Fractal Softworks Forum

Starsector => Mods => Topic started by: Lukas04 on March 08, 2023, 08:06:26 AM

Title: [0.97a] Random Assortment of Things
Post by: Lukas04 on March 08, 2023, 08:06:26 AM
Random Assortment of Things

About
A Megamod that adds Factions, Exploration Content, Quality of life and more to the game.
Every feature in the mod can be disabled by the user through the Lunalib (https://fractalsoftworks.com/forum/index.php?topic=25658.0) Menu.

A short rundown of some of the content:
- An entire new "dungeon" of systems to explore and its own enemy faction.
- A new mini-faction to discover.
- An alternative to colonies.
- New exploration content across the sector.
- A bunch of new skills and AI cores with their own set of unique aspects.
- New Ships and Weapons
- A large amount of unique hullmods.
- Dozens of new stations and planetary conditions.
- More starting options with Nexerelin.


(https://img.shields.io/github/downloads/Lukas22041/Random-Assortment-of-Things/total?label=Download%20RAT&style=for-the-badge) (https://github.com/Lukas22041/Random-Assortment-of-Things/releases/latest/download/Random-Assortment-of-Things.zip) (https://img.shields.io/github/v/release/Lukas22041/Random-Assortment-of-Things?label=Changelog&style=for-the-badge) (https://github.com/Lukas22041/Random-Assortment-of-Things/releases)
(https://imgur.com/ikOWvHz.png) (https://discord.gg/wgDCgS7PF3)

The mod requires LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658.0), MagicLib (https://fractalsoftworks.com/forum/index.php?topic=25868.0) and GraphicsLib (https://fractalsoftworks.com/forum/index.php?topic=10982.0)
(https://imgur.com/EdUzKcH.png) (https://randomassortmentofthings.wiki.gg/wiki/)



Support
In case you are interested in supporting the mods development, you can do so in the belows Patreon link.
Any donations allow me to spend more time on creating and improving my mods instead of having to do a part time job.

(https://imgur.com/4Cl7oWS.png) (https://www.patreon.com/Lukas04)



Screenshots

(https://imgur.com/a5BVMij.png) (https://imgur.com/Hld4m3a.png)
(https://imgur.com/CFupLxW.png) (https://imgur.com/KpLnVXE.png)
(https://imgur.com/SpYCI5d.png) (https://imgur.com/QFy5fHr.png)
(https://imgur.com/sAms95i.png) (https://imgur.com/LSV204b.png)



Credits

Main Contributers
Lukas04: Code & Design.
SnazzyPantsMcGee: Spritework.
Haplogynae  (https://soundcloud.com/haplogynae): Music & SFX.
Anulackk: Illustrations

Starsector Discord: For lots of feedback and bug reports.
KingAlfonzo: Helped write some of the interactions in Relics of the Past.
Selkie: Some background art & portraits.
Nes : Skin for a unique ship.
Loyse: For the 3D Render of the "Aboleth" ship used as a Banner on top of the post.
GMan: Did the sprites for previous versions of the mod.
Avanitia: Lots of feedback and bug reports.



Check out my other mods

(https://imgur.com/CbmANKW.png) (https://fractalsoftworks.com/forum/index.php?topic=30407.0)

Title: Re: [0.95.1a] Random Assortment of Things
Post by: SoSD on March 09, 2023, 05:46:43 PM
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.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on March 09, 2023, 06:17:11 PM
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.

I wanna keep the amount of settings to a minimum, so probably not gonna add options to further modify how much it modifies the misc systems.
Generating the starsystems planets is also done in an entirely different part of procedual generation than the Improved Misc, and im not quite sure if i wanna modify those or not, but i may look in to adding stuff for it in the future.

Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on April 06, 2023, 05:03:52 PM
Updated the mod to 1.1.0

This version brings lots of improvements to the chiral system, from nerfing the ships gotten from it just a bit, to making it easier to find, and also adding content for people that do not have the Automated Ships skill in their playthrough. Many issues/improvements were reported/suggested by Avanitia so thanks to them.

This version also now requires Combat Activators as a library mod, get it here: https://fractalsoftworks.com/forum/index.php?topic=26410.0
This mod also requires Lunalib 1.5.6 or above, so make sure to update that.

Quote
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.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Proxima Centauri on April 06, 2023, 07:09:07 PM
Does this work with Adjusted Sector?
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on April 07, 2023, 04:04:53 AM
Does this work with Adjusted Sector?

Yes, but certain features are disabled with AS installed
Title: Re: [0.95.1a] Random Assortment of Things
Post by: mllhild on April 13, 2023, 05:04:43 AM
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
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on April 13, 2023, 05:14:09 AM
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

Well i did ask the moderators to put this in to the "Content Expansion" section on the mod index since it adds its own content, but they put it under utility for some reason.
I do have to admit that i am quite bad at names though haha, but i wanted to keep it general since in the end this mod is being a place for me to put whatever i am experimenting on in to.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: nacochip on April 13, 2023, 08:42:25 PM
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?
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on April 14, 2023, 01:48:04 AM
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.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: nacochip on April 14, 2023, 06:08:26 AM
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.

I'm an idiot *facepalm*. Yeah I wasn't saving. It's my first time using the interface and I didn't realize there was a save button and the upper left hand corner. Sorry for the trouble and thanks again for the fantastic mod!
Title: Re: [0.95.1a] Random Assortment of Things
Post by: unslaught on April 15, 2023, 06:50:46 PM
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.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on April 16, 2023, 01:28:17 AM
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.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: unslaught on April 16, 2023, 06:28:26 AM
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.

Thanks for your permission and kind offer.  Currently there are no translated mods in chinese forum require LunaLib. I guess I will learn to translate the scripts while waiting until RAT gets a somewaht stable version  :)
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Ovid on April 18, 2023, 10:18:49 PM
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.

EDIT: ooh, new version posted to discord. v1.2.0.  I'll have to grab it.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on April 19, 2023, 12:41:03 AM
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.

That crash should likely be fixed on next update i am working on.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on April 19, 2023, 03:05:36 AM
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
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Ovid on April 19, 2023, 03:22:17 AM
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

Awesome. Though, now I have to start another new game cause I hadn't turned on Outposts previously cause I didn't want to severely impact my reputations. Now I can try it out :D
Title: Re: [0.95.1a] Random Assortment of Things
Post by: FreonRu on April 19, 2023, 10:58:43 AM
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
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on April 19, 2023, 12:28:36 PM
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

1. Not really possible with how vanilla generates the sector, a change in a number from 7 to 6 can cause an increase of 3x the systems, there is a reason why people have Performance problems with Adjusted Sector. If you want that kind of fine control, use adjusted sector instead. The configuration in this mod is limited by design to prevent people from running in to issues.
2. Il add things over time to different parts, but since nothing is really a main focus for this mod, dont expect anything to have months worth of effort build in to them.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on April 29, 2023, 12:12:59 PM
New RAT patch, changelog is once again on the github:
https://github.com/Lukas22041/Random-Assortment-of-Things/releases

This version now has the "Modular Weapons" feature which lets you modify a set of weapons to your liking ingame, very experimental, very much in beta, and not balanced at all, its mostly there to try out for now. The video below showcases parts of it.
https://streamable.com/6jtz6g
Title: Re: [0.95.1a] Random Assortment of Things
Post by: TimeDiver on April 29, 2023, 10:00:28 PM
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.)?
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on April 30, 2023, 12:19:48 AM
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.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: TimeDiver on April 30, 2023, 04:37:20 AM
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):
Code
    override fun apply(stats: MutableShipStatsAPI?, hullSize: ShipAPI.HullSize?, id: String?, level: Float) {
        if (stats == null) return
        if (hullSize == HullSize.FRIGATE || hullSize == HullSize.DEFAULT) return
The 'hullSize == HullSize.FRIGATE' part seemingly excluding said effects from the ship class, contrary to the skill's description.

EDIT: Testing was done on v1.3.1, directly from your GitHub page.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on April 30, 2023, 07:04:56 AM
Right, i probably meant to type in Fighter but intellij corrected it to Frigate, atleast thats what i guess is what was happening. Will be fixed in the next version.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: FreonRu on May 04, 2023, 06:56:21 AM
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
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on May 04, 2023, 07:17:58 AM
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

1. There is a currently a mod that can only be downloaded on the discord called "Exiled Space" which seeks to replace what Beyond the Sector did.
2. The chiral system has some ships, the outposts have one piece of unique loot you can currently find, il expand on them at some point but currently all my work is on the modular weapon system.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Question2 on May 06, 2023, 01:22:06 AM
I activated "Improved Misc Themes" before starting a new game, but i still see empty systems being generated. They have nothing in them according to Object Analysis, although some have a few VERY small Remnant fleets. Is this normal? I was under the impression empty systems would no longer be generated.
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Lukas04 on May 06, 2023, 04:16:11 AM
Remnant themes arent Misc themes, so the option wont do anything to them. Did consider making a more comprehensive option at some point.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on May 06, 2023, 09:12:31 AM
Updated to 0.96a
Title: Re: [0.95.1a] Random Assortment of Things
Post by: Question2 on May 12, 2023, 12:51:50 AM
Remnant themes arent Misc themes, so the option wont do anything to them. Did consider making a more comprehensive option at some point.

Its not a beacon system though. The system is either completely empty or there are only a few small (1-2 ships) remnant fleets.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on May 12, 2023, 01:22:11 AM
Systems that dont have a beacon but still spawn remnsnts are still considered remnant systems
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on May 28, 2023, 07:50:50 PM
Released Update 1.4.0
Click here for the changelog (https://github.com/Lukas22041/Random-Assortment-of-Things/releases)

Most notably this brings Modular Weapons to a point where id say they are atleast useable for playthroughs.
This update also includes a new feature that replaces the campaigns radar with a minimap.

(https://imgur.com/cb875hS.gif)

Also went and updated the thread to look nicer and be more up to date with the mods content.
Title: Re: [0.96a] Random Assortment of Things
Post by: Rohzdear on May 28, 2023, 09:32:37 PM
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:
Quote
Fatal: getSector().playerFleet.starSystem must not be null
Do you need the log?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on May 28, 2023, 09:41:21 PM
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:
Quote
Fatal: getSector().playerFleet.starSystem must not be null
Do you need the log?

Thanks for the report, released a hotfix that will fix this crash.
Title: Re: [0.96a] Random Assortment of Things
Post by: Zelnik on May 31, 2023, 07:36:40 PM
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. 
Title: Re: [0.96a] Random Assortment of Things
Post by: tovarichcookie on June 01, 2023, 01:24:39 AM
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
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 01, 2023, 01:30:43 AM
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

Lunalib Mod Configs -> RAT -> UI Enhancements tab.
Title: Re: [0.96a] Random Assortment of Things
Post by: tovarichcookie on June 01, 2023, 04:55:47 AM
Oh, I never even knew that! Apparently F2 also gives me a bunch of other options for other mods.

Thanks for the instructions, I think putting a quick "how to" guide in the front can help fresh players like me who are unfamiliar with the mod ecosystem.
Title: Re: [0.96a] Random Assortment of Things
Post by: Fantastic Chimni on June 02, 2023, 01:05:13 AM
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.

I'm getting the same error, as soon as I take out the system and click on the planet, null pointer. code below.

Little bummed as this whole thing was cool and I forgot to save after killing the station...

Spoiler
5313669 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at assortment_of_things.campaign.interactions.OutpostPlanetInteraction.lootVault(OutpostPlanetInteraction.kt:93)
   at assortment_of_things.campaign.interactions.OutpostPlanetInteraction$noDefendersDialog$1.invoke(OutpostPlanetInteraction.kt:67)
   at assortment_of_things.campaign.interactions.OutpostPlanetInteraction$noDefendersDialog$1.invoke(OutpostPlanetInteraction.kt:66)
   at assortment_of_things.misc.RATInteractionPlugin.optionSelected(RATInteractionDialog.kt:79)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$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.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.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:748)
[close]
Title: Re: [0.96a] Random Assortment of Things
Post by: Versil on June 02, 2023, 01:09:48 AM
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

Spoiler
2246090 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at assortment_of_things.campaign.interactions.OutpostPlanetInteraction.lootVault(OutpostPlanetInteraction.kt:93)
   at assortment_of_things.campaign.interactions.OutpostPlanetInteraction$noDefendersDialog$1.invoke(OutpostPlanetInteraction.kt:67)
   at assortment_of_things.campaign.interactions.OutpostPlanetInteraction$noDefendersDialog$1.invoke(OutpostPlanetInteraction.kt:66)
   at assortment_of_things.misc.RATInteractionPlugin.optionSelected(RATInteractionDialog.kt:79)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$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.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.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]
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 02, 2023, 07:18:15 AM
Took me a while to find what causes this issue but finaly found it.
Will be fixed in the next version, until then, going to the RAT Mod Settings, changing a single config and then pressing save should prevent this crash from happening the current session.
Title: Re: [0.96a] Random Assortment of Things
Post by: Seamus Donohue on June 02, 2023, 04:57:08 PM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 02, 2023, 09:18:29 PM
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.

Checked for the cause of this, and found out this has nothing to do with the devmode, but just an issue in how unlocked modifiers are saved, there will be a fix in the next patch.
Title: Re: [0.96a] Random Assortment of Things
Post by: tantananan on June 04, 2023, 05:54:57 AM
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.

Edit: i'm not sure if this is relevant but i've also installed the weapon on the ship before that happened.

Title: Re: [0.96a] Random Assortment of Things
Post by: Brainwright on June 04, 2023, 06:09:35 AM
I get this crash whenever I run the game with the minimap.  I'm running on Linux.

Spoiler
198658 [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]
Title: Re: [0.96a] Random Assortment of Things
Post by: ZehMasterBeef on June 04, 2023, 01:13:30 PM
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?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 04, 2023, 03:51:45 PM
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?

Dont think there is a way to make it compatible as both mods seem to modify the weapon spec. Il add a warning to the config that they are incompatible.

I get this crash whenever I run the game with the minimap.  I'm running on Linux.

Spoiler
198658 [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]

Will fix it in the next patch, thanks for the report.
Title: Re: [0.96a] Random Assortment of Things
Post by: tantananan on June 05, 2023, 08:12:32 AM
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.


i figured it out. the conflict is from SCVE. you can even see it from the mod list missions where all the variants of the weapons will spawn to 20 ordnance points.
Title: Re: [0.96a] Random Assortment of Things
Post by: Malignantcookie on June 06, 2023, 02:17:10 PM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 07, 2023, 05:31:50 PM
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.

Taking a bit of a break from the modular weapons feature to not get drained out, but adding more body types is something im looking to do once il go back to it.

Meanwhile, ive been working on adding some unique exploration content for the mod.

(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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Brainwright on June 07, 2023, 09:33:12 PM
Neato.

Most people don't have the guts to start over with something new.  At the very least, you're building a broader library to draw upon.
Title: Re: [0.96a] Random Assortment of Things
Post by: FreonRu on June 08, 2023, 02:24:31 AM
(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.

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 apologize for the chaotic text.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 08, 2023, 02:59:33 AM

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.

I think a focus on early-midgame is more healthy for it. Unlike most mods i am not looking in to expanding the endgame, rather im looking to making the early/mid game slightly longer, which i think is the best part of the game. The lategame has enough issues that makes expanding it not that easy.


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.


As for now, it will only generate once, and have one entrance system that can be reached from anywhere within hyperspace. Think of it as like a labyrinth of connected remnant systems, instead of having hyperspace inbetween. I did write my current plans in to a Google Doc, though keep in mind that things are subject to change, and i occasionaly just put new brainstormed stuff in to the doc. (https://docs.google.com/document/d/1BChcjKPelrE7riUVZlrvWSSSme4NhfsTl-Vucac8gak/edit?usp=sharing)
Title: Re: [0.96a] Random Assortment of Things
Post by: kadu522 on June 08, 2023, 05:52:16 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 08, 2023, 05:57:30 AM
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.

Not really in the scope of what i wanna do, i had an similar idea with an earlier project, but to keep things in check i will probably not exceed the scope much more than whats mentioned in the document, besides more exploration content within the system itself.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 08, 2023, 06:56:11 AM
Implemented the innitial version of the "Fuel" Mechanic and the Ability to enter the abyss with.

The "fuel" decreases over time, and can only be refilled in certain sections of the abyss. Its shown in the top-center of the screen while in the abyss.
To increase your total space of it, you can convert fuel tankers tanks to carry it with a hullmod.
If you run out of it, you will be ejected back to hyperspace in a few days.

(https://imgur.com/jOHt35Y.gif)

Will decrease way slower than in this example gif.
Title: Re: [0.96a] Random Assortment of Things
Post by: Shinr on June 08, 2023, 01:48:33 PM
Is this Abyss thing something like QuasiSpace from Star Control 2, a Hyperspace for Hyperspace?
Title: Re: [0.96a] Random Assortment of Things
Post by: Jang on June 08, 2023, 02:12:44 PM
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
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 08, 2023, 06:32:22 PM
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

Glad its useful for what i intended then. I am also lazy and always use the rightclick to move around, so not having to open the map for it 100% of the time is pretty nice.
Title: Re: [0.96a] Random Assortment of Things
Post by: JamieTheEpic on June 08, 2023, 09:47:16 PM
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!
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 08, 2023, 09:57:00 PM
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!

Dont quite recall, sorry. Aslong as you dont interact with it you should be fine though and avoid further issues.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 09, 2023, 11:30:41 PM
Some more stuff added to the shielding mechanic.

(https://imgur.com/dwcaAtB.gif)

Notably, the shielding can be recharged by siphoning materials from rare types of nebula within the abyss.

The Starting location will always have one to be able to restore it, but they will be rarer in deeper parts, and likely guarded by enemy fleets.
Also thinking of adding a general "checkpoint" station to spots with this type of nebula, but of course you would have to fight to access it aswell.

