. And reverse engineering requires a blueprint of the same ship size to do.
Not true. Research station or cache loot is treated differently than random salvage.
Presumably because it doesn't work when set to 0. Though it should be noted that there are non-random BPs as well that wouldn't be affected either way.And random salvage does not contain BPs to begin with.Research stations is still salvage. And reverse engineering requires a blueprint of the same ship size to do.
Not true. Research station or cache loot is treated differently than random salvage.
Why do I still get BPs from researche stations and caches then when I set it to 0 in the edited settings file?
Presumably because it doesn't work when set to 0. Though it should be noted that there are non-random BPs as well that wouldn't be affected either way.Ok so BPs exist in science stations then as base drops ... but they are rare, I got it. And honestly that is exactly what I wanted to achieve. BPs are now very rare which I like a lot. I did btw not set it to 0.0 even though I could but went with 0.05 instead. So there is still a very low chance for them to appear. Like a lucky find. I like this a lot more than 1.0 as default.
hello one of my ships that i managed to get from exo has many dmods but when i take it to repair docks it says it has no dmods to repair anyone else have this issue ? :-\iirc you can't repair exo ships if your relationship with them isn't good enough.
Got an issue with Foxtrot wormhole device not giving me an option to travel anywhere anymore with it, only to shutdown it.
What was done?
Got the Foxtrot wormhole device but after using it in the same system didn't think that it will be a good idea to try to travel without ane prep before that - removed it back to cargo. Traveled a lot since then, tried "Fracture Jump to Elysia" (didn't work - but I can get there, so don't see an issue here).. anyway, remembered about Foxtrot again and wanted to start this wormhole adventure, but no more I have an option to travel anywhere(like I got on the 1st install of the device) - only to remove\shutdown device in the dialog menu.
Got an issue with Foxtrot wormhole device not giving me an option to travel anywhere anymore with it, only to shutdown it.The wormhole devices take a cycle to stabilize before they can actually be traversed. An exception is made for the initial use in the system you got it at. Word of warning, the other end is deep in the vanilla abyss.
What was done?
Got the Foxtrot wormhole device but after using it in the same system didn't think that it will be a good idea to try to travel without ane prep before that - removed it back to cargo. Traveled a lot since then, tried "Fracture Jump to Elysia" (didn't work - but I can get there, so don't see an issue here).. anyway, remembered about Foxtrot again and wanted to start this wormhole adventure, but no more I have an option to travel anywhere(like I got on the 1st install of the device) - only to remove\shutdown device in the dialog menu.
Got an issue with Foxtrot wormhole device not giving me an option to travel anywhere anymore with it, only to shutdown it.
What was done?
Got the Foxtrot wormhole device but after using it in the same system didn't think that it will be a good idea to try to travel without ane prep before that - removed it back to cargo. Traveled a lot since then, tried "Fracture Jump to Elysia" (didn't work - but I can get there, so don't see an issue here).. anyway, remembered about Foxtrot again and wanted to start this wormhole adventure, but no more I have an option to travel anywhere(like I got on the 1st install of the device) - only to remove\shutdown device in the dialog menu.
The wormhole item, and everything in limbo is Vanilla. This mod just adds the abyssal depths dungeon.
Will this run ok if I install midsave?
var person = Global.getFactory().createPerson()
person.stats=ship.captain.stats
person.aiCoreId=ship.captain.aiCoreId
person.name=ship.captain.name
person.gender=ship.captain.gender
person.portraitSprite=ship.captain.portraitSprite
var skills = person.stats.skillsCopy.toMutableList()
for (skill in skills) {
person.stats.setSkillLevel(skill.skill.id, skill.level)
}
person.setPersonality(Personalities.RECKLESS)
apparation.captain=person
Updated and trying this out now, is there still no means to adjust the RAT's Abyssal Core's Automated Points Multiplier, including the Neural Core ? As I've been using a few other drone and derelict mods. And I've had no luck in searching through the mod's files to find exactly where the modifier for these is made so as to adjust and balance it properly to the other mods I run along side it. Else in most cases I just end up having to trade the AI cores in for cash as their multiplier stats are too steep. Either that or adjusting the Quality Captains mod I use along side this to amp up the Automated Points limit to 1000+ to even allow one of these cores to utilize a automated capital vessel.that is something set in the JAR, it's set in a specific override plugin for cores. you'll have to adjust quality captains like I did, unless you know how to recompile the mod (or know how to recompile individual classes and replace them ad-hoc) and are willing to go to all that effort to do so
I love your mod! You're amazing! Thanks for making Starsector a much better experience! My economy isn't great but I'm definitely dropping by Patreon. <3
nothing about that shipsystem that can PERMANENTLY change the player's personality to reckless without any notification or recourse? sad cat.
Hi Lukas,Not via the Console Commands mod, but it is possible through save editing; re: the campaign.xml file of the desired save, recommend foXE from https://www.firstobject.com (don't need the installer version, just get the zipped .exe version (https://www.firstobject.com/foxe242.zip) and extract it where you want), if you are willing to chance trashing your save, so make backups as necessary.
is it possible to enable more than one starting condition via console? (I want to enable "High Value Target" on an already existing playthrou)
what they said. it's that or be a coder and mash them together yourself...a friend really wanted neural shard + camaraderie, so I made a version of those that was bashed together, lol...but now my friend has to 'enjoy' never seeing any officers at ports.
also, for that version I had to remove the officer count limit because unfortunately, that caused the officer limit to decide sometimes to go...vastly negative. integer underflow or somesuch. try having -777k officer limit any time you're at port...was not amusing.
maybe it's dependent on the java version or something, but yeah...using modifyMult at values under 1.0 on stats.officerNumber is no bueno. although using modifyFlat works just fine...
Hi Lukas,Not via the Console Commands mod, but it is possible through save editing; re: the campaign.xml file of the desired save, recommend foXE from https://www.firstobject.com (don't need the installer version, just get the zipped .exe version (https://www.firstobject.com/foxe242.zip) and extract it where you want), if you are willing to chance trashing your save, so make backups as necessary.
is it possible to enable more than one starting condition via console? (I want to enable "High Value Target" on an already existing playthrou)
More specifically, you can change the character background, but you can NOT have more than one background active at the same time.
Should you decide that the risk is worth it? Search for $nex_selected_background, then change the entry immediately below that with another ID (IOW, the very first column) from a given mod's character_backgrounds.csv file (located in said mod's 'data\config\exerelin' sub-folder.)
<assortment__of__things.backgrounds.bounty.BackgroundBountyManager z="233695">
<finished>false</finished>
<timestampSinceLastBounty>-55617624457000</timestampSinceLastBounty>
<daysTilNextBounty>53.65129</daysTilNextBounty>
<bounties z="233696">
<assortment__of__things.backgrounds.bounty.BountyFleetIntel ref="226117"></assortment__of__things.backgrounds.bounty.BountyFleetIntel>
</bounties>
<maxBounties>3</maxBounties>
<defeated>3</defeated>
<totalFPDefeated>196</totalFPDefeated>
<interval z="233697" i="5.0" a="20.0" c="5.9563265" e="5.9600005" ie="true"></interval>
</assortment__of__things.backgrounds.bounty.BackgroundBountyManager>
<data.colonyevents.manager.AoTDColonyEventAssigner z="233698">
<NexFctnBntyIntl z="183563" tt="-55599368771000" nC="true">
<timestampSinceLastBounty>-55599368771000</timestampSinceLastBounty>
<assortment__of__things.backgrounds.bounty.BackgroundBountyManager z="233695">
<finished>false</finished>
<timestampSinceLastBounty>-55599368771000</timestampSinceLastBounty>
<daysTilNextBounty>5.65129</daysTilNextBounty>
<bounties z="233696">
</bounties>
<maxBounties>3</maxBounties>
<defeated>1</defeated>
<totalFPDefeated>30</totalFPDefeated>
<interval z="233697" i="5.0" a="20.0" c="5.9563265" e="5.9600005" ie="true"/>
</assortment__of__things.backgrounds.bounty.BackgroundBountyManager>
what they said. it's that or be a coder and mash them together yourself...a friend really wanted neural shard + camaraderie, so I made a version of those that was bashed together, lol...but now my friend has to 'enjoy' never seeing any officers at ports.Sounds to me like it'd be plenty amusing provided it's not your own game it happens to.
also, for that version I had to remove the officer count limit because unfortunately, that caused the officer limit to decide sometimes to go...vastly negative. integer underflow or somesuch. try having -777k officer limit any time you're at port...was not amusing.
maybe it's dependent on the java version or something, but yeah...using modifyMult at values under 1.0 on stats.officerNumber is no bueno. although using modifyFlat works just fine...
All ships that can be piloted by the player shall have a ship system.
Lukas, are you currently aware that the Many-Swords-Ship might have one possibly busted mechanic?
does this mod enable me to remove hyperspace and storms?