Also added the hullmods that allow for:
1. Siphoning the Shielding material
2. Storing more of it.

Each ship in a fleet will increase the amount of shielding used per day, based on the hullsize of that ship.
With this im mostly done with that mechanic, i need to tweak it in to good values, but il do that when the rest is more complete.
Title: Re: [0.96a] Random Assortment of Things
Post by: Bluedeferum on June 10, 2023, 01:52:50 AM
Quote
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)
   

Hello, I just recovered a chiral ship, and when i hover on top of "Chiral Hull" hullmod, I crashed to desktop.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 10, 2023, 02:06:23 AM
Quote
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)
   

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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Bluedeferum on June 10, 2023, 02:42:59 AM
Quote
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.

Noted! thanks for your time and thanks for making this mod. :)
Title: Re: [0.96a] Random Assortment of Things
Post by: Seamus Donohue on June 10, 2023, 11:00:40 AM
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]
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 10, 2023, 11:54:56 AM
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]

Damage type is Explosive, you should see a small explosion on collission, but its rather small, so it will usually just be extra damage to the ship you have it.

Also il look in to the issue you mentioned once il get back to working on those weapons.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 11, 2023, 04:54:33 AM
More content for the Abyss. As always things are subject to change.

(https://imgur.com/CTleyhh.gif)

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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 11, 2023, 01:05:35 PM
Gave the entrance ability a visual effect, since i noticed that it was kind of lacking some.

(https://imgur.com/vuIjAbg.gif)
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 13, 2023, 03:53:16 AM
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.

Part of this will be "Fightersystems", which gives all deployed fighters a new shipsystem.

(https://imgur.com/ipVbcOy.png)
Title: Re: [0.96a] Random Assortment of Things
Post by: Fantastic Chimni on June 13, 2023, 09:50:53 PM
I cannot express how excited I am by mods like this.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 14, 2023, 04:00:27 AM
Was looking for a way to make it possible to detect things from afar, as the abyss is lacking points of interests like planets, which the game would usually use to spawn loot nearby.

To fix this, standing in Abyssal Storms will now create pings from entities that are far away and have not been discovered yet.
I think its a nice way to use the terrain, and it also prevents having to fly around for hours to find that one tiny station you dont even know exists.

(https://imgur.com/h0KykSO.gif)

Its kind of like a perfectly accurate Neutrino Detector, though it will only display more noteable structures.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 14, 2023, 09:02:37 AM
Got the first abyss-boss faction ship implemented, nothing more than just basic visuals and engines, but a good milestone anyways!
Spritework is from 'SnazzyPantsMcGee'

(https://imgur.com/UMELExZ.png)
Title: Re: [0.96a] Random Assortment of Things
Post by: Seamus Donohue on June 14, 2023, 03:51:40 PM
Another bug report regarding Modular Weapons.  Some "Salvaged Weapon Components" (SWCs) aren't being generated if a two-phase battle was involved.

I started noticing that I was getting unusually small amounts of SWCs after gigantic battles when I then noticed a pattern.  If there was a main battle followed by a pursuit battle, then SWCs were only generated from the pursuit battle; these would generally be very low amounts of SWCs because there wouldn't be many retreating ships and tankers and cargo ships don't have a lot of weapons to create SWCs from.

However, if there was only one battle phase (for example: I chose not to pursue after a main battle, there was nothing left alive after the main battle to pursue, or the enemy fleet was running away from me to begin with so the main battle was also a pursuit battle), then I seemed to get an amount of SWCs commensurate with the size of the battle.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 16, 2023, 02:25:43 AM
Added a small map feature for the abyss.

(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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 16, 2023, 03:00:04 PM
Also implemented a major event, as that was something i wanted to make use of with this.
Probably not final, but atleast i got the foundation up.

(https://imgur.com/IEg5Cdh.gif)
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 18, 2023, 10:23:11 AM
Didnt get much today myself other than some interaction dialog stuff, but meanwhile Haplogynae has been working on the music for the Abyss.
I got very lucky that they accepted my request, and i quite like the results, feel free to check it out below.

https://soundcloud.com/haplogynae/the-abyss-starsector
Title: Re: [0.96a] Random Assortment of Things
Post by: Dadada on June 18, 2023, 12:25:05 PM
Cool stuff  :o, I am enjoying the "dev blog". :D
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 18, 2023, 12:47:06 PM
Heh, its more fun to talk about the things your working on when its still so far from releaseable, keeps the sanity somewhat in check
Title: Re: [0.96a] Random Assortment of Things
Post by: FreonRu on June 18, 2023, 01:05:29 PM
Good evening.
I'm really looking forward to this update.
Good luck in creative success and new ideas.
Title: Re: [0.96a] Random Assortment of Things
Post by: Dadada on June 18, 2023, 01:24:38 PM
Heh, its more fun to talk about the things your working on when its still so far from releaseable, keeps the sanity somewhat in check
And there I thought you were feeding the hungry wolves besieging your castle to prevent them from storming it. :D
Guess it's 2 birds with one stone, eh?

Good luck in creative success and new ideas.
This. Also take your time so you don't burn out, the hungry wolves can wait.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 18, 2023, 01:52:07 PM
Progress is doing pretty good, reaching the point where the foundations are done, so now its waiting for ship sprites to be done and creating loot interactions and such. And once ship sprites are done il have to make their shipsystems and hullmods, and some custom AI core effects. So still lots ahead anyways lol. But should be worth the effort.

Always kinda worry people will expect to much from it though aswell haha, but thats probably part of my own fault.
Title: Re: [0.96a] Random Assortment of Things
Post by: Wyvern on June 18, 2023, 03:09:32 PM
Neat to see this sort of thing under development - I've actually been contemplating something (very) vaguely similar: making little pop-up alpha-site-like rogue planets that the player can go treasure hunting at, as a means of extending exploration content...

Not quite the same as your pseudo-alternate-hyperspace (if I'm reading the intent right?), but definitely some interesting similarities.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 20, 2023, 02:46:45 PM
Implemented most of the items i wanted to, unless i randomly get another idea for something those are probably it.
Should be enough content to make people consider venturing in to the area i think.

(https://imgur.com/krfBMVt.png)

Mostly waiting for sprites to become ready so that i can start working on implementing the boss faction ships, though i also still have some procgen related things to work on.
Title: Re: [0.96a] Random Assortment of Things
Post by: Dadada on June 21, 2023, 12:29:43 AM
:D

E:
The tooltip for chiral hull causes a crash, pretty sure I've got everything updated.
Spoiler
162999 [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]
Title: Re: [0.96a] Random Assortment of Things
Post by: Inhilicon on June 21, 2023, 10:59:05 AM
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?

I have no idea what the abyss thing is but it's very intriguing. It looks like some sort of exploratory gauntlet you run through, is that correct? Super cool either way.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 21, 2023, 11:05:53 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Inhilicon on June 21, 2023, 11:45:40 AM
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.

Thank you for the very fast reply. My computer should handle it, but if one of these mods I use has a memory leak, then it don't matter what I do... :(
Title: Re: [0.96a] Random Assortment of Things
Post by: G4R5vb3H on June 22, 2023, 03:36:26 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 22, 2023, 03:50:00 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: G4R5vb3H on June 22, 2023, 09:39:10 AM
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.

A-ha! You said "near future!"

Don't worry, I can wait. (Possibly until another modder decides to take it over or make a dedicated modular weapons mod, but still, I can wait.)
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 23, 2023, 02:57:03 AM
Made hostile fleets able to pass through the unique jumppoints to target the player.
Remnants are just here as placeholders.

(https://imgur.com/niRlfgx.gif)
Title: Re: [0.96a] Random Assortment of Things
Post by: Malignantcookie on June 26, 2023, 12:39:30 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on June 26, 2023, 12:46:10 AM
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.

Known issue, wont be able to fix it until the larger update im working on. Until then avoid hovering over the hullmod.
Title: Re: [0.96a] Random Assortment of Things
Post by: Gnii on July 02, 2023, 06:37:39 AM
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 :)
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on July 02, 2023, 06:54:20 AM
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 :)

To overcomplicated for the intended usecase, so probably not gonna bother.
The point of it is to decrease the wait times when you already have the required capital, without actually skipping the minimum required time for it to be established.
Title: Re: [0.96a] Random Assortment of Things
Post by: justnewaccount3131 on July 02, 2023, 09:39:20 AM
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"

Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on July 02, 2023, 02:29:17 PM
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"

Are you on the latest version? I thought i fixed this one previously.
Title: Re: [0.96a] Random Assortment of Things
Post by: Jang on July 06, 2023, 09:33:42 AM
The minimap will often not show slipstreams in hyperspace, but a reload fixes it. No idea what the cause is, sorry
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on July 06, 2023, 09:42:36 AM
The minimap will often not show slipstreams in hyperspace, but a reload fixes it. No idea what the cause is, sorry

Something i already fixed on my current build, just waiting for other stuff to be done.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on July 09, 2023, 04:57:08 AM
Been a while since i posted the last update on the abyss stuff so i thought il write up on some of the changes since.

I removed the shielding mechanic, as i found that it didnt really add anything to the gameplay that "Supplies" didnt already do, and it just felt worse than what supplies already accomplish.
Kinda sucks to have to remove something you worked some time on but oh well, i think it improves the quality of the feature because of it.


Alterations now count as smods, and require an available smod slot. This just makes them feel a bit more fair, so they are now still exclusive consumeable hullmods, but the power level they add on to a ship plays more in to the vanilla scale instead of being a straight up free addition.

I also added some special Alterations that are currently rare drops, but will probably be reserved for some special locations in the future.
Spoiler
(https://imgur.com/KR3VQP2.png)
[close]


I also added a new mechanic to the enviroment of the abyss which i think turned out great.
Spoiler
When you go deeper down, the abyss now turns darker and being away from lightsources will decrease the visibility of a fleet.
(https://imgur.com/0rJA4J7.png)
(https://imgur.com/TsxKqhH.png)

[close]

Getting pretty close to a beta release, though that will likely be discord exclusive for when it happens until i get the majority of issues fixed and implemented a slight bit more content.
Title: Re: [0.96a] Random Assortment of Things
Post by: Arghy on July 12, 2023, 01:13:37 PM
Is this compatible with other mods? I'm mostly running the colony mods, ashes of the domain, and the ship and weapons pack.
Title: Re: [0.96a] Random Assortment of Things
Post by: justnewaccount3131 on July 12, 2023, 01:21:48 PM
Is this compatible with other mods? I'm mostly running the colony mods, ashes of the domain, and the ship and weapons pack.

I run those and it's fine for me

here is the mods I run together:

if you add this many, you gotta use the Java 8 with 8GB RAM (see pinned thread) but just so you know what can work together. mind you, it's maybe not a the best idea to do that depending on how you play or what you enjoy, but I just wanted to test out as much mod content as I could squeeze in.
I like it though - a lot more than I thought I would. it feels like a really really big game

  "PAGSM",
  "yunrutechmining",
  "$$$_lightshow_nc",
  "$$$_trailermoments",
  "Adjusted Sector",
  "A_S-F",
  "Angry Periphery",
  "anotherportraitpack",
  "aod_capital",
  "Cryo_but_better",
  "aod_core",
  "apex_design",
  "lw_autosave",
  "timid_admins",
  "better_variants",
  "CaptainsLog",
  "CFT",
  "CJHM",
  "clearCommands",
  "combatactivators",
  "chatter",
  "cmutils",
  "lw_console",
  "DetailedCombatResults",
  "diableavionics_ornate",
  "diableavionics",
  "Diktat Enhancement",
  "Everybody loves KoC",
  "lyr_ehm",
  "fqol",
  "GrandColonies",
  "HexShields",
  "illustrated_entities",
  "immersionFriendlyPortraitPack",
  "Imperium",
  "JYD",
  "largerZoomOut",
  "lw_lazylib",
  "luddenhance",
  "luddenhanceied",
  "lunalib",
  "MagicLib",
  "Mayasuran Navy",
  "more_hullmods",
  "nexerelin",
  "officerExtension",
  "pn",
  "wisp_perseanchronicles",
  "planet_search",
  "portrait_changer",
  "portrait",
  "pt_qolpack",
  "assortment_of_things",
  "rotcesrats",
  "scalartech",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "scf",
  "tahlan",
  "Terraforming & Station Construction",
  "timid_tmi",
  "transfer_all_items",
  "TTSC",
  "underworld",
  "uaf",
  "US",
  "vic",
  "vanidad",
  "variants_lib",
  "lw_version_checker",
  "whichmod",
  "whichtmi",
  "wowp",
  "XhanEmpire",
  "audio_plus",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
Title: Re: [0.96a] Random Assortment of Things
Post by: Arghy on July 12, 2023, 02:07:57 PM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: justnewaccount3131 on July 12, 2023, 03:02:38 PM
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.

adjusted sector could help with that (size)
Title: Re: [0.96a] Random Assortment of Things
Post by: Arghy on July 12, 2023, 03:39:31 PM
Did it get updated? I thought it wasn't working for .96a.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on July 12, 2023, 06:36:30 PM
Adjusted Sector is not updated, but it will mostly work fine. It will however not generate the PK System.
Title: Re: [0.96a] Random Assortment of Things
Post by: justnewaccount3131 on July 13, 2023, 06:10:06 AM


Are you on the latest version? I thought i fixed this one previously.

yes. I am using the current version.

I knew I reported a bug under Linux, but only after going through settings today I remembered it was this mod... yes. it is definitely not fixed.

apologies for the late reply
Title: Re: [0.96a] Random Assortment of Things
Post by: Noopy757 on July 18, 2023, 12:04:02 PM
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?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on July 19, 2023, 03:23:09 PM
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?

Havent done to much testing, but generaly on weaker machines it will cause lag in hyperspace, and it does somewhat increase the ram useage.
Title: Re: [0.96a] Random Assortment of Things
Post by: Arghy on July 19, 2023, 07:45:04 PM
On a 2014 computer with 16 gigs of ram and a meh CPU at 200% sector size with no appreciable difference.
Title: Re: [0.96a] Random Assortment of Things
Post by: Killsode on July 21, 2023, 11:12:48 AM
Version checker is telling me about the discord beta lmao
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on July 21, 2023, 12:36:18 PM
Version checker is telling me about the discord beta lmao

Its not a secret so yeah, i added it to version checker to make sure people that do use it know there are updates.
I know some people cant access the Discord so i also added the link to my public patreon, but its a beta for a reason so i dont really want to link it on the main mod page yet.
Title: Re: [0.96a] Random Assortment of Things
Post by: Raudskeggr on July 21, 2023, 04:16:32 PM
FWIW, the only performance hit I noticed was when speeding up 4x in hyperspace.  2x speedup is fine however. 
Title: Re: [0.96a] Random Assortment of Things
Post by: vinnie on July 21, 2023, 04:52:13 PM
What are the modified AI Cores found in the abyss used for, and why are they so cheap?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on July 21, 2023, 05:55:47 PM
FWIW, the only performance hit I noticed was when speeding up 4x in hyperspace.  2x speedup is fine however.

I know that for many people the warning is a bit pointless, its mostly there since there are enough people that play this game on 10 year old machines that have been below average even back then already.
Title: Re: [0.96a] Random Assortment of Things
Post by: OctoDude on July 23, 2023, 11:00:57 PM
Having problem with Hyperdirve mod after updating to BETA ver on Discord, the moment I use the ability the game lag super hard in Hyperspace, other than that everything seem to worked fine
Title: Re: [0.96a] Random Assortment of Things
Post by: johnaaron on July 26, 2023, 02:52:02 AM
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:

Spoiler
2308391 [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]

Also, a couple of typos in the Mod settings (feel free to ignore):
"procedual" -> "procedural" in the Procgen section
"arent, dont" -> "aren't, don't" in the Other section

Cheers
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on July 26, 2023, 08:51:50 AM
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:

Spoiler
2308391 [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]


Iirc that one should be fixed in the abyss discord beta, so also fixed whenever that full releases. If you are making a new run and want the minimap, you could download the beta from the public patreon post
Title: Re: [0.96a] Random Assortment of Things
Post by: hentai-sama on July 27, 2023, 09:43:47 AM
Hello Lukas04, thanks for the cool mod.
I wanna to ask if u can add setting or a slider in Luna for how many we can install  those alteration hullmods. If not can you just tell me how i undo that limit in files? I really wanna have options to install more or all of them.

Also With progressive S mods mod if u already installed some S mods thx to xp, it will not allow you to install any of alteration hullmods.
Title: Re: [0.96a] Random Assortment of Things
Post by: giganticats on August 04, 2023, 09:18:46 AM
may i make a request of an even higher system multiplier of 300%?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 04, 2023, 01:34:51 PM
may i make a request of an even higher system multiplier of 300%?

Probably not, is a bit janky with how the system is setup.
Title: Re: [0.96a] Random Assortment of Things
Post by: Arghy on August 04, 2023, 08:24:31 PM
Yeah at 200% you already get some systems overlapping in hyper space, makes sense lore wise but oh is it not fun when you accidentally jump into a high warning system without saving thinking it was the fringe point of another system.
Title: Re: [0.96a] Random Assortment of Things
Post by: mllhild on August 08, 2023, 04:02:14 PM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 09, 2023, 08:43:41 AM
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.

If your getting this with Luna 1.8.2, then you installed Lunalib updated wrongly.


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.

This is a bug from the ScanThoseGates mod, update that.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 15, 2023, 12:36:49 PM
Been a while so a little abyss progress report.

Its getting relatively close to normal release, if i were to put a guess on it, it will be another 2-3 weeks but it largely depends on how long a certain, rather large sprite takes.
Been getting lots of feedback on the discord-beta and have since added lots of stuff too, been fun seeing people use it.

Yesterday Haplo finished the encounter theme for the abyss which you can find a sample of here (https://twitter.com/Zocklukas/status/1691030389404426241) and find it on soundcloud here (https://soundcloud.com/haplogynae/sets/the-abyss)

We also added weapons, currently totalling at 9 (+ 1 counting the builtin in one of the ships). We want to add more in the future but this is a pretty good amount for the moment.
Snazzy also finished the sprite for a ship in our new lineup of abyss ships, that will only spawn in the deep parts of the abyss, for release there will only be this one but it has stats that will make a threat whenever its spotted.

(https://imgur.com/PmWxftH.gif)
Title: Re: [0.96a] Random Assortment of Things
Post by: johnaaron on August 16, 2023, 07:28:03 AM
Both 1.42 stable and 1.50 beta are going to be save-incompatible with the 'final' 1.5 release right?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 16, 2023, 07:43:16 AM
Both 1.42 stable and 1.50 beta are going to be save-incompatible with the 'final' 1.5 release right?

Yes
Title: Re: [0.96a] Random Assortment of Things
Post by: edixo on August 20, 2023, 12:32:46 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 20, 2023, 01:49:50 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: edixo on August 20, 2023, 11:29:25 AM
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 just did a test, and that is indeed what it does.

I am stupid, sorry about that.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 26, 2023, 06:31:30 AM
Version 1.5.0 Release (Not save compatible with previous versions)

Due to some time-constraints, we decided to release the full version of the abyss a bit earlier. This sadly means a boss we wanted to add is missing, but feature wise its already been rather release-ready, so i didnt wanna wait much longer.

The update adds the abyss, and removes both Chiral/Outpost systems, and Modular Weapons.

Chiral/Outposts have been removed as many of their elements found a new home in the abyss where the ideas could be expanded upon more easily.
Modular weapons have been removed as they were a total pain to work on, and before they rot for eternity in the mod, i rather had removed them.

The forum page also got a bit of a re-design to fit with the added and removed content now.
Hope people will enjoy the new feature, it was very fun to work on it so far and i am looking forward to further expanding it!
Title: Re: [0.96a] Random Assortment of Things
Post by: Soviet Tom Bombadil on August 26, 2023, 11:06:40 AM
that's that spooky blood red thing you had on the discord?

I love it.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 26, 2023, 11:54:45 AM
Yup, i also made a short trailer for it.

https://www.youtube.com/watch?v=GgkpQ2HK-P0
Title: Re: [0.96a] Random Assortment of Things
Post by: vicegrip on August 26, 2023, 07:18:02 PM
Congrats on the abyssal release! Looks awesome and I can't wait to check it out.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 27, 2023, 06:43:35 AM
Thank you!
Ive been amazed by all the responses to the release so far here, on reddit and the twitter, really glad to have put it out there now!
Title: Re: [0.96a] Random Assortment of Things
Post by: vicegrip on August 27, 2023, 03:52:10 PM
I haven't had a chance to dig deep into the mod yet, but from first impressions here are a few things I've noticed.

The new ship descriptions have the typo "asumed" instead of assumed.

The new core description "Through research of the abyss, it has managed to get a strong grasp on the concept of time/space" sounds a little awkward. "it has gained" or "it has attained" might be better wording.

A lot of the hullmod descriptions and other text all seem to be missing apostrophes, for example saying ships rather than ship's. However this seems pretty consistent across all text, so I wonder if it was due to a cut and paste or formatting issue rather than being a typical typo.

The abyssal faction flag is a red version of the Remnant flag, which itself is an inverted Tri-Tachyon symbol representing drones made by TT and deployed post-collapse. But the abyssal ships appear to date from prior to the collapse and originate from the Domain. While it's absolutely possible that Tri-Tach was the main supplier for advanced late Domain era combat drones, without an explicit lore connection, the symbol seems a little out of place.
Title: Re: [0.96a] Random Assortment of Things
Post by: Sincronic on August 28, 2023, 09:39:47 AM
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]

Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 28, 2023, 11:41:19 AM
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]


There was a roiders issue that may be similar to this.
Make sure to update to the latest version and then also run this runcode command in Console Commands: https://pastebin.com/kWJF36eF

If that doesnt fix it, its likely not related to this mod.
Title: Re: [0.96a] Random Assortment of Things
Post by: SolariumOnTheMoon on August 28, 2023, 01:22:28 PM
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?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 28, 2023, 01:56:15 PM
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?

Aslong as you save after running the command it should be fixed.
Make sure to update to the latest version to prevent it from happening on new saves.
Title: Re: [0.96a] Random Assortment of Things
Post by: vicegrip on August 28, 2023, 02:51:49 PM
I am really enjoying the mod so far. The spooky atmosphere and alien nature of the abyss ships works well, and the new hullmod system is genius. However, I have noticed quite a large number of typos and awkward wording. I will try to document them as I find them. For now I'll go over what's in descriptions.csv

If you want the abyss to be a proper noun, it should be capitalized as "the Abyss" wherever it's found, like the game does for "the Domain" and "the Sector", although keeping it as "the abyss" is fine too, but whatever you pick should be consistent.

rat_fracture: A condensed area of abyssal matter, it's intense gravitational forces creating passage between the different zones of the abyss.

Should be "its" since it's is short for it is.

rat_abyss_rift_entrance: A heavily distorted area of spacetime. Closing in on it causes the rift to appear bigger and bigger, until it eventualy completely surrounds what approaches it. Something seems to be generating it from inside.

Should be "eventually", and in my opinion "from the inside" sounds less awkward.

rat_abyss_rift_station: A lone station standing in the center of this anomaly. This rift in spacetime seems to be generated by it.

In my opinion "This rift in spacetime seems to be generated by it" should be replaced with "It seems to be generating the rift in spacetime" to make the station the subject of both sentences, rather than have the subject switch between "a lone station" and "this rift".

rat_domain_research: An abandoned research station. Despite cycles of inoperation, due to isolation from the sector it remains relatively untouched.

"Despite cycles of inoperation" could be replaced with "despite being abandoned long ago" since "inoperation" is a very obscure word that doesn't actually mean something is broken down, but actually means agency or influence.

rat_abyss_cache_singularity: A lost shipment of cargo. It seems to have been untouched since the domain-era.

"Domain" is a proper noun in the core game so it should be "Domain era" or perhaps even "late Domain era", since the Domain lasted for a very long time.

rat_abyss_outpost: An abandoned outpost once used for reaching further in to the abyss. It may proof worthwhile as a place to dock and repair.

Should be "prove" worthwhile, and also unlike nex outposts, you can't actually repair lost CR at one unless it's to remove a d-mod, so the description about doing repairs is a little misleading.

rat_abyss_photosphere: This anomalyous object appears to perform active fusion with abyssal matter gathered from around its vicinity. It doesnt appear to generate much heat or radiation, but emits a steady amount of light.

Should be "anomalous" and "doesn't".

rat_chronos_core/rat_cosmos_core: As mentioned in the previous post, "it has managed to get a strong grasp" sounds awkwardly informal and could be replaced with "it has gained a strong grasp".

Ship descriptions: An autonomous hull from the depths of the abyss. It can be asumed to originate from the original exploration of the abyssal space, done by small expedition fleets from the domain hundreds of cycles ago, then left isolated since the collapse.

Should be "assumed", also the game treats "Domain" and "Collapse" as proper nouns. If you wanted to play up the mysterious nature of the ships, you could rewrite the description to something along the lines of "An autonomous drone belonging to the ancient Domain expedition fleets sent to explore the abyss. It has fully acclimated to the peculiar environment after hundreds of cycles of AI directed self-modification, and now bears little resemblance to any other ships found in the Sector."

Ship systems:

"shipsystem" should be two words "ship system". "Cronos Core" and "Cosmos Core" should also be capitalized proper nouns.

merrow_system: The ship has an adaptive shipsystem that will change depending on the active AI core. Without a core, the shipsystem can not be activated. Using a chronos core, the shipsystem increases the firerate of ballistic and energy weapons, with a cosmos core, it is able to vent hardflux with the shields active.

Should be "cannot", "fire rate" and "hard flux". Also the whole description can be rewritten more succinctly along the lines of "This ship has an adaptive system that can only be operated by a specialized AI core. The Chronos Core increases the fire rate of ballistic and energy weapons. The Cosmos Core enables venting of hard flux when shields are active."

chuul_system: The ship has an adaptive shipsystem that will change depending on the active AI core. Without a core, the shipsystem can not be activated. A chronos core allows the ship to teleport in the direction it is traveling, while a cosmos core will increase damage dealt by all weapons.

A similar rewrite as the Merrow would be "This ship has an adaptive system that can only be operated by a specialized AI core. The Chronos Core allows the ship to teleport in the direction it is traveling. The Cosmos Core will increase damage dealt by all weapons."

aboleth_system: The ship has an adaptive shipsystem that will change depending on the active AI core. Without a core, the shipsystem can not be activated. A chronos core increases the ships timeflow, and the cosmos core enables the ship to enter p-space.

"timeflow" is not a common word, and "p-space" may not be immediately obvious to players to mean phase space. A possible rewrite could be "This ship has an adaptive system that can only be operated by a specialized AI core. The Chronos Core accelerates the subjective flow of time aboard the ship. The Cosmos Core enables the ship to phase into p-space."

morkoth_system: The ship has an adaptive shipsystem that will change depending on the active AI core. Without a core, the shipsystem can not be activated. With a chronos core, the ship gets a brief but strong boost in maneuverability, where as with a cosmos core it is able to turn shield damage taken in to several beneficial buffs.

"gets" and especially "buffs" are both a bit jarring in how informal they sound, and "whereas" and "into" should be one word. Also it's not clear what "several beneficial buffs" actually means. Activating Event Horizon for the first time causes a counter to increase towards 100% as more damage is taken, but this display stops showing when the system deactivates for the first time, and then never displays again. I have no idea what it's actually supposed to do. Looking at the code, it seems to improve shield unfurl speed, shield damage taken, flux dissipation, weapon damage, and weapon rate of fire, so a more extensive rewrite could be "This ship has an adaptive system that can only be operated by a specialized AI core. The Chronos Core grants a brief but significant boost to maneuverability. The Cosmos Core temporarily shifts weapon, shield, and reactor performance into overdrive."

rat_humpback: A long range blaster that poses a steady threat against enemy shields. Due to special properties of the projectiles plasma, impacts on hull can temporarily weaken the effectiveness of the targets armor.

"enemy" shields is superfluous. "targets" should be "target's" but can also be removed and be replaced with just "temporarily weaken armor". "projectiles" should be "projectile". A more succinct description might be "An exotic kinetic weapon that both excels at pressuring shields, and rapidly weakening exposed armor."

rat_haddock: A large blaster that can easily supress enemy shields. Thanks to special properties of the projectiles plasma, impacts on hull can temporarily weaken the effectiveness of the targets armor.

Should be "suppress", also "thanks to" sounds weirdly informal and could be replaced with "due to". A similar rewrite to the humpback could be "An exotic heavy kinetic weapon that is devastating against shields, but can also rapidly weaken exposed armor."

A few notes of the humpback and haddock. Since they deal kinetic damage, I think calling them plasma projectiles doesn't make a lot of sense. Also they're not actually that long range, since 600/700 is pulse laser and autopulse laser range, which is well short of the 900-1000 of most beam and larger projectile weapons.

rat_leviathan: The Leviathan is a long-range railgun that is able to to hurt enemy defenses in all situations, but is especialy capable against targets without active shields.

Able to "hurt" is an unusual word choice when talking about mechanical ships, and there's a typo for "especially". Can be rewritten as "The Leviathan is a long-range railgun that is effect against all defenses, but is especially capable against shields."

Leviathan special weapon text: Hits on hull or armor unleash 3-5 EMP strikes towards the target. Hits on Shields instead release all of that charge on the spot and create a small explosion.

"Shields" should be "shields" since hull and armor are not capitalized either. "All of that" and "on the spot" also sound rather informal. Could be rewritten to "Hits on hull or armor unleash 3-5 EMP strikes upon the target. Hits on shields release the entire charge in a small explosion, dealing (x amout y type damage)."

Also I'm not too familiar with kontlin but looking at the code it seems that a hit against armor creates 3-5 EMP arcs, each arc dealing empAmount * 0.2f and damageAmount * 0.1f extra damage, whereas a hit against shields creates a single explosion dealing damageAmount * 0.25f within the 40 radius explosion core, with falloff to 0 damage from 40-100 range. Since the projectile deals 900 explosive damage and 300 EMP damage, doesn't that mean an armor hit is dealing an extra 180-300 EMP and (270-450) x2 anti-armor explosive damage on a hull hit, but only 225/2 anti-shield explosive damage on a shield hit?

Edit: Never mind, I had a reading comprehension fail and thought it was supposed to be more effective against shields, not less.

rat_seadragon_rack: Fires a Seadragon DEMs that unleashes energy bursts upon the target. They are exceptional at making captains second-guess their decisions to put down their shields. Can recharge their ammunition over time.

Should be "Fires Seadragon DEMs that unleash" to match plurals of "they are exceptional". "Put down" shields sounds awkward and can be replaced with "lower", and "their" in "their shields" can also be removed to avoid clashing with "their ammunition" being a different object in the next sentence.

rat_asterina: A small beam weapon that is capable of reliably supressing enemy shields, however it's effectiveness falls of as the targets flux level rises.

Should be "suppressing", "its", "off", "target's", as in "A small beam weapon that is capable of reliably suppressing enemy shields. However, its effectiveness falls off as the target's flux level rises."

rat_asterias: A beam weapon that is capable of reliably supressing enemy shields, however it's effectiveness falls of as the targets flux level rises.

Same as above, "A beam weapon that is capable of reliably suppressing enemy shields. However, its effectiveness falls off as the target's flux level rises."

A burst beam weapon that can do effective damage against the targets armor. It can store multiple charges to fire again in quick succession.

"do" effective damage sounds informal and can be changed to "inflict" effective damage, and "target's" is missing the apostrophe.

Also I noticed in the game files there is the Aboleth and Aboleth M, with the only difference being that one has fighter bays. However, the Aboleth doesn't seem to be in default_ship_roles.json, and it's not clear what the M stands for. I think the existing Aboleth M should either be renamed to get rid of the M or have it explained it in lore text. For consistency with other abyss ship names, I am leaning towards just getting rid of the M.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 29, 2023, 04:28:48 AM
Someones been helping me on some of the grammer, so that will probably improve over time. The normal Abolet does not have variants yet as we are still working on the fighters. Its pretty normal to name Missile versions of a ship with an "M"
Title: Re: [0.96a] Random Assortment of Things
Post by: Zalpha on August 29, 2023, 12:46:38 PM
The mini map with zoom function is like the greatest thing ever. It so useful because now having a huge scan range actually works for you being able to actually see that far.
Title: Re: [0.96a] Random Assortment of Things
Post by: Dadada on August 29, 2023, 02:31:58 PM
Looks awesome, I think next month I will may do my first modded 0.96 run.
Title: Re: [0.96a] Random Assortment of Things
Post by: mstachife on August 29, 2023, 04:50:43 PM
Absolutely loving this mod; alongside HMI, lost sector, and SoTF it exponentially increases the amount of exploration content available over vanilla. The abyss is great.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 31, 2023, 10:28:31 AM
Released version 1.5.3

It adds the first version of the next expansion added to RAT, "Relics of the Past". It will mostly be about adding one-off exploration content to "ruins" systems.
Content is still rather thin, but i think what is there is quite fun for the game, and i am looking forward to expanding it.

(https://cdn.discordapp.com/attachments/1073387162646610071/1146858730206543872/image.png)
Title: Re: [0.96a] Random Assortment of Things
Post by: Kadatherion on August 31, 2023, 10:54:25 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 31, 2023, 11:09:25 AM
Oversaw an issue and released a hotfix

Please make sure to update to 1.5.4, i accidentaly oversaw an issue. Please make sure to revert your save to the version prior to installing 1.5.3 after patching to 1.5.4, or the abyss map and other abyss features will cause crashes on your current save.

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.
Title: Re: [0.96a] Random Assortment of Things
Post by: El Jojo on August 31, 2023, 11:21:20 AM
How feasible is it to add RAT to an existing save ?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on August 31, 2023, 11:30:01 AM
Should work fine for the most part
Title: Re: [0.96a] Random Assortment of Things
Post by: Kadatherion on August 31, 2023, 11:57:27 AM
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.

That's cool then, I guess, especially if it was mostly *more* things than intended spawning rather than the opposite. I'm not technically too deep into my current campaign (first time in 0.96 for me), but I've just finished raising all the relations to 100 with the Iron Shell contacts for their rewards, and it would be a terrible chore to have to do it all over again ;D
Title: Re: [0.96a] Random Assortment of Things
Post by: vicegrip on August 31, 2023, 01:36:31 PM
Having played this mod obsessively since its release, I have to say it's one of the best I've tried so far. Everything from the music, sprite work, atmosphere, mechanics, and dungeon crawl experience is top notch. However, I think the hullmod icons for the Chronos and Cosmos core conversions are not that great, since they're just dark blobs that don't really look like anything. In my opinion even something simple like using the commodity item graphics against a plain black background looks much better. Here is something I whipped up real quick. Feel free to use the idea or the graphics if you like.

(https://i.imgur.com/js1yFy3.png) (https://i.imgur.com/BHglyqX.png)
Title: Re: [0.96a] Random Assortment of Things
Post by: ThomasMannerheim on September 01, 2023, 07:57:32 AM
Please forgive me if this is an obvious answer but is 1.5.4 save game compatible with 1.5.2?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 01, 2023, 11:05:54 AM
yes (if you actually mean it the other way around)
Title: Re: [0.96a] Random Assortment of Things
Post by: zacharywere on September 02, 2023, 09:44:29 PM
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
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 02, 2023, 10:52:43 PM
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

If its still an X you are on an old Lunalib version
Title: Re: [0.96a] Random Assortment of Things
Post by: zacharywere on September 02, 2023, 11:51:42 PM
I will make a vid showing the problem e cuz its a weird one
Title: Re: [0.96a] Random Assortment of Things
Post by: zacharywere on September 03, 2023, 12:32:55 AM
I will make a vid showing the problem e cuz its a weird one
https://youtu.be/L1wQsn5na9E shows full problem and expain in discretion my discord is zacharywere if u want more info on the crash
Title: Re: [0.96a] Random Assortment of Things
Post by: TheSAguy on September 03, 2023, 12:04:41 PM
Hey Lucas,

Great mod, love all the stuff you're adding.
I do have a issue though, when I install this mod, not FPS drops from 60 to 35-40 when in Hyperspace. (In system it's still 60)
I'm playing with 80 mods and adding/removing RAT causes this.

I was wondering if you would consider splitting this mod. Additional content vs. QoL.
I tried disabling everything but the mini-map, but the slowness consists.

Thanks.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 03, 2023, 02:33:07 PM

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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Oni on September 04, 2023, 09:06:09 AM

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 think there's a 'starscape' mode, but that's not quite the same thing...
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 04, 2023, 11:01:10 AM

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 think there's a 'starscape' mode, but that's not quite the same thing...

The style is not whats costing performance, its just the amount of entities in hyperspace.
Title: Re: [0.96a] Random Assortment of Things
Post by: mathyou on September 06, 2023, 12:51:42 PM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 06, 2023, 01:09:40 PM
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.

Hmm, yeah i didnt consider mercaneries, will see check how i can prevent those from being considered.
Title: Re: [0.96a] Random Assortment of Things
Post by: mechanicalFactory on September 07, 2023, 09:50:39 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 07, 2023, 10:09:27 AM
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.

No, and that is intentional. Though there is one challenge fight somewhere in the abyss that guarantees another artifact (that you dont have yet), asuming you havent done it yet.
Title: Re: [0.96a] Random Assortment of Things
Post by: Erhes on September 08, 2023, 07:32:49 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 08, 2023, 08:22:30 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: TimeDiver on September 08, 2023, 08:59:35 AM
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!

EDIT: As in, I cheated some of RAT's skills onto my player character, just to see what they did.
Title: Re: [0.96a] Random Assortment of Things
Post by: Erhes on September 08, 2023, 03:58:03 PM
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.

So I better go to play now just to see one last time 20 talons saturating enemy cruiser on other end of battlefield with bullets that will slowly destroy them.

Edit: Thanks for really fast fix.
Title: Re: [0.96a] Random Assortment of Things
Post by: vicegrip on September 09, 2023, 08:55:14 PM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Unknown-J on September 09, 2023, 09:18:58 PM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: SpaceDrake on September 09, 2023, 10:42:00 PM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 10, 2023, 02:46:20 AM
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.

No clue how it happens, but i made sure they are unuseable anyways. I do think its some bug with smods and i tried to filter them out if they drop, but even then they somehow sometimes drop.

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.

I did some testing, and i can not replicate this, even when going through dozens of areas and such there is no measureable change in save size for me.
So not sure if this is some conflict with another mod or something.
Planning on doing a rework of the procgen and im hoping i can avoid saving the cells in the first place, but last time i attempted to do so it wouldnt regenerate with the same seed so i will need to find a solution there.

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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Texas Redhawk on September 10, 2023, 04:59:05 AM
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.

Hitting people who use the Autosave mod to remind them to quicksave a lot, maybe?

Edit: I can very much attest to the new update really helping with save file bloat. I made a save copy after updating RAT and my save file size dropped from 200mb+ to 50mb. Very much appreciated!
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 10, 2023, 04:40:18 PM
The Abyss OST can now also be found on youtube, Haplo even made an awesome extension for the encounter theme.
We also gave both tracks actual names now.

https://www.youtube.com/watch?v=Jjvyrz5_im8
Title: Re: [0.96a] Random Assortment of Things
Post by: sith1115 on September 11, 2023, 03:19:44 PM
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
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 11, 2023, 03:55:00 PM
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

Im sorry but im somewhat confused by how often people wonder this when it should be quite obvious what the AI cores are for when the only way you can get them is from defeating ships that have them
Title: Re: [0.96a] Random Assortment of Things
Post by: sith1115 on September 12, 2023, 11:08:31 AM
Ah ok that makes more sense.  I picked a couple up from research station so i was pretty confused on what they were used for.  Plus I don't use automated ship that often so i'll try that out.  Thanks for the help!
Title: Re: [0.96a] Random Assortment of Things
Post by: Jazuke Taizago on September 13, 2023, 09:04:22 AM
I came here to inform you that after updating this Mod. It now causes crash:

56146 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.loading.ShipHullSpecLoader.o00000(Unknown Source)
    at com.fs.starfarer.loading.ShipHullSpecLoader.new(Unknown Source)
    at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
    at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Thread.java:750)

I had to disable it to play the game.
Title: Re: [0.96a] Random Assortment of Things
Post by: playbabeTheBookShelf on September 13, 2023, 11:24:25 PM
Can't use abyss hullmod, I'm right click them on inventory menu (both when dock and not) and nothing happens.
Any known issue or mods conflict on this subject?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 14, 2023, 01:47:04 AM
Read their tooltip
Title: Re: [0.96a] Random Assortment of Things
Post by: playbabeTheBookShelf on September 14, 2023, 04:45:23 AM
lmao that definitely need some highlighting. thank!
Title: Re: [0.96a] Random Assortment of Things
Post by: Mike2003 on September 18, 2023, 12:07:48 PM
New favourite mod
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 18, 2023, 12:38:34 PM
Released version 1.6.0, reworks a lot of the procgen to make it easier for me to add more stuff later on and moves the entrance to a place in hyperspace instead of being with an ability.
Also adds some bits of new content, though not super much.
Requires a new save.
Title: Re: [0.96a] Random Assortment of Things
Post by: HackerGamesZz on September 22, 2023, 09:23:38 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 23, 2023, 12:36:35 AM
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.

If you have an actual issue just DMing me on discord or writing it on this thread tends to be the fastest way.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on September 26, 2023, 01:29:21 PM
Released 1.6.2, adds a few more weapons, a new ship, a bit of relics content and some fixes.
Title: Re: [0.96a] Random Assortment of Things
Post by: Ash and dust on September 28, 2023, 03:18:15 AM
Excuse me,Could i translate Random Assortment of Things into Chinese and upload it to the Chinese forum (everything is free)?

Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 01, 2023, 06:52:19 PM
1.6.3 released which adds a bit more content and improves the archivists intel a little.
On another note, the mod also now has a small discord server for feedback and discussions.

(https://imgur.com/ikOWvHz.png) (https://discord.gg/wgDCgS7PF3)
Title: Re: [0.96a] Random Assortment of Things
Post by: TheSAguy on October 03, 2023, 08:00:34 PM
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?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 04, 2023, 08:05:16 AM
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?

Since Version 1.6.0 the entrance to the abyss is in the bottom left corner of the sector.
Title: Re: [0.96a] Random Assortment of Things
Post by: TheSAguy on October 04, 2023, 08:55:40 AM
Thanks, I found it.
I have a larger map and it was hidden in a cloud.

Thanks and love the mod.
Title: Re: [0.96a] Random Assortment of Things
Post by: Nick9 on October 05, 2023, 01:30:39 AM
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 :/
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 05, 2023, 07:28:20 AM
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 :/

Maybe il make it require a double click, though i havent had a single report or issue myself about it being easy to misclick on
Title: Re: [0.96a] Random Assortment of Things
Post by: SoSD on October 06, 2023, 10:36:02 PM
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~
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 07, 2023, 01:29:25 AM
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~

The feature is rather made to especialy skip the slow start of colonies when you have more than enough money to afford it, it is quite cheaty but thats just how it is.
Title: Re: [0.96a] Random Assortment of Things
Post by: Audax on October 07, 2023, 03:35:58 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 07, 2023, 04:33:44 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Audax on October 07, 2023, 09:08:03 AM
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 see, good to know the weird interaction was intended. As for alterations, I can always use sp to increase the amount of smods.
Title: Re: [0.96a] Random Assortment of Things
Post by: Phenir on October 09, 2023, 08:11:57 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: FreonRu on October 09, 2023, 09:26:26 AM
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
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 09, 2023, 09:28:59 AM
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.

Rarely happens, not sure why, though you will not be able to use the mod anyways.

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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Nick9 on October 09, 2023, 09:40:12 AM
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.

Btw thank you for that, I was suprised seeing that it's not broken with progressive s-mods :D

Epic mod.
Title: Re: [0.96a] Random Assortment of Things
Post by: FreonRu on October 09, 2023, 09:54:32 AM

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.

Thank you

I really like this modification
Title: Re: [0.96a] Random Assortment of Things
Post by: mechanicalFactory on October 11, 2023, 11:30:19 PM
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?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 11, 2023, 11:36:22 PM
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?

probably not if you have more than vanilla amounts already
Title: Re: [0.96a] Random Assortment of Things
Post by: gamblerrus on October 12, 2023, 10:33:17 AM
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?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 12, 2023, 12:04:23 PM
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?

Issue that will be fixed in the next version
Title: Re: [0.96a] Random Assortment of Things
Post by: gamblerrus on October 12, 2023, 12:57:51 PM
Thank you very much!
Title: Re: [0.96a] Random Assortment of Things
Post by: 702982 on October 16, 2023, 04:21:19 AM
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?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 16, 2023, 06:16:42 AM
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?

Systems are random so the name doesnt say much, though i think there was a bug where it counts the connection towards the rift system as unexplored route.
Title: Re: [0.96a] Random Assortment of Things
Post by: 702982 on October 16, 2023, 05:31:11 PM
Alright thanks, was just confused on if I was missing out on content or anything. thanks for the quick reply.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 17, 2023, 12:58:32 PM
Released Version 1.7.0
This update adds 2 new music tracks made by haplo, which play when you enter the deep zones of the abyss.
Also has a variety of small improvements here and there, some balance changes and a tiny bit of new relics content, though i think what i added is a pretty fun thing.

I also updated the forum thread to actually have a description for the Relics stuff, since that was missing for a while now.

Also marks the point where i asked the forum mods to move it to the megamods section, since i think content wise it fits there now.
Title: Re: [0.96a] Random Assortment of Things
Post by: PasDeBras on October 18, 2023, 12:23:06 AM
Released Version 1.7.0
Can we safely update from the latest version or is it better to wait for a new playthrough?
Thanks a bunch anyways!
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 18, 2023, 02:24:10 AM
Released Version 1.7.0
Can we safely update from the latest version or is it better to wait for a new playthrough?
Thanks a bunch anyways!

I usually leave notes about it in the changelog. This one should technicly work but the save would have much of it missing.
Title: Re: [0.96a] Random Assortment of Things
Post by: Pegboard on October 18, 2023, 02:36:19 AM
Got an error like this after updating from 1.6.6 to 1.7.0:
Code
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)

For clarity, this is a save made on 1.6.6, and the Abyss was unvisited.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 18, 2023, 08:24:30 AM
Got an error like this after updating from 1.6.6 to 1.7.0:
Code
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)

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.

Code
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>());
Title: Re: [0.96a] Random Assortment of Things
Post by: Pegboard on October 18, 2023, 09:31:26 AM
Got an error like this after updating from 1.6.6 to 1.7.0:
Code
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)

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.

Code
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>());

This seems to prevent the crash on entering, thank you!
Title: Re: [0.96a] Random Assortment of Things
Post by: glism on October 18, 2023, 10:40:02 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 18, 2023, 01:03:02 PM
Got an error like this after updating from 1.6.6 to 1.7.0:
Code
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)

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.

Code
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>());

This seems to prevent the crash on entering, thank you!

Just be aware that there may still be more issues, notably some of the new music wont play deeper in the abyss, but i dont think there should be any other large things.

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.

Thank you!
I think both of my mods dont really have great ultrawide support, hard to test for without one and it affects relatively few users. Though adding a scaling bar in the settings should be possible, will look in to it.

Also for more exploration mods, i can highly recommend LOST_SECTOR, adds both a faction and another exploration threat in to the sector.
Title: Re: [0.96a] Random Assortment of Things
Post by: OldMan on October 20, 2023, 09:31:22 AM
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
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 20, 2023, 10:06:55 AM
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

Isnt supposed on the player, and it doesnt quite work there either so no point trying to change it. Tahlan Shipworks has something that may be more of your interest.
Title: Re: [0.96a] Random Assortment of Things
Post by: Algoul on October 21, 2023, 05:21:27 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 21, 2023, 11:48:35 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Coil on October 21, 2023, 07:09:51 PM
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?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 21, 2023, 07:11:33 PM
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?

It is not, and if you dont really know much about coding, it wont really be easy for you to do corrections on much of the text. I also still modify much of the mod frequently so any correction on it may be void and kinda pointless.
Title: Re: [0.96a] Random Assortment of Things
Post by: Argonautis on October 22, 2023, 05:30:59 AM
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?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 22, 2023, 06:12:30 AM
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?

No
Title: Re: [0.96a] Random Assortment of Things
Post by: Brightness on October 25, 2023, 09:33:03 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 25, 2023, 01:03:46 PM
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.

Its not extremely long because i think it would get annoying if you had to spend hours on it in every save. The mod is also still indev
Title: Re: [0.96a] Random Assortment of Things
Post by: vicegrip on October 25, 2023, 02:31:46 PM
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.

I agree with this assessment. The abyssal ships are quite good and several of the new weapons have effects such as regenerating DEM, rapid fire energy pd, and hard flux 1000 range energy artillery which are both very useful and don't have any comparable non-ballistic counterparts in the core game. Slap abyssal cores and innate hullmods on top of that and the end results are very strong.
Title: Re: [0.96a] Random Assortment of Things
Post by: medKon on October 26, 2023, 05:41:39 AM
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.

Spoiler
129376 [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]
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 26, 2023, 06:14:33 AM
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.

Spoiler
129376 [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, as it says in the changelog. Your best bet would be to downgrade to what you had previously installed, though if you already saved on the new version, not sure if you can.
Title: Re: [0.96a] Random Assortment of Things
Post by: SoSD on October 26, 2023, 10:39:50 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: medKon on October 26, 2023, 11:32:03 AM

Version 1.7.1 is not save compatible.

Ah, my fault then for not paying attention  8) Well that save was pretty much done and over with, so I guess I can deal with it.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 26, 2023, 02:00:44 PM
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.

It is, and this probably comes from me using a percent modifier and not a flat one, which is visualised identicly (as you can see it shows at 25% there), but i only later found out doesnt actually apply its affect. Will change it to a flat and that will probs make it work whenever il get to releasing the next version.
Title: Re: [0.96a] Random Assortment of Things
Post by: Laf on October 27, 2023, 01:59:03 PM
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
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 27, 2023, 02:37:08 PM
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
Title: Re: [0.96a] Random Assortment of Things
Post by: Laf on October 27, 2023, 04:50:48 PM
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 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)
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on October 27, 2023, 05:14:46 PM
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 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)
(https://cdn.discordapp.com/attachments/859118669968048129/1167617349218742312/image.png?ex=654ec765&is=653c5265&hm=ddac5b898018b53c5e2377429093b58fdc4068284d7df69c7212cec9577e4986&.png)
Title: Re: [0.96a] Random Assortment of Things
Post by: Laf on October 27, 2023, 06:11:50 PM
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 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)
(https://cdn.discordapp.com/attachments/859118669968048129/1167617349218742312/image.png?ex=654ec765&is=653c5265&hm=ddac5b898018b53c5e2377429093b58fdc4068284d7df69c7212cec9577e4986&.png)
Thank you so much
Title: Re: [0.96a] Random Assortment of Things
Post by: Brightness on October 31, 2023, 12:11:59 AM
here's a song I found to encourage you: https://www.youtube.com/watch?v=jcOPh5ltbAw
Title: Re: [0.96a] Random Assortment of Things
Post by: Kurrywurst on November 05, 2023, 05:00:07 AM
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)
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on November 05, 2023, 09:10:06 AM
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)

Killed by a fighter without a wing, appearently? Will be fixed next patch.
Title: Re: [0.96a] Random Assortment of Things
Post by: Desregaurd on November 06, 2023, 02:11:40 AM
Is there specific criteria for what weapons the Boost Redirector hullmod affects? Like does it only affect Abyss weapons or weapons from this mod specifically?


I've tried a bunch of ballistic and energy weapons with varying reload sizes, burst sizes, ammo sizes, ammo charge rates, refire speeds and I've not seen them have any noticeable change after adding this hullmod.

The 0-flux speed boost is reduced as labeled, but that's about all I can see that does work for it.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on November 06, 2023, 02:18:30 AM
Have you tested it at 0 flux boost?
Title: Re: [0.96a] Random Assortment of Things
Post by: Desregaurd on November 06, 2023, 03:07:58 AM
Oh, I had completely misinterpreted that there was a trigger for it to function. It works, just not at all how I thought it did.
Title: Re: [0.96a] Random Assortment of Things
Post by: TheMuffinOfEvil on November 10, 2023, 09:52:12 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: avallanch on November 11, 2023, 04:23:26 AM
Any reason why cybernetic interface cant be on Player?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on November 12, 2023, 09:36:52 AM
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.

Can be a streak of bad luck, but she also wont show up if you have none of the stations left to find anymore.

Any reason why cybernetic interface cant be on Player?

Doesnt work mechanicly with how the skill works.
Title: Re: [0.96a] Random Assortment of Things
Post by: Uther Phobos on November 12, 2023, 11:15:00 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: avallanch on November 12, 2023, 12:40:46 PM
@Lukas04: one last question, any way we will get the station start as independents?
Title: Re: [0.96a] Random Assortment of Things
Post by: TheSAguy on November 12, 2023, 02:51:55 PM
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!
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on November 12, 2023, 09:40:14 PM
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

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!

thats just not really what the system is about at all
Title: Re: [0.96a] Random Assortment of Things
Post by: avallanch on November 13, 2023, 12:14:07 AM

@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
Title: Re: [0.96a] Random Assortment of Things
Post by: Uther Phobos on November 13, 2023, 04:32:16 AM
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
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.

I think some scaling with player fleets is needed even on normal, though. I can mop up even Seraph fleets with a bunch of ships on auto, with the losses mainly attributable to an overly aggressive officer charging headfirst into everything.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on November 13, 2023, 05:24:56 AM

@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

Thats not an independent start though, its a free start with the player faction, aka none. For now player faction starts dont get the commander one, but im considering changing it at some point
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on November 24, 2023, 10:46:04 AM
Released Version 1.8.0
Pretty big patch that introduces a new mini-faction (that is still in development) and revamped how the abyss generates its structure, so the connection between systems.

Changelog: https://github.com/Lukas22041/Random-Assortment-of-Things/releases/tag/1.8.0
Title: Re: [0.96a] Random Assortment of Things
Post by: TorHKU on November 24, 2023, 05:54:19 PM
Deleted 1.7.4 and installed 1.8.1, getting this when I start the game
Code
java.lang.RuntimeException: Error loading [graphics/hullmods/rat_apheidas_hullmod.png] resource, not found in <folders>
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on November 24, 2023, 11:10:35 PM
Deleted 1.7.4 and installed 1.8.1, getting this when I start the game
Code
java.lang.RuntimeException: Error loading [graphics/hullmods/rat_apheidas_hullmod.png] resource, not found in <folders>

Male sure you actually installed 1.8.1, 1.8.0 had this issue and 1.8.1 fixed it shortly after release.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on November 24, 2023, 11:33:42 PM

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
Title: Re: [0.96a] Random Assortment of Things
Post by: oopsnocaps on November 25, 2023, 01:19:26 AM

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

I'm blind. Thanks for clarifying.
Title: Re: [0.96a] Random Assortment of Things
Post by: Ainotto on November 25, 2023, 06:16:09 AM
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)

Title: Re: [0.96a] Random Assortment of Things
Post by: XpanD on November 25, 2023, 08:40:25 AM
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)

Whichever mod the "acs_industry_frontier_protocol.java" script file is a part of is looking for a feature that doesn't exist in the core game. Does "acs" sound familiar at all? Make sure both that mod and your game are updated to the latest releases, and that the mod actually works with 0.96a. Your game should be at 0.96a RC10.

(I haven't used this mod yet, so if it's something from here disregard that part)
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on November 25, 2023, 10:15:11 AM
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)

IDK what ACS is, but its not caused by this mod.
Either way, this crash comes from using a mod with UI elements that hasnt been recompiled for 0.96a, make sure to not use mods that havent been updated and expect them to work.
Title: Re: [0.96a] Random Assortment of Things
Post by: Strato on November 25, 2023, 02:34:06 PM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: TimeDiver on November 25, 2023, 03:22:48 PM
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:

https://github.com/Lukas22041/Random-Assortment-of-Things/releases/download/1.7.0/Random-Assortment-of-Things.zip

v1.7.1 added GraphicsLib, and v1.7.2 added Nexerelin as dependencies.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on November 29, 2023, 11:49:28 AM
Released 1.8.2, not save compatible.
Revamps one of the backgrounds to be more simple as it kinda lacked in depth, but adding more complexity would also move it away from its goal, so instead its just a few benefits from the start without having to work much towards it.

Also improves the exoships teleport to other starsystems a little.
Title: Re: [0.96a] Random Assortment of Things
Post by: Wit on December 02, 2023, 09:32:02 AM
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?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on December 02, 2023, 11:00:03 AM
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?

This mod isnt really a big ship pack, it just has ships for the enemy faction in the abyss and the mini-faction in the latest version. If you want much more ships, you wanna use more mods than this, as there are many other mods that focus on adding more quantitity and variety of ships specificly.
Title: Re: [0.96a] Random Assortment of Things
Post by: Wyvern on December 03, 2023, 10:25:27 PM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on December 04, 2023, 07:26:18 AM
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.

Thank you! Been pretty happy with how the Thestias and Leaniras shipsystems turned out in the end.
Title: Re: [0.96a] Random Assortment of Things
Post by: Brightness on December 05, 2023, 11:49:18 PM
Song to encourage you: https://www.youtube.com/watch?v=7pXPGjIoRe8

Also, your mod is full on winning, bro.
Title: Re: [0.96a] Random Assortment of Things
Post by: Iwe Eri on December 11, 2023, 12:23:17 PM
Hi could you explain the buffs the Event horizon ship system give when a cosmos core is stationed on the capital Abyssal ship?
Title: Re: [0.96a] Random Assortment of Things
Post by: Killsode on December 11, 2023, 10:45:12 PM
The ship on the front page is dope! whats it supposed to be?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on December 12, 2023, 04:43:34 AM
The ship on the front page is dope! whats it supposed to be?

Its a 3D model made by Loyse (https://twitter.com/i/flow/login?redirect_after_login=%2FLoiseeer%2F) of the Aboleth! A ship that you can find in the abyss.

(https://cdn.discordapp.com/attachments/1114482093758631956/1118958606654636052/aboleth_m.png?ex=658478e9&is=657203e9&hm=eafd9497f4b20ba2d5fcff8babf464a10770f0985feeeba2d8f9e7c8f5632f4d&.png)

Title: Re: [0.96a] Random Assortment of Things
Post by: JohnVicres on December 12, 2023, 12:30:30 PM
Spoiler
Spoiler
Where 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]
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on December 12, 2023, 12:54:55 PM
Spoiler
Spoiler
Where 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]

They are found in the fringe-systems of the sector, they move between systems occasionaly.
Title: Re: [0.96a] Random Assortment of Things
Post by: Iwe Eri on December 13, 2023, 06:32:00 AM
Hi could you explain the buffs the Event horizon ship system give when a cosmos core is stationed on the capital Abyssal ship?
It mentions it buffs numerous stats but in what fashion exactly?
Title: Re: [0.96a] Random Assortment of Things
Post by: sicksock on December 17, 2023, 11:42:40 PM
Is there some trick to finding the Exo people? I found them twice while mapping the sector but now I cant find them...
Title: Re: [0.96a] Random Assortment of Things
Post by: Uther Phobos on December 18, 2023, 09:37:37 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Wyvern on December 18, 2023, 10:07:36 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: meatball on December 19, 2023, 03:51:05 AM
I just realised, though being unable to play with RAT’s latest version, being halfway deep in my third playthrough, that the Exotech mini-faction’s probably the remnants of Altair Exotech.
(the company that made 90% of the midline ships)
Incredible mod overall, can’t wait to try the new features out.
Title: Re: [0.96a] Random Assortment of Things
Post by: Killsode on December 19, 2023, 07:48:04 AM
I've been finding a lot of RAT planet conditions on almost exclusively volcanic worlds, which doesnt make tooo much sense honestly.
Title: Re: [0.96a] Random Assortment of Things
Post by: Pagan Pope on December 21, 2023, 01:26:38 AM


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''

Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on December 21, 2023, 06:50:29 AM


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''

This is fixed in the latest beta version of the mod, so will be fixed whenever that releases
Title: Re: [0.96a] Random Assortment of Things
Post by: TemplarAnton on December 24, 2023, 03:05:18 PM
I didn't install Adjusted Sector, I get a message that it is installed and I can't change the procedural generation option
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on December 25, 2023, 05:55:48 AM
I didn't install Adjusted Sector, I get a message that it is installed and I can't change the procedural generation option

There isnt even a message for when you install adjusted sector though, so you seem to be misreading something
Title: Re: [0.96a] Random Assortment of Things
Post by: GodAmongstUs on December 26, 2023, 09:07:35 AM
First off, thank you for the mod (and the effort put into it) it has been quite fun :D

Secondly, feel free to ignore this, I know its the holiday season and people are busy regardless

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. Also small note not really for you (the author) but anyone playing with this and starship legends, the event from starship legends where you can sell a famous ship, having the "refurbished" mod from this and max build in hullmods will skyrocket the price the npc will pay to like 2 billion credits since I think they scale the price based on cost of ship and build in hullmods so a capital with 1 over the cap just breaks it... That last part isnt a bug on this mod, or a problem even, just a niche situation.

anyways sorry if this is too rant-y, I really do love the mod regardless of a nitpick/annoyance of re-finding the exotech faction since the first time I didnt have enough stuff to dump on em, and sorry for asking so much. Again, feel free to completely ignore me I wont take it personally, I am a monkey after all.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on December 26, 2023, 12:09:19 PM
Quote
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.

No, system is coded with 1 in mind

Quote
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.

Look for code that lets you spawn in an entity and look for the entity id of the barge in the mods files
Title: Re: [0.96a] Random Assortment of Things
Post by: budgetcommander0451 on December 26, 2023, 06:13:55 PM
Is there any way to give yourself hull alterations via console commands? All I can do is give myself unusable ones.
Title: Re: [0.96a] Random Assortment of Things
Post by: Uther Phobos on December 27, 2023, 03:47:07 AM
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.

Had to do that when the game decided to give me the Energy Focus modspec instead of the alteration for some reason.
Title: Re: [0.96a] Random Assortment of Things
Post by: TiberQ on December 30, 2023, 06:58:02 PM
Had the unfortunate;

Spoiler
Code
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]
[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!
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on December 30, 2023, 08:35:48 PM
Had the unfortunate;

Spoiler
Code
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]
[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!

The Thestia crash is fixed in the latest beta, so will be fixed at some point.

The procgen tab is entirely disabled with adjusted sector installed, and its already seperate from how the abyss or other content generates.
Title: Potental bug or isue.
Post by: DragonHearted on January 01, 2024, 06:24:51 PM
Not sure If this is the right place, but I was having a blast with the Abyss but this happened to one of my carriers forcing me to reload a save. The ship seemed stuck on top of mine, I unfortunately did not see it happen.

https://imgur.com/a/S7hnKLj

Hope this helps and thanks for the epic mod!
Title: Re: [0.96a] Random Assortment of Things
Post by: Shadowcam on January 02, 2024, 10:43:11 PM
Cool mod. Does your procgen option raise the quantity of loot-stations to match the larger galaxy size?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 02, 2024, 11:30:16 PM
Cool mod. Does your procgen option raise the quantity of loot-stations to match the larger galaxy size?

yes
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 05, 2024, 05:27:13 PM
Released Version 1.9.0
This ones been in a beta for around a month now, so glad to finaly push it out.

Contains both the settlements feature & gets the exo-tech minifaction to "completion" for now.
Also updated the thread so that it has both features listed now.
I also made a twitter post showcasing the ships a bit (https://twitter.com/Zocklukas/status/1743446666437402760)

(https://imgur.com/M8fpA14.gif)

(https://imgur.com/cU6aZ2R.png)
Title: Re: [0.96a] Random Assortment of Things
Post by: FreyjaKitty on January 06, 2024, 05:27:41 AM
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!
Title: Re: [0.96a] Random Assortment of Things
Post by: synchrotron on January 06, 2024, 05:56:08 AM
Is 1.9 save compatible with 1.8.4?
Title: Re: [0.96a] Random Assortment of Things
Post by: TimeDiver on January 06, 2024, 06:07:37 AM
Is 1.9 save compatible with 1.8.4?
According to the creator's post on the Discord? No, it is not.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 06, 2024, 07:48:06 AM
Is 1.9 save compatible with 1.8.4?

No, and i always include if it is or not in the changelog.
Not compatible in this case since a few things were removed that would cause an error on save-load.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 06, 2024, 07:48:58 AM
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!

Thank you so much, its great to hear this!
Title: Re: [0.96a] Random Assortment of Things
Post by: Lethice on January 08, 2024, 10:02:06 AM
There anyway to update from 1.8.4 to a newer version without starting a new save ?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 08, 2024, 09:54:14 PM
no
Title: Re: [0.96a] Random Assortment of Things
Post by: Killsode on January 10, 2024, 02:24:36 AM
Got a question about the specialmod Overtuned Targeting. Does it increase base range, or add flat after mods increase? it doesnt say in the description
Title: Re: [0.96a] Random Assortment of Things
Post by: vorpal+5 on January 10, 2024, 05:25:20 AM
Are there any known hard incompatibilities with other major mods like Nexerelin, Industrial Revolution, LOST_SECTORS, and others?
Title: Re: [0.96a] Random Assortment of Things
Post by: Wyvern on January 10, 2024, 07:36:47 AM
Got a question about the specialmod Overtuned Targeting. Does it increase base range, or add flat after mods increase? it doesnt say in the description
As 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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 10, 2024, 08:12:36 AM
Are there any known hard incompatibilities with other major mods like Nexerelin, Industrial Revolution, LOST_SECTORS, and others?

No
Title: Re: [0.96a] Random Assortment of Things
Post by: FreedomFighter on January 12, 2024, 07:33:29 AM
The Settlement system is pretty neat. Thanks, Luka.
Title: Re: [0.96a] Random Assortment of Things
Post by: Loyso on January 12, 2024, 07:49:20 PM
Does Solar Shielding hullmod protect from the abyss damage effect?
Title: Re: [0.96a] Random Assortment of Things
Post by: FreedomFighter on January 13, 2024, 01:46:00 AM
Does Solar Shielding hullmod protect from the abyss damage effect?

Yes. It lessen/nullify the damage of Abyssal Storm.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 13, 2024, 09:42:07 AM
Added a small showcase vid for the exo-tech faction to the threads front page.

https://www.youtube.com/watch?v=5kFy9KfSZSM
Title: Re: [0.96a] Random Assortment of Things
Post by: Brainwright on January 13, 2024, 04:26:30 PM
Nicely done.  Rather enjoying the abyss.
Title: Re: [0.96a] Random Assortment of Things
Post by: Dankocristal on January 15, 2024, 11:12:06 AM
Can i change the "upgrade" of the radar  back to a vanilla radar in settings?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 16, 2024, 01:25:23 AM
Can i change the "upgrade" of the radar  back to a vanilla radar in settings?

Yeah you can, by just disabling the config?
Title: Re: [0.96a] Random Assortment of Things
Post by: Killsode on January 16, 2024, 03:34:55 AM
Can i change the "upgrade" of the radar  back to a vanilla radar in settings?

Yep. so are most features of RAT. They're all available for configuration in the main menu even, if you run lunalib
Title: Re: [0.96a] Random Assortment of Things
Post by: Luminous815 on January 16, 2024, 12:43:18 PM
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?
Title: Re: [0.96a] Random Assortment of Things
Post by: Killsode on January 16, 2024, 07:17:32 PM
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?

I believe the exo-processor is a unique AI core for ships, going off of its description. I should also say if you have LOST_SECTOR it adds a loot drop from its own AI enemy faction called "Enigma" that looks extremely similar but is basically just a credit cache.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 16, 2024, 09:13:23 PM
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?

Its an AI core with a special skill that is very beneficial for automated phase ships. The mod gives you two ways to find a suiting ship for it in case your other mods dont have any automated phase ships.
Title: Re: [0.96a] Random Assortment of Things
Post by: FreedomFighter on January 16, 2024, 09:49:52 PM
There is a weird issue that compound with 2 other mods when using together. The Extreme Modifications hullmod from SWP is unusable if the ship has Alteration or Refurbish hullmod while under Progressive SMod mod at the built-in hullmod limit. Even after increase the limit through Progressive SMod, the Extreme Modifications is still unusable.

It is not big of a deal and I work around it. I don't think many people will find Extreme Modifications attractive to them due to it cause random weapon malfunction at any CR but I am one of the weirdo who like random malfunction. I report this in case if you want to look into it or maybe talk to the author of those mods for compatible patch.
Title: Re: [0.96a] Random Assortment of Things
Post by: Cel on January 18, 2024, 08:17:57 PM
How can you actually add rat_refurbished_hull mod to ships using console? It's the one which allows one extra hullmod.
Title: Re: [0.96a] Random Assortment of Things
Post by: Killsode on January 19, 2024, 12:02:57 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Cel on January 19, 2024, 06:37:35 PM
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.

Found it in save files, was hoping there is an easier way :/
Title: Re: [0.96a] Random Assortment of Things
Post by: liliyn on January 20, 2024, 11:28:02 PM
Hello, love the mod, especially the Abyss, thanks for the work

Are there any plans to add some sort of final boss in it?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 21, 2024, 01:39:02 AM
Hello, love the mod, especially the Abyss, thanks for the work

Are there any plans to add some sort of final boss in it?

Yes, still in the works
Title: Re: [0.96a] Random Assortment of Things
Post by: FreedomFighter on January 21, 2024, 03:46:14 AM
Are you ok with Exo derelict findable through the animated storyteller from Starship Legends mod?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 21, 2024, 07:01:59 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: FreedomFighter on January 21, 2024, 09:05:07 AM

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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 21, 2024, 11:03:06 AM

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.

Eh thats fine honestly, since its just 4 ships in a sea of hundreds, it shouldnt happen way to often
Title: Re: [0.96a] Random Assortment of Things
Post by: Cel on January 23, 2024, 05:12:16 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: FreedomFighter on January 23, 2024, 06:28:48 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Cel on January 23, 2024, 10:21:33 AM

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?
Title: Re: [0.96a] Random Assortment of Things
Post by: FreedomFighter on January 23, 2024, 11:17:17 AM

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?

They jump to a new system. Never go into hyperspace. They aren't that hard to find if you allocate your time to look for them since they only be around the fringe. The real hassle is if you have enough stuff to trade with them to buy the partnership card.
Title: Re: [0.96a] Random Assortment of Things
Post by: Killsode on January 23, 2024, 05:46:36 PM
Top tip, bring all your extra colony equipment. Blueprints and AI cores give very little, but the colony items give you 85% of the value, which is massive for the exo trading.
Title: Re: [0.96a] Random Assortment of Things
Post by: Brainwright on January 23, 2024, 07:47:39 PM
Also, there's an Exo-Tech colored ping in the campaign map if you're near when an exoship makes a jump.  You can follow it to find one.
Title: Re: [0.96a] Random Assortment of Things
Post by: Cel on January 23, 2024, 10:03:30 PM
Alright, thanks for all the tips. I wonder how hard is it to find them if you made a huge custom galaxy though.
Title: Re: [0.96a] Random Assortment of Things
Post by: Brainwright on January 24, 2024, 11:50:03 AM
I wanted to mention going slow doesn't always avoid storms.  Often times, I'll have entered a storm going slow, see several lightning strikes pass without incident, and then one hits me.

I have no idea why.  Makes exploring the abyss kinda tedious.
Title: Re: [0.96a] Random Assortment of Things
Post by: lol on January 24, 2024, 10:54:15 PM
Question,is there any weapons or lpc for exotech?
Title: Re: [0.96a] Random Assortment of Things
Post by: Brainwright on January 24, 2024, 11:01:45 PM
Plenty.  You have to trade tech to them like blueprints at Sitnalta station from Nexelerin.

They're all fairly strong, I recommend the starburst missile launcher.  Also, you can get a carrier that drops a turret.  I rather recommend that one.  It's cool.
Title: Re: [0.96a] Random Assortment of Things
Post by: Killsode on January 24, 2024, 11:08:38 PM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 24, 2024, 11:34:18 PM
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.

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.
Title: Re: [0.96a] Random Assortment of Things
Post by: lol on January 25, 2024, 02:56:46 AM
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 it
Title: Re: [0.96a] Random Assortment of Things
Post by: lol on January 25, 2024, 02:58:16 AM
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.

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.
interesting
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 25, 2024, 08:06:42 AM
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 it

...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
Title: Re: [0.96a] Random Assortment of Things
Post by: Killsode on January 25, 2024, 08:49:51 PM
...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

they might be thinking of an older showcase or teaser?
Title: Re: [0.96a] Random Assortment of Things
Post by: FreedomFighter on January 28, 2024, 08:13:41 AM
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.
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 28, 2024, 10:26:30 AM
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.

Thats kinda not possible, you probably had the actual drop in your inventory aswell and that was consumed.
The dropping is a bug that i tried to fix a few times, but since when you rightclick it, you still cant use it (normal install is blocked), its not the biggest issue.
Title: Re: [0.96a] Random Assortment of Things
Post by: FreedomFighter on January 29, 2024, 12:57:26 PM
Got a second one. Since you blocking the installation through learning it but it can still be substitute as the actual hull alteration item (as shown I have 3 of an actual one with a single modspec one but the alteration menu tell me I have 4), maybe change its description of it instead if you still can't block it from loot drop?
Title: Re: [0.96a] Random Assortment of Things
Post by: pgamesfood on January 30, 2024, 06:29:07 AM
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 :)
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on January 30, 2024, 10:36:05 AM
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 :)

yes and yes
Title: Re: [0.96a] Random Assortment of Things
Post by: pgamesfood on January 30, 2024, 12:21:10 PM
ah cool, many thanks :)
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on February 02, 2024, 12:35:06 PM
The Mod has been updated to 0.97a, including a large overhaul of many abyss features. For a full explenation, check out the changelog below.
https://github.com/Lukas22041/Random-Assortment-of-Things/releases/tag/2.0.0-Part1

Keep in mind not all dependencies have been updated, but most of them shall work with just a change of the game version in the mods mod_info.json
Title: Re: [0.97a] Random Assortment of Things
Post by: FreedomFighter on February 02, 2024, 10:16:54 PM
The change to hull alteration is neat. I'm showering with the abyssal alteration but doesn't use them because they are one-time usage. Worse with Exo alteration because they never restock.
Title: Re: [0.97a] Random Assortment of Things
Post by: Nico_Sama on February 03, 2024, 04:22:44 AM
I think this mod currently causes a crash when you run out of fuel.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 03, 2024, 07:33:25 AM
I think this mod currently causes a crash when you run out of fuel.

Just released a hotfix that resolves this issue.
Title: Re: [0.97a] Random Assortment of Things
Post by: Nico_Sama on February 03, 2024, 08:52:37 AM
Just released a hotfix that resolves this issue.

Thanks, I appreciate it.  :)
Title: Re: [0.97a] Random Assortment of Things
Post by: Bummelei on February 03, 2024, 05:24:19 PM
Something scary is going on, crashes on every interactions with Exo-Tech ships.
Spoiler
java.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]
Spoiler
java.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]
Dang, I was so excited to play with the new update, wonder if the older versions still work...

p.s. Love your mods, thank you for your great work <3
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 03, 2024, 05:52:59 PM
Something scary is going on, crashes on every interactions with Exo-Tech ships.
Spoiler
java.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]
Spoiler
java.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]
Dang, I was so excited to play with the new update, wonder if the older versions still work...

p.s. Love your mods, thank you for your great work <3

fixed in new hotfix
Title: Re: [0.97a] Random Assortment of Things
Post by: Zenok on February 04, 2024, 05:04:05 AM
I still get problems when fighting exo-tech ships. In larger battles after a while game gets huge dips in fps that increase with time and intensity after a while it stays at 1 fps and crashes to desktop.

Edit: Seems I was running out of memory. Forgot to increase after game update. It still seems like Exo ships require extra memory compared with the rest.
Title: Re: [0.97a] Random Assortment of Things
Post by: XJD on February 04, 2024, 07:36:44 PM
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)
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 05, 2024, 01:21:19 PM
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)

Should be fixed in latest version
Title: Re: [0.97a] Random Assortment of Things
Post by: mstachife on February 05, 2024, 11:31:13 PM
Odd crash with Abyssal Bloodstream I believe occurred when hitting refit while in space, haven't been able to replicate since.
Spoiler
java.lang.NullPointerException
   at assortment_of_things.abyss.skills.AbyssalBloodstream.apply(AbyssalBloodstream.kt:75)
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToShip(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.setCaptain(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.updateFromCurrentVariant(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.V.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.dialogDismissed(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.showMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.return. 00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.setPlugin(Unknown Source)
   at com.fs.starfarer.ui.newui.for$4.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.new(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.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]
Title: Re: [0.97a] Random Assortment of Things
Post by: Jonlissla on February 07, 2024, 01:07:17 AM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 07, 2024, 01:42:04 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Jonlissla on February 07, 2024, 01:45:27 AM
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.

Alrighty, thanks! It seems I can start a new game just fine but I guess there might be some problems in the future once colonies get introduced. Thanks again!
Title: Re: [0.97a] Random Assortment of Things
Post by: Princess of Evil on February 07, 2024, 03:01:08 AM
Settlement buying things at base price is good and all, until you realize that base price of both metals is double the actual market price.
Title: Re: [0.97a] Random Assortment of Things
Post by: Arhelay on February 07, 2024, 06:54:02 PM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 08, 2024, 12:19:31 PM
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

Odd bug, though not that big of an issue, the archivists missions are mostly to give you locations of a few things, and you dont gain anything from actually completing them anyways.
Title: Re: [0.97a] Random Assortment of Things
Post by: vorpal+5 on February 09, 2024, 10:26:46 PM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 10, 2024, 08:24:13 AM
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

All 2.0 hotfixes are save comp, 1.9.5 to 2.0 is not.
Theres configs for adjusting settlement prices in the Luna configs
Title: Re: [0.97a] Random Assortment of Things
Post by: vicegrip on February 12, 2024, 01:22:27 PM
The latest in-game Lunalib patch notes for RAT are still labelled as 2.0.7 for 2.0.8
Title: Re: [0.97a] Random Assortment of Things
Post by: robepriority on February 12, 2024, 03:02:45 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 12, 2024, 04:12:44 PM
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.

Theres a bug with it not displaying the reduced cost in the colony menu, but if you check the income page it should remove the storage costs.
Title: Re: [0.97a] Random Assortment of Things
Post by: Zenaria on February 13, 2024, 07:02:01 AM
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

you don't need to maintance or get risk of being raided.
it come with flat income.

the price almost equal with colony + refinery investment.

without need of taking care off it more easily to set up than actual colony but not in term of fund.
Title: Re: [0.97a] Random Assortment of Things
Post by: Matheld on February 14, 2024, 12:09:24 PM
I noticed that RAT had the "Ship/hullmod BP loot frequency". But it is only able to -increase- the number of drops rather than decrease it.
If I were to go into the mods settings (specifically, the LunaSettings.csv file) and lower the minimum value in an attempt to make blueprints be more rare.. How much would the mod break?

(I also humbly request such a tweak to the mod officially)
Title: Re: [0.97a] Random Assortment of Things
Post by: Re-Search-er on February 18, 2024, 01:49:22 PM
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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
I interacted with an exotech ship and boom, crash.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 18, 2024, 06:05:39 PM
java.lang.ClassCastException: com.fs.starfarer.campaign.CustomCampaignEntity cannot be cast to com.fs.starfarer.api.campaign.CampaignFleetAPI
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:326)
   at assortment_of_things.misc.RATInteractionPlugin.triggerDefenders(RATInteractionDialog.kt:265)
   at assortment_of_things.misc.RATInteractionPlugin.triggerDefenders$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.

Update the mod, 2.0.7 should be the latest compatible version for your save.
Title: Re: [0.97a] Random Assortment of Things
Post by: JamesTripleQ on February 24, 2024, 04:42:00 AM
It might be a good idea to add a check that prevents special conditions to spawn in abyss (the vanilla one) planets (not sure if it's needed for relic structures as well).
Title: Re: [0.97a] Random Assortment of Things
Post by: apogee4lyfe69 on February 24, 2024, 04:10:03 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: robepriority on February 25, 2024, 04:41:25 AM
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)
Title: Re: [0.97a] Random Assortment of Things
Post by: mllhild on February 25, 2024, 01:02:22 PM
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.

Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 25, 2024, 02:08:01 PM
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

Works like any other timeflow stuff like temporal shell or phase, just 25% instead of the 300%.

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.

Technicly possible but not very much on my current plans

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)


Will look in to it

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.



Exo-Tech stuff is supposed to be expensive, its essentialy all super-stuff.
Also for the UI, in the games launcher there is a UI-Scaling setting, but it applies to all UI.
Title: Re: [0.97a] Random Assortment of Things
Post by: Fibroidauto on February 25, 2024, 09:18:32 PM
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!
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 26, 2024, 12:24:04 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Fibroidauto on February 26, 2024, 06:04:36 PM
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.

I was somehow using Version 1.7.0 as my graphics lib and forgot to update it? I don't understand how I managed to miss that and even the version number was in 0.96. I just updated my Graphics Lib and it works now. Sorry about the false flag for a bug.
Title: Re: [0.97a] Random Assortment of Things
Post by: nise888 on February 27, 2024, 05:08:15 AM
sorry which one do i dl? im on 0.96a
Title: Re: [0.97a] Random Assortment of Things
Post by: Jimminy Crimbles on February 27, 2024, 06:06:17 AM
sorry which one do i dl? im on 0.96a

1.9.5 here (https://github.com/Lukas22041/Random-Assortment-of-Things/releases/download/1.9.5/Random-Assortment-of-Things.zip) is the last update for 0.96a
Title: Re: [0.97a] Random Assortment of Things
Post by: TheLord999 on February 27, 2024, 02:18:01 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 28, 2024, 03:43:34 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Brainwright on February 28, 2024, 07:57:26 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: TheLord999 on February 28, 2024, 09:02:30 AM
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)
Title: Re: [0.97a] Random Assortment of Things
Post by: TimeDiver on February 28, 2024, 09:07:25 AM
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)
It should be visible on the Refit screen then, as officer skills are shown in two vertical columns when highlighting their portrait.
Title: Re: [0.97a] Random Assortment of Things
Post by: Zalpha on February 28, 2024, 11:49:16 AM
I am loving the friend starting option. Thanks for the mod and the update/s.

I had this idea because of settlements. (Which is super cool by the way).

I was thinking using the same thing as settlements, but pick a location to explore, or skip this part of the idea. Anyway, the game Crying Suns has this cool little exploration feature for planets. I would love something like that you could do planet side with crew and mercenaries, maybe plus with extra stuff like heavy weapons, fuel and whatever you can think of on how they could be used planet side while exploring the world. Basically you would have an option to explore planets, maybe interesting locations on a planet surface like location of wildlife, lake of water, island, volcano, meteor strike location, or crash site.

Anyway, new ways to experience the game is always welcome.
Title: Re: [0.96a] Random Assortment of Things
Post by: TheLord999 on February 28, 2024, 12:59:47 PM
Added a small map feature for the abyss.

(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.
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 ?
Title: Re: [0.96a] Random Assortment of Things
Post by: Lukas04 on February 28, 2024, 03:41:59 PM
Added a small map feature for the abyss.

(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.
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 ?

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.
Title: Re: [0.96a] Random Assortment of Things
Post by: TheLord999 on February 29, 2024, 12:06:42 AM
Added a small map feature for the abyss.

(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.
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 ?

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.
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: JamesTripleQ on February 29, 2024, 06:24:53 AM
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)
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 29, 2024, 04:03:39 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: JamesTripleQ on February 29, 2024, 04:08:04 PM
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.

Ah fair enough then, sorry to bother.
Title: Re: [0.97a] Random Assortment of Things
Post by: _NoSkin on March 01, 2024, 03:17:15 PM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: Heretic01 on March 01, 2024, 03:55:07 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Karenb13 on March 01, 2024, 11:35:32 PM
i too would like to know this
Title: Re: [0.97a] Random Assortment of Things
Post by: terve886 on March 02, 2024, 07:21:53 AM
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:
Quote
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.
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Xex on March 02, 2024, 11:33:34 AM
i too would like to know this

I would like to 3rd this.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on March 02, 2024, 12:51:17 PM
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

hard coded, its made with the assumption there wont ever be more than one.

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.

Theres no command for it in console commands, but i made a runcode for it before. Make sure to save before using it
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:
Quote
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.
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.

The military core has no guard fleet so im not sure what you are talking about.
Title: Re: [0.97a] Random Assortment of Things
Post by: Heretic01 on March 02, 2024, 05:59:06 PM
Theres no command for it in console commands, but i made a runcode for it before. Make sure to save before using it
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);
            }
        }

Thanks a lot! You are a magician of the highest order :)
Thanks again for your great mods!
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on March 02, 2024, 09:26:19 PM
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:
Quote
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.
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.
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: vicegrip on March 03, 2024, 11:04:06 PM
I found a pretty weird... bug maybe? Or maybe it was a feature. But with RAT enabled, DEMs seem to explode in a tiny puff of smoke when they expire after firing their targeting beam, rather than just fade out like in vanilla. I would like to disable this effect for one of my modded weapons when both mods are running, but I'm not sure how to go about that.
Title: Re: [0.97a] Random Assortment of Things
Post by: cesuoking on March 06, 2024, 05:24:30 PM
Hi, is there a way to change the production cost limit of the structure that builds ship for you with increased OP? iirc the cost limit is 300k which is too few when needed to build a cruiser or capital.
Title: Re: [0.97a] Random Assortment of Things
Post by: xenapan on March 06, 2024, 10:33:35 PM
Ran into a game crashing bug. Not sure if it was RAT2.0.4-part1 or more military missions but I've done plenty of station defense missions before without issues but this time it crashed after a defense mission + re-engage (some ships fled but came back to fight, died, loaded back to campaign map then crashed)

3321780 [Thread-3] INFO  data.scripts.combatanalytics.CampaignEventListener  - Created combat report:  Pirates Tigra City Invasion Fleet 1 (2239 total ships involved) on 2024-03-06 22:19:54  1,116,724 total damage exchanged
3359398 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.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:414)
   at assortment_of_things.exotech.shipsystems.TylosShipsystem.createInitialCopy(TylosShipsystem.kt:268)
   at assortment_of_things.exotech.shipsystems.TylosShipsystem.apply(TylosShipsystem.kt:219)
   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)
Title: Re: [0.97a] Random Assortment of Things
Post by: XJD on March 08, 2024, 02:21:29 PM
hmm guessing the dependency on Combat Activators will cause an issue in the future...
Title: Re: [0.97a] Random Assortment of Things
Post by: StrikeEcho on March 08, 2024, 05:44:15 PM
Eh, nope CA got folded into Magiclib quite a while ago.
Title: Re: [0.97a] Random Assortment of Things
Post by: Shogouki on March 08, 2024, 07:53:50 PM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: TimeDiver on March 08, 2024, 08:02:08 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Shogouki on March 08, 2024, 08:31:53 PM
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.

Ahh, gotcha.  Thanks for the info.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on March 09, 2024, 08:05:06 AM
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?

Latest version of RAT already switched to the MagicSubsystems instead of Combat Activators (They are still the same thing, just different UI). Forgot to remove the dependency from the forum page, but did that now.
Title: Re: [0.97a] Random Assortment of Things
Post by: Shogouki on March 09, 2024, 02:19:46 PM
Ahh gotcha, thanks!
Title: Re: [0.97a] Random Assortment of Things
Post by: Renna on March 09, 2024, 04:23:37 PM
Hi, is there anyway to modify max lv and max elite skill of your partner in the comradery of nexerelin ?
Title: Re: [0.97a] Random Assortment of Things
Post by: Axisoflint on March 09, 2024, 05:20:31 PM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on March 10, 2024, 04:03:09 AM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: Axisoflint on March 10, 2024, 04:14:38 AM
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

Okay, thanks :) Makes sense considering the nice passive income you can get from them to be honest, just wanted to check.
Title: Re: [0.97a] Random Assortment of Things
Post by: JohnVicres on March 11, 2024, 10:58:41 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: JohnVicres on March 11, 2024, 12:21:39 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Phenir on March 11, 2024, 02:01:59 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on March 11, 2024, 02:15:09 PM
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.

The Leanira already gets a change next update, it gets its DP increased from 26DP to 30DP, gains another fighter bay in exchange, and the platform now gets some rudimentary thrusters to allow it to move a little.

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.

As someone said, theres already an exo custom start
Title: Re: [0.97a] Random Assortment of Things
Post by: JohnVicres on March 12, 2024, 09:04:37 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Brainwright on March 12, 2024, 11:43:50 AM
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.

Though, an exo-ship invasion as a colony crisis would be pretty cool...
Title: Re: [0.97a] Random Assortment of Things
Post by: JohnVicres on March 12, 2024, 12:14:58 PM
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.

Besides that, I just think it's cool to create a unique player-led-faction custom start. I'd absolutely do it on my end, as I usually do for most small stuff, but I am an utter beginner at coding (learning the basics of python rn) and have no proper knowledge of java; Therefore custom starts are beyond me.
Title: Re: [0.97a] Random Assortment of Things
Post by: cesuoking on March 15, 2024, 05:05:51 PM
When using officer extension, I can't get the officer from the punitive cryostation. it says my officer is full but technically there shouldn't be a limit...
Title: Re: [0.97a] Random Assortment of Things
Post by: Xoatl on March 16, 2024, 12:46:18 AM
Code
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)

Appears that experimental hullmod mod and RAT has an incompatibility. CTD on reloading a save.
Title: Re: [0.97a] Random Assortment of Things
Post by: JamesTripleQ on March 16, 2024, 05:49:37 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on March 16, 2024, 04:18:00 PM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: Stalkar on March 16, 2024, 06:34:47 PM
Establishing a colony in the same planet you had a settlement seem to properly merge item storage but ship storage is overwitten by empty colony
realised that a bit too late

Title: Re: [0.97a] Random Assortment of Things
Post by: SaucyBagel on March 16, 2024, 09:01:20 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on March 17, 2024, 08:58:46 AM
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.

It scales in size like all other UI elements in the game do when changing the UI scaling in the games launcher configs.
Title: Re: [0.97a] Random Assortment of Things
Post by: Brainwright on March 17, 2024, 05:23:43 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on March 17, 2024, 06:16:50 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: SpaceshipCaptainYukari on March 19, 2024, 06:52:43 AM
I've got some suggested corrections on the Gravitational Dynamo fluff text. I hope you can consider this.
1. "once powering" should be "that once powered"
2. "technicly" should be "technically"
3. The comma (,) after "local star" should be a period (.)
Title: Re: [0.97a] Random Assortment of Things
Post by: robepriority on March 19, 2024, 01:44:08 PM
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.


What determines what separates background from special start?
For example, what makes Underworld's Infernal Machine special start only?
Title: Re: [0.97a] Random Assortment of Things
Post by: vicegrip on March 19, 2024, 02:00:53 PM
Hey, I posted about this previously but I managed to get some screenshots this time. RAT seems to cause non-Omega missiles to explode on fade out rather than just fade and disappear like in vanilla. Here are screenshots comparing what happens to a Cyclone Reaper salvo after engine flameout. Is there a way to turn off this effect?

Vanilla: (https://i.imgur.com/tOPLBCu.png) RAT: (https://i.imgur.com/GuAzysF.png)
Title: Re: [0.97a] Random Assortment of Things
Post by: Wyvern on March 19, 2024, 03:33:42 PM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: vicegrip on March 19, 2024, 04:10:02 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Jimminy Crimbles on March 19, 2024, 04:14:40 PM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: vicegrip on March 19, 2024, 04:34:16 PM
you can turn that off in the settings ini, basically all of graphicslib's improvements can be adjusted or disabled

I had to use glib/no_self_destruct.csv to exempt certain modded missiles from the effect, since I can't exactly go around turning off settings for other players. But good to know it wasn't a RAT conflict, and I'm glad for the help in finally tracking it down. Since my mods don't use graphicslib, it's always been a headscratcher whenever missiles started exploding without explanation.
Title: Re: [0.97a] Random Assortment of Things
Post by: zrx1000 on March 20, 2024, 01:02:56 AM
Not sure if this is a RAT bug but my save suddenly failed to load with a null error:
Spoiler
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : Cannot invoke "java.util.Map.get(Object)" because "this.supply" is null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 1103116
class[1]            : java.util.HashSet
required-type[1]    : java.util.HashSet
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : java.util.HashMap
required-type[2]    : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.ModAndPluginData
required-type[3]    : com.fs.starfarer.campaign.ModAndPluginData
class[4]            : com.fs.starfarer.campaign.CampaignEngine
required-type[4]    : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : Cannot invoke "java.util.Map.get(Object)" because "this.supply" is null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 1103116
class[1]            : java.util.HashSet
required-type[1]    : java.util.HashSet
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : java.util.HashMap
required-type[2]    : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.ModAndPluginData
required-type[3]    : com.fs.starfarer.campaign.ModAndPluginData
class[4]            : com.fs.starfarer.campaign.CampaignEngine
required-type[4]    : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
[close]

Thankfully I managed to fix it by deleting those FMmbr entries its complaining about in the save file. While deleting those entries I noticed they're all rat ships that seems to be suffering from a corona effect. Here's the last entry I deleted to get the save to load properly. EDIT: Nevermind they're from LOST SECTOR, sorry.

Spoiler
<FMmbr z="369474" o="1" sid="nskr_warfare_e_hev" sN="ISS Alala" t="SHIP" iF="false" id="50cadf" sUN="false" civ="false" cCiv="false">
<savedVariant z="369475" hId="nskr_warfare_e" v="0" c="0" hVId="nskr_warfare_e_hev" vDN="Sin" s="REFIT" mAAW="false" gV="true">
<wpn z="369476">
<e>
<st>WS0005</st>
<st>nskr_prot10_light</st>
</e>
<e>
<st>WS0007</st>
<st>nskr_bigFlak</st>
</e>
<e>
<st>WS0006</st>
<st>nskr_bigFlak</st>
</e>
</wpn>
<sM z="369477"></sM>
<wng z="369478"></wng>
<wG z="369479">
<WGSpec z="369480" t="LINKED" a="true">
<s z="369481">
<st>WS0003</st>
</s>
</WGSpec>
</wG>
<hM z="369482">
<st>automated</st>
<st>nskr_domain_era</st>
<st>nskr_focused_shield</st>
<st>nskr_multi_phased</st>
<st>nskr_rage_mod</st>
<st>rat_controller</st>
<st>sun_sl_notable</st>
<st>rat_artifact_controller</st>
</hM>
<pM z="369483">
<st>sun_sl_notable</st>
</pM>
<sMods z="369484"></sMods>
<sModdedBuiltIns z="369485"></sModdedBuiltIns>
<suM z="369486"></suM>
<tags z="369487">
<st>ship_recoverable</st>
</tags>
</savedVariant>
<rT z="369488" cr="0.96999997" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="369474"></m>
<recentEvents z="369489">
<CREvent z="369490">
<crAmount>-0.009814385</crAmount>
<text>Star corona effect</text>
<elapsed>1.7100552</elapsed>
<id>corona</id>
</CREvent>
</recentEvents>
</rT>
</FMmbr>
[close]

Title: Re: [0.97a] Random Assortment of Things
Post by: QuixoticNeutral on March 20, 2024, 08:22:07 PM
Encountered a crash bug when trying to put an abyss core into a captured abyss drone.  Well, two bugs, really.

First bug was that it let me put all 3 cores (chronos, cosmos, seraph) into the same ship.  In fact, it let me add ALL my cores (several of each type) to the same ship.

The crash bug happened after I reloaded an earlier save in order to test the cores individually.  I put in a core, tested it in sim, and then reloaded the previous save to try a new one.  It loaded, but when I went into the refit screen it crashed with this error log entry:

Code
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) [?:?]

Title: Re: [0.97a] Random Assortment of Things
Post by: 300Stalker on March 21, 2024, 10:26:14 AM
So i was goofing around a bit with Abyss equipment and suddenly i ran into an exploit that might need fixing.
The Abyssal crew Conversion in alteration tab is bugged in a way that it makes infinite number of said hull alteration.
Trying to remove it while it's still installed on ship "Removes" it, but also keeps it cause it can't be removed.
Title: Re: [0.97a] Random Assortment of Things
Post by: Richared on March 25, 2024, 12:50:58 PM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on March 25, 2024, 01:57:08 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Richared on March 25, 2024, 04:47:11 PM
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.

Ohhhhhhh!
Title: Re: [0.97a] Random Assortment of Things
Post by: Seti on March 26, 2024, 11:07:11 AM
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)
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on March 26, 2024, 12:45:25 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: JamesTripleQ on March 27, 2024, 01:08:01 AM
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

Thank you so much for adding this in the latest beta.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on March 31, 2024, 01:45:00 PM
RAT now has its own wiki!
Took a lot of work, but its pretty useable now!
https://randomassortmentofthings.wiki.gg/wiki/

Added a link to it on the forum front page aswell.
Title: Re: [0.97a] Random Assortment of Things
Post by: Droll on March 31, 2024, 02:37:11 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on March 31, 2024, 03:03:38 PM
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.

Kotlin is just a lot more convenient of a language than Java, especialy since we are still limited to writing for Java7 (Though this is about to change whenever alex releases the next update).
Its just a great language to use especialy when you do have to do lots of coding in the end. 

Theres two reasons some mods only have small snippets of code in Kotlin:
1. The author learned java first, then got interested in kotlin, and resumes to use it for all later stuff
2. Kotlin only got more popular to use over the last two years, though its still mostly used by the nerds that just really like coding a lot.
Title: Re: [0.97a] Random Assortment of Things
Post by: TheLord999 on April 02, 2024, 03:12:13 AM
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 ?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 02, 2024, 02:46:30 PM
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 ?

Not thinking of adding more atm, and yeah all of them are spread across transmitters in the abyss.
Title: Re: [0.97a] Random Assortment of Things
Post by: FreedomFighter on April 04, 2024, 02:16:49 PM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 04, 2024, 04:23:01 PM
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?

no
Title: Re: [0.97a] Random Assortment of Things
Post by: orangevillain on April 05, 2024, 06:16:36 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 05, 2024, 06:24:37 AM
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.

Cant appear to replicate that issue, but another bugfix i made for the current dev build may have fixed what you reported, will see once i get to release it.
Title: Re: [0.97a] Random Assortment of Things
Post by: Amen on April 08, 2024, 04:39:21 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Droll on April 08, 2024, 03:37:36 PM
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.

This is a bit spoilery but it addresses your concern about 3.
Spoiler
Keep exploring the deeper into the abyss and 3 will solve itself
[close]
Title: Re: [0.97a] Random Assortment of Things
Post by: ntoxeg on April 09, 2024, 09:55:20 AM
Bug report: CTD during battle
Code
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) [?:?]

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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 09, 2024, 10:01:54 AM
Bug report: CTD during battle
Code
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) [?:?]

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.

Already fixed this in the dev version, should have a beta out in 1-2 days probably. Caused by an Aphedias thruster getting disabled.
Title: Re: [0.97a] Random Assortment of Things
Post by: Solus_Dantelion on April 11, 2024, 08:08:33 AM
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) [?:?]
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 11, 2024, 09:49:57 AM
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) [?:?]

You installed the mod wrongly, do not drag & drop an updated mod in to your mod folder and then click "replace files". Always delete the old mod folder first, or it will cause crashes with mods like the one you posted.
Title: Re: [0.97a] Random Assortment of Things
Post by: Stormy Fairweather on April 12, 2024, 04:04:00 PM
bug report - if you are flying the tylos and have it set to autopilot, when it shifts loadouts it enters a state where the autopilot is 'on' but it doesnt do anything and will drift helplessly, if you toggle autopilot off then on again it works until it shifts loadouts again. only affects player piloted tylos.
Title: Re: [0.97a] Random Assortment of Things
Post by: Solus_Dantelion on April 13, 2024, 04:42:56 AM
That did it, thank you Lukas.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 13, 2024, 02:11:41 PM
Finaly released version 2.1.0, it adds a boss to the abyss, a little bit of other new content, more variety and lots of QoL.
The wiki is already updated in case you wanna browse all there is in the mod right now: https://randomassortmentofthings.wiki.gg/wiki/

Changelog: https://github.com/Lukas22041/Random-Assortment-of-Things/releases
Title: Re: [0.97a] Random Assortment of Things
Post by: Shogouki on April 13, 2024, 02:38:24 PM
Woot!  Thanks very much!
Title: Re: [0.97a] Random Assortment of Things
Post by: Stormy Fairweather on April 15, 2024, 12:27:40 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 15, 2024, 01:10:39 AM
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.

That is just how starsector generates systems.
Title: Re: [0.97a] Random Assortment of Things
Post by: Stormy Fairweather on April 15, 2024, 01:30:36 AM
huh. thats disappointing. pointless systems arent even realistic. be pretty hard for a sun to form without something else forming too. oh well. thanks for clearing that up
Title: Re: [0.97a] Random Assortment of Things
Post by: Gris on April 15, 2024, 03:24:23 AM
Good Day Lukas04!  :)

Just Wanna Say Thank you so much for Removing the Dependency on Nexerelin!
And the New Update!

Title: Re: [0.97a] Random Assortment of Things
Post by: McNutty145 on April 19, 2024, 12:05:47 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 19, 2024, 01:00:23 AM
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.

This is an issue with the Quality Captains mod
Title: Re: [0.97a] Random Assortment of Things
Post by: McNutty145 on April 19, 2024, 01:17:00 AM
I don't use that, but I was just able to reproduce this on vanilla ai cores with nothing but console commands and lazylib enabled, so it has nothing to do with you. Sorry for the false report.
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on April 20, 2024, 03:08:55 PM
Anything that modifies Automated Ships messes with AI core droprates for some reason. So it's kinda a Vanilla issue.
Title: Re: [0.97a] Random Assortment of Things
Post by: Aldazar on April 20, 2024, 04:06:41 PM
Think the removal exotech start is breaking new game launch due to some mods on new game start. I can get around this for now and do the previous version and add it after.
Title: Re: [0.97a] Random Assortment of Things
Post by: ntoxeg on April 20, 2024, 06:27:23 PM
I’ve been seeing cases of bizarre behavior of the exo-tech ships recently, moving in the opposite direction to their supposed target. The result is that they even move out of the combat zone. It doesn’t happen always but it does disrupt their normal operation. Funnily enough, if I tell them to retreat while they are outside the zone, they just vanish but the target arrow on the map remains. I’ve attached screenshots so that you can see what it looks like.

Furthermore, Tylos-class sometimes tends to have a split-personality issue, where it gets two target directions on the map (usually when it’s a capture target) and then thrashes around between the two. That’s not as big of an issue though.
Title: Re: [0.97a] Random Assortment of Things
Post by: Rockow on April 21, 2024, 01:24:26 AM
So not sure if this is a problem with the new update but the exo grid ships are having some really bad piloting issues, for instance the Thesia goes to the corner of the map if I don't tell it to follow my capital, and the Thylos, when it uses its skill accelerates off the map and disappear out of bounds. It's especially a problem for the automated exogrid fight, can't leave without going to main menu and can't finish the fight because everything is out of range
Title: Re: [0.97a] Random Assortment of Things
Post by: mmmmbrainss on April 21, 2024, 04:14:15 AM
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 version

(https://i.imgur.com/aIq1I2G.png)

Title: Re: [0.97a] Random Assortment of Things
Post by: Phenir on April 21, 2024, 06:53:33 AM
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 version
Yes, that was changed in version 2.0
Title: Re: [0.97a] Random Assortment of Things
Post by: ntoxeg on April 21, 2024, 07:00:38 AM
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).
Title: Re: [0.97a] Random Assortment of Things
Post by: mmmmbrainss on April 21, 2024, 07:27:21 AM
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 version
Yes, 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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 21, 2024, 07:36:38 AM
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 version
Yes, 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.

I changed it as it increased the need for the skill that increases the smod count a bit to much, and i often saw people only loot the abyss after they already put two smods on their favorite ships. The Alterations can also be gotten back as i over time realised its more fun to be able to freely experiment around with them.

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.
Title: Re: [0.97a] Random Assortment of Things
Post by: ntoxeg on April 21, 2024, 08:02:26 AM
Another bug: Tylos-class’es second form doesn’t respect the increased s-mod limit from Best of the Best. Probably going to be an issue with any other special modification like the Refurbished mod that also increases the s-mod limit by 1.
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on April 21, 2024, 07:04:54 PM
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".
Title: Re: [0.97a] Random Assortment of Things
Post by: Bugatti on April 22, 2024, 09:15:13 PM
for a beginner is it possible to just use the UI Enhancements features only for first few runs?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 22, 2024, 10:28:04 PM
for a beginner is it possible to just use the UI Enhancements features only for first few runs?

As the mod page says its fully configureable
Title: Re: [0.97a] Random Assortment of Things
Post by: Nalesh on April 23, 2024, 10:32:59 AM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 23, 2024, 10:38:52 AM
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?

Probably theoreticly possible to modify that screen, but it would be annoying to do and take to much effort. The disabling of the hint stuff is simpler.
Title: Re: [0.97a] Random Assortment of Things
Post by: Escal8 on April 24, 2024, 02:48:50 AM
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 ?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 24, 2024, 03:37:15 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Escal8 on April 24, 2024, 08:35:33 AM
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:
Spoiler
updating 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/import 1 internal(?!) Kotlin related error (:

Spoiler
solved 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 ?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 24, 2024, 11:32:39 AM
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:
Spoiler
updating 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/import 1 internal(?!) Kotlin related error (:

Spoiler
solved 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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Escal8 on April 24, 2024, 12:11:11 PM
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:
Spoiler
updating 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/import 1 internal(?!) Kotlin related error (:

Spoiler
solved 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.

Oh I completely understand, thank you for replying, and for making this mod.
I got a bit carried away with that post...
I've managed to figure things out (atleast it looks like it), now i just have to find that file to modify, since i forgot where it was.
I somehow completely overlooked the discords' existance.
I shall rectify.

Found it... And it works!!! YES!!!
I spent an embarrassing amount of time on this lmao...
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 24, 2024, 12:15:21 PM
On another note, simplified the forum post since it got a bit to crowded, and most more in-depth info is on the wiki now.
I now also have a patreon again since otherwise il probs have to look for a small part time job instead. https://www.patreon.com/Lukas04
Title: Re: [0.97a] Random Assortment of Things
Post by: Nalesh on April 25, 2024, 01:54:02 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 25, 2024, 02:30:36 PM
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.

Code
addspecial rat_artifact artifactIdHere
You can find the ids in data/campaign/rat_artifacts.csv

The one you are looking for is "rat_transdimensional_accumalator". Alternatively in the future, you can also use the Lunalib debug menu (Opened with F3) to teleport to an entity when you recall what its name was.
Title: Re: [0.97a] Random Assortment of Things
Post by: Shogouki on April 25, 2024, 03:20:03 PM
I was curious if you have plans to release more Exo-Tech weapons at some point that aren't primarily for phase ships?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 25, 2024, 03:23:29 PM
I was curious if you have plans to release more Exo-Tech weapons at some point that aren't primarily for phase ships?

Dont have any specific plans atm
Title: Re: [0.97a] Random Assortment of Things
Post by: Shogouki on April 25, 2024, 03:33:53 PM
Thanks, just curious.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 26, 2024, 05:35:34 AM
Updated the mod to include 3 new backgrounds, very happy with those specificly.
Changelog: https://github.com/Lukas22041/Random-Assortment-of-Things/releases/tag/2.1.4
Title: Re: [0.97a] Random Assortment of Things
Post by: Xhaldor on April 26, 2024, 07:55:34 PM
(Takko)
Big issue with (Neuron Share Background): Whenever I play with allies which have high DP, the screen completely turns white like a flashbang and gets even brighter every second. Not only that but when looking at tactical, I am somehow commanding a random allied ship (often the smallest DP), and this makes the game unplayable. I am not sure what causes it but this will likely be an issue with either conflicting mod or simply the Neuron Background is unstable to be played with allies.

Update:
It seems the flashbang increases while on allied ship, but when tabbing and pressing X to switch to your own vessel(s), it will slowly turn back to normal. However you can't right click to it, I did and got back into my flagship but it still was whiteout, and when I pressed X my shuttle came out from an allied ship into the flagship... It is playable but the flashbangs hurt my eyes and I have whiteout off, I don't know what is causing this.
Title: Re: [0.97a] Random Assortment of Things
Post by: Rockow on April 27, 2024, 10:48:52 PM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 28, 2024, 02:58:15 AM
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

It is not, appears i accidentaly used the wrong stat (armorBonus instead of armorDamageTaken, where the 0.9 modifier is correct)
Title: Re: [0.97a] Random Assortment of Things
Post by: Chronosfear on April 29, 2024, 12:11:07 AM
Just passing by saying "Thank you"  This mod is just great.

I love the Abyss and the rewards.
Spoiler
Especially 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 :)

Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 29, 2024, 01:06:24 AM
Just passing by saying "Thank you"  This mod is just great.

I love the Abyss and the rewards.
Spoiler
Especially 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 :)

The feature is essentialy coded with just one settlement in mind, so no.
Title: Re: [0.97a] Random Assortment of Things
Post by: Anthares IX on April 29, 2024, 02:49:07 AM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 29, 2024, 02:51:59 PM
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?

Pretty much all of it is made in mind with it being finite, so nothing about making it infinite is planned
Title: Re: [0.97a] Random Assortment of Things
Post by: awisebeast on April 29, 2024, 03:21:57 PM
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."

Spoiler
right after i get its health down it seems to go to a phase 2 of the battle and freezes
[close]
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 29, 2024, 05:10:37 PM
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."

Spoiler
right after i get its health down it seems to go to a phase 2 of the battle and freezes
[close]

Issue with Java23, if you can increase your allocated ram, if you cant, switch back to java8.
Also make sure you are on the latest version of the java23 conversion.
Title: Re: [0.97a] Random Assortment of Things
Post by: Takion Kasukedo on April 30, 2024, 03:18:48 AM
Is there a way to change the button to switch ships instantly from RMB to something else?
Spoiler
"Neural Shard" background-related
[close]
Clicking your defense button only to switch ships mid-battle can be disorientating, and very annoying.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 30, 2024, 03:46:56 AM
Is there a way to change the button to switch ships instantly from RMB to something else?
Spoiler
"Neural Shard" background-related
[close]
Clicking your defense button only to switch ships mid-battle can be disorientating, and very annoying.

latest patch added a config for that in lunasettings, keyboard binds only though
Title: Re: [0.97a] Random Assortment of Things
Post by: Racct on April 30, 2024, 04:32:47 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on April 30, 2024, 05:11:14 PM
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.

Known issue, will be fixed in the next release.
Title: Re: [0.97a] Random Assortment of Things
Post by: Darloth on May 01, 2024, 02:52:40 AM
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!
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on May 01, 2024, 04:11:17 AM
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!

Most of those aspects are on purpose, settlements are essentialy colonies for people that dont quite enjoy the coiony gameplay. Quick, not much of a hassle, and importantly is not meant to provide you with infinite funds of money. I do need to add more depths to them, but them essentialy being logistic skills is pretty much on purpose.
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on May 01, 2024, 07:43:20 AM
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.

Which is plenty enough to pay for most runnings costs for a full-size fleet.
Title: Re: [0.97a] Random Assortment of Things
Post by: Cryovolcanic on May 01, 2024, 08:00:12 AM
Volatiles on Baetis generate 20,000 base (highest I've found so far). What is base for ultrarich ores?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on May 02, 2024, 02:07:11 PM
Released another patch, finaly adding some weapons unique to the boss encounter, also possibly some fixes.
https://github.com/Lukas22041/Random-Assortment-of-Things/releases
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on May 02, 2024, 03:06:48 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: JohnVicres on May 05, 2024, 06:19:54 PM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on May 05, 2024, 11:19:42 PM
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?

It will cancel the effect, as the ships has an officer.
Title: Re: [0.97a] Random Assortment of Things
Post by: JohnVicres on May 06, 2024, 03:38:11 AM
Hmm, that would be counterproductive unless you pick a different set of skills. I can't live without Support Doctrine tho. Thanks!
Title: Re: [0.97a] Random Assortment of Things
Post by: lannnnnnar on May 06, 2024, 05:38:33 PM
I feel dumb but I bought the partnership deed but I can't figure out how to actually find the locations on the map
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on May 06, 2024, 06:13:41 PM
I 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
Title: Re: [0.97a] Random Assortment of Things
Post by: lannnnnnar on May 07, 2024, 04:24:13 AM
I 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
Ah I was looking at the top part of the intel instead of the bottom
Title: Re: [0.97a] Random Assortment of Things
Post by: ttds flat-d major on May 07, 2024, 07:27:41 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on May 07, 2024, 08:10:45 AM
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.

Thats as far as it goes, in case you are refering to commissions, they do not offer one.
Title: Re: [0.97a] Random Assortment of Things
Post by: sawert42 on May 11, 2024, 08:57:03 AM
Hi love the mod so far, but the Advanced Flux Crystal seems left behind over other hull alterations, even tho it gives 10% total flux not only base, the moment you get other alteerations like Energy Focus why would you use AFC, on any high tech ship, the 15% less flux on energy weapons is way more that 10% total flux stats, not to mention that Energy Focus also gives additional range and damage, and low tech ships have even less reason to use cause their base flux stats are even lower, as example Quality Assurance Gives armor, speed and half of AFC flux bonus, when you don't have any other alterations AFC is good, but the moment you get others is just becomes obsolete.

My idea how to change it would be to instead of it being as a %, how about it would give as a example +5 dissapation and +100 cappacity, for each vent and capacitator instaled, so it would be equaly as strong on all ships in that same size class.

And while i have no idea how hard that would be to implement, and i do get that it's probably not much of an issue i just thought that i throw my idea here.
Title: Re: [0.97a] Random Assortment of Things
Post by: atomicturist on May 13, 2024, 03:43:01 AM
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.
:)
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on May 13, 2024, 04:34:44 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: atomicturist on May 13, 2024, 08:55:23 AM
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.


That's the one! I thought i did that. I thought wrong. Thanks! :)
Title: Re: [0.97a] Random Assortment of Things
Post by: TimeDiver on May 13, 2024, 10:30:40 AM
It worked fine with 2.0.9 version but breaks with 2.2.0
That 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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on May 13, 2024, 05:12:34 PM
It worked fine with 2.0.9 version but breaks with 2.2.0
That 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.

Their crash was on game-load, by the looks of it, and as they said what i told them resolved the issue.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on May 19, 2024, 12:21:10 PM
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)
Title: Re: [0.97a] Random Assortment of Things
Post by: Shogouki on May 19, 2024, 02:18:54 PM
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)

Delicious...

Thanks so much!
Title: Re: [0.97a] Random Assortment of Things
Post by: Darloth on May 19, 2024, 05:56:04 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on May 19, 2024, 06:37:28 PM
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.

Not really something i can fix from my side, its also possible that the same issue would occur if you were to refit at storage stations, but maybe the author handled those situations.
Title: Re: [0.97a] Random Assortment of Things
Post by: Killsode on May 19, 2024, 11:43:50 PM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: TimeDiver on May 19, 2024, 11:50:56 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Killsode on May 20, 2024, 12:22:22 AM
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.

oh yay, i havent even gone into the depths in this save lol
Title: Re: [0.97a] Random Assortment of Things
Post by: TimeDiver on May 20, 2024, 12:30:49 AM
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.
oh yay, i havent even gone into the depths in this save lol
Let me clarify further; it does not matter if you've already entered the Abyssal Depths or not.

On multiple saves started on 2.2.0 of RAT, the CTD occurs on trying to enter the first time.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on May 20, 2024, 03:53:29 AM
As always the changelog states if its save compatible or not
Title: Re: [0.97a] Random Assortment of Things
Post by: Killsode on May 20, 2024, 04:36:32 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on May 20, 2024, 05:22:58 AM
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.

Ugh, yeah my mistake, must have messed up copying the changelog over to only that window.
Title: Re: [0.97a] Random Assortment of Things
Post by: SpaceDrake on May 20, 2024, 05:42:37 AM
You did get it right on the Discord, which might have contributed to the confusion.
Title: Re: [0.97a] Random Assortment of Things
Post by: Heukaryote975 on May 30, 2024, 06:00:23 AM
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 ?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on May 30, 2024, 06:20:36 AM
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 ?

The entire system is designed around just choosing one, so you cant.
Title: Re: [0.97a] Random Assortment of Things
Post by: Shar95 on May 30, 2024, 09:46:54 AM
Hello. Can i change max level and max elite skills of "Partner" from Comradery star option? I play with all officeres in sector caped at 14 with unlimited elits, and my "Partner" is undercaped. Wich file should i look for for nessesery edits? Other then editing the save file for each campaign.
Title: Re: [0.97a] Random Assortment of Things
Post by: Stormy Fairweather on May 31, 2024, 08:03:07 PM
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.

wrong mod. sorry
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on May 31, 2024, 08:52:24 PM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: Cruacious on May 31, 2024, 09:01:38 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Stormy Fairweather on May 31, 2024, 09:08:46 PM
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

dammit XD. thought i was too young to be senile. thanks for the correction. will repost in the appropriate thread
Title: Re: [0.97a] Random Assortment of Things
Post by: Iwe Eri on June 01, 2024, 06:13:13 AM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: Killsode on June 01, 2024, 05:20:52 PM
Whats this about refiting stations? since when was this a feature in RAT

I believe there's refit stations that give unique hullmods in the abyss, and sometimes they're about in the sector? He could also be referring to the refurbishment barges or construction stations.
Title: Re: [0.97a] Random Assortment of Things
Post by: YamiKozan on June 05, 2024, 01:37:25 PM
Hey, my game keep crashing on startup due to a problem with loading the music of the mod
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [sounds/rat/music/EchoesOfTheDepths.ogg]

however used to make a similar error with the Ethereal Vanguards song
Title: Re: [0.97a] Random Assortment of Things
Post by: A_Random_Dude on June 05, 2024, 01:40:23 PM
Try redownloading the mod. The download corrupts the file from time to time.
Title: Re: [0.97a] Random Assortment of Things
Post by: Luftwaffles on June 11, 2024, 09:50:25 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on June 11, 2024, 10:13:21 AM
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.

Theres a bug currently where the game autofits them even when it shouldnt, due to which it keeps removing the fighters as it knows no automated fighters to replace with. Will be fixed next version.
Title: Re: [0.97a] Random Assortment of Things
Post by: OGS-Remix on June 14, 2024, 01:37:30 PM
I've been crashing during the final abyssal encounter during the phase transition. Looking at the log it recommends upgrading to Java 8 and increasing memory allocation. I did both but I'm still crashing; are there any other tips? I don't run that many mods, should I just save right before the encounter and go straight in for the best chance of not crashing?

Apart from that, this mod is fantastic in terms of content and I wish I had started playing with it sooner.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on June 15, 2024, 12:03:12 AM
Are you on version 2.3.2 of the mod?
Title: Re: [0.97a] Random Assortment of Things
Post by: Seamus Donohue on June 16, 2024, 12:56:03 PM
BUG REPORT - Version 2.3.2

(Bug existed earlier, I think, but is still extant as of 2.3.2.)

In spoiler block, as it concerns an unlockable Background.

Spoiler
While using the background "Zero Day Exploit":

If I hack an enemy ship and that hacked ship is destroyed while still being hacked, then the game thinks that the ship retreated with zero hitpoints.  Attempting to pursue in a second phase of combat will deploy this zero hitpoint ship, whereupon the ship immediately vanishes due to having zero hitpoints, but the game still does not recognize that the ship has been destroyed.

This leaves me stuck in that second phase of combat with no way out except to quit or to use the console command "endcombat".

In the specific case where this happens while fighting a Fortified Cache (I forget which modification introduces Fortified Caches), I have to leave the cache, then come back and fight the lone ship.  But, at that point, I've lost out on the loot and salvage from the enemy fleet that I destroyed.
[close]

Thank you, again, for this mod, by the way! :D
Title: Re: [0.97a] Random Assortment of Things
Post by: OGS-Remix on June 17, 2024, 09:09:53 AM
Are you on version 2.3.2 of the mod?

I was not using 2.3.2 but I didn't want to upgrade for fear of breaking the save. I was able to complete the encounter by saving just outside and going in immediately. It was like 3 successful tries out of 8 attempts.

I have since upgraded to 2.3.2 and I'll see if the same issue happens again when I get back there.
Title: Re: [0.97a] Random Assortment of Things
Post by: Phenir on June 23, 2024, 07:20:16 AM
Can you make ships that are destroyed while under the control of zero day exploit be disabled/destroyed instead of retreat? I'm currently in a particularly large battle and the enemy only has 2 combat ships left, both of which were destroyed while under my control. However, they refuse to try to disengage due to their large number of civ ships and they can't/won't deploy the destroyed ships because 0 hull and they won't deploy the civ ships since they still have combat ships. I have to repeatedly engage them, rout them with console commands (otherwise they NEVER deploy), then those ships deploy and instantly retreat while losing CR. Repeat until they have critical CR and are instantly destroyed upon finally deploying.
Title: Re: [0.97a] Random Assortment of Things
Post by: ODST52626 on June 23, 2024, 09:52:43 AM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Blaze on June 24, 2024, 01:28:16 AM
So here's a weird crash:
Spoiler
292419 [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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on June 24, 2024, 04:23:21 AM
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?

Try updating to 2.3.2 if you havent, has some changes that should fix the freeze, atleast havent had any report of it occuring on that version yet.

So here's a weird crash:
Spoiler
292419 [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?

Not sure what caues the crash, but i can probably just prevent converted hangar from being placed on it. Its also not a phase ship.
Title: Re: [0.97a] Random Assortment of Things
Post by: Takion Kasukedo on June 24, 2024, 08:52:39 AM
Thought I'd mention it here in case it hasn't already, but coming across the deactivated abyssal droneships on the battlefield, the allies shoot them before the ships can be activated, leading to the beacon not activating any droneships.
Title: Re: [0.97a] Random Assortment of Things
Post by: Boboy on June 26, 2024, 06:13:14 AM
Hey, got a crash when trying to enter the abyssal depth i'm not sure what to do... If you guys have any idea

Spoiler
966344 [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]
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on June 26, 2024, 08:48:23 AM
Hey, got a crash when trying to enter the abyssal depth i'm not sure what to do... If you guys have any idea

Spoiler
966344 [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]

I think you likely updated the mod to an incompatible version for your save at some point? Not sure though, as this doesnt look like an error that could appear on later versions without doing that.
Title: Re: [0.97a] Random Assortment of Things
Post by: jercar on June 26, 2024, 07:19:46 PM
how do you install the neuro
 core
Title: Re: [0.97a] Random Assortment of Things
Post by: jercar on June 26, 2024, 07:20:23 PM
how do you install a neuro core
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on June 26, 2024, 11:54:57 PM
how do you install a neuro core

Like any other AI core
Title: Re: [0.97a] Random Assortment of Things
Post by: Blaze on June 27, 2024, 03:24:12 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Helldiver on June 27, 2024, 04:30:46 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on June 28, 2024, 02:24:52 AM
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.

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.

Im thinking of probably reworking the settlements a bit after im done with the exotech rework, so likely something i consider then.
Title: Re: [0.97a] Random Assortment of Things
Post by: AngryShrew on June 28, 2024, 12:13:48 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on June 28, 2024, 12:43