Does this mod contain other mods that can be downloaded separately? Because I noticed in the mod files there's a folder 'secondinCommand', which is another mod. Because I'm concerned if when using this mod I'm using duplicates of mods which could maybe cause problems
Getting a crash when opening the refit screen right after loading.Spoiler107711 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.CombatEngineAPI.addLayeredRenderingPlugin(com.fs.starfarer.api.combat.CombatLayeredRenderingPlugin)" because the return value of "com.fs.starfarer.api.Global.getCombatEngine()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.CombatEngineAPI.addLayeredRenderingPlugin(com.fs.starfarer.api.combat.CombatLayeredRenderingPlugin)" because the return value of "com.fs.starfarer.api.Global.getCombatEngine()" is null
at assortment_of_things.abyss.skills.AbyssalRequiem.apply(AbyssalRequiem.kt:56) ~[?:?]
at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CharacterStats.applyPersonalToShip(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.entities.Ship.setCaptain(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.loading.specs.oooo.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.updateFromCurrentVariant(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.V.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.showMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.Ó00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.setPlugin(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L$4.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.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.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.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) [?:?][close]Can happen when a Global.getCombatEngine() call is queued before loading is finished, but sometimes happens after that too.
Never mind, seems to be a rare unlucky instance where no combat engine exists upon loading into the game -- it's no longer reproducible after saving over the affected save file.
Should be pretty easy to resolve with a null check or using CombatEngine.getInstance() instead, which creates the combat engine if it doesn't exist.
Hmm, there seems to be some interplay between this mod and Sephira Conclave that causes the game to freeze up for a few seconds every time a market is opened:Huh; been wondering what combination of mods could have been responsible for this inevitable slowdown in opening ANY market's menu after a certain amount of in-game time; for me, it's not even a year before it takes upwards of 5-10 seconds for the menu to appear, while at campaign start the delay is ~1-2 seconds.
Hmm, there seems to be some interplay between this mod and Sephira Conclave that causes the game to freeze up for a few seconds every time a market is opened:
(https://i.imgur.com/dYW5emp.png)
In particular, RATControllerHullmod is calling getMembersListCopy in a applyEffectsBeforeShipCreation, but there's a sneaky syncIfNeeded call inside getMembersListCopy that's causing possibly multiple syncs to happen in a row. I'm not sure about the specifics, but if the fleet needs to be synced then every hullmod's applyEffectsBeforeShipCreation will need to be called again, which can lead to some unwanted pseudo-looping. So for that reason I'd recommend avoiding using getMembersListCopy inside applyEffectsBeforeShipCreation; there are a number of alternatives such as using FleetData.getMembersNoSync (but be aware that includes "null" placeholders when a ship is dragged around), setting and unsetting forceNoSync in between the getMembersListCopy call,or even iterating through the officers list and using getMemberWithCaptain for RATControllerHullmod's specific use case(nevermind, this also causes syncing).
Not sure how much Sephira Conclave is to blame, it seems the jar for that mod doesn't even match the source code as there is no SephiranSpecterCheck in the source code of that mod...
public static List<FleetMember> getMembersNoSync(FleetDataAPI fleetData) {
if (fleetData == null) return new ArrayList<>();
boolean wasNoSync = fleetData.isForceNoSync();
fleetData.setForceNoSync(true);
List<FleetMember> members = ((FleetData) fleetData).getMembers();
fleetData.setForceNoSync(wasNoSync);
return members == null ? new ArrayList<FleetMember>() : members;
}
i got the map from exo tech and when i whent to see where the other 2 exoships were i found out one of them whent into the rubricon sistem the one owned by the legio infernalis...
Hello, could you please give me tips on fleet composition and damage types when it comes to fighting droneships in Abyss? They wreck my best setup no chance.The biggest difference maker for me was adding some Monitors that I could shove at the most dangerous enemies.
Hello, could you please give me tips on fleet composition and damage types when it comes to fighting droneships in Abyss? They wreck my best setup no chance.If you want to beat speed, you gotta either go faster or punch harder. I used SO scarabs with antimatter blaster, basically going as fast but punching harder lol. I always revert to that fleet; with the right skills (energy mastery, combat endurance, shield) they shred almost everything.
How do you use the AI cores every time i interface them into those big dreadnoughts there CR just goes streight into the toilet are you using a mod to make them useable?
Hello everybody!Read the description of the exogrid hullmod
Is It posible to remove d-mods from ships like Lenaria?
I got one with 4 d-mods, and It seems that they are not removed by the dedicated character skill.
Also It can not be restored at the spaceport as well...
I have a crash report:The crash does indeed replicate with these instructions.
Hi, I completed the Exo-Tech quests butSpoilerafter I met the second exo-ship and Amelie took command of it, it disappeared and I haven't seen it since. (it has been several years in game) None of the exo-tech characters are on my contact list. I thought I was supposed to be able to call in the new exo ship to hitch a ride on it and such? It's just completely gone.[close]
Hi, I completed the Exo-Tech quests butSpoilerafter I met the second exo-ship and Amelie took command of it, it disappeared and I haven't seen it since. (it has been several years in game) None of the exo-tech characters are on my contact list. I thought I was supposed to be able to call in the new exo ship to hitch a ride on it and such? It's just completely gone.[close]
You get a skill you have to put on your hotkey bar that lets you order the ship to go to a system.
Hey there. I really like this mod. Just finished the Exotech questline and getting a lot of mileage out of the reward. The mod has a lot of other features that are really great to have, plus I like how unique the Abyss and Exotech ship system abilities function. Another great addition to my collection of mods alongside VIC and ED Shipyards.
I have a question or two in regards to a unique skill you can get from the 'comradery' background: Maintaining Momentum. Do the stacks refresh with every kill made? Should the officer be aggressive or reckless to get more out of it? What's a good ship and build to have your super officer pilot in order to get the most out of this skill? And finally, assuming this skill isn't very good, what's a good alternative?
Hey there. I really like this mod. Just finished the Exotech questline and getting a lot of mileage out of the reward. The mod has a lot of other features that are really great to have, plus I like how unique the Abyss and Exotech ship system abilities function. Another great addition to my collection of mods alongside VIC and ED Shipyards.
I have a question or two in regards to a unique skill you can get from the 'comradery' background: Maintaining Momentum. Do the stacks refresh with every kill made? Should the officer be aggressive or reckless to get more out of it? What's a good ship and build to have your super officer pilot in order to get the most out of this skill? And finally, assuming this skill isn't very good, what's a good alternative?
Its a very good skill. It can have multiple stacks active at once, so it wont refresh, but if lets say, it gets 3 kills in a very short time, it will have that buff 3 whole times.
Its generaly very good on reckless officers that are on a ship that is already above the line. It makes something that steamrolls do so even more.
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShieldAPI.getLocation()" because the return value of "com.fs.starfarer.api.combat.CombatEntityAPI.getShield()" is null
at originem.al.scripts.weapons.proj.AL_HOVPulseCannonProjEffect.onHit(AL_HOVPulseCannonProjEffect.java:56) ~[?:?]
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.A.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatState.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:?]
Hitting Gilgamesh with an Approlight mod weapon (namely PF-Harmonic Overload Charger) cause a nullpointer crash like below, reported on Fossic.org:Codejava.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShieldAPI.getLocation()" because the return value of "com.fs.starfarer.api.combat.CombatEntityAPI.getShield()" is null
at originem.al.scripts.weapons.proj.AL_HOVPulseCannonProjEffect.onHit(AL_HOVPulseCannonProjEffect.java:56) ~[?:?]
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.A.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatState.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:?]
The bug reporter was fighting an Approlight fleet, he attempted to remove Gilgamesh from deployment and managed to conclude the battle, he is using simplified chinese RAT 2.5.10. The weapon has a shield onhit effect to generate particles solely for graphical enhancement.
Any help would be appreciated, thanks in advance!
when AOTD's sub-mod QOL is enabled you can't construct a command center(that +1 industry on your own market thing) if you joined other factions, Kaysaar said "check should be for isPlayerOwned not isPlayerFaction" or it's intended.
fun beginGeneration() {
//Setting up base data
var abyssData = AbyssData()
Global.getSector().memoryWithoutUpdate.set(AbyssUtils.ABYSS_DATA_KEY, abyssData)
var hyperspaceLocation = Vector2f(-30000f, -25000f)
var orion = Global.getSector().hyperspace.customEntities.find { it.fullName.contains("Orion-Perseus") }
if (orion != null) {
hyperspaceLocation = orion.location.plus(Vector2f(0f, -1000f))
}
Hey y'all, I really enjoy the mod ever since I installed it on my first playthrough of the game in a long, LONG time...
But I'm facing a weird bug / issue.
With the "Exo-Defectors" quest.
It tells me to go to the "Zhu Que" System, which I've already been in so that's no problem, but...
The defectors are not inside it, even after a save / reload.
Can I force them to appear or... what do I do ?
question, how does one access the Exo-Tech questline?
Is there a way to remove or abandon your settlement? I want to place it on a different planet, but even after removing all the buildings it won't let me take down the starport and I don't see a menu option to close the place down. Am I missing a really obvious button somewhere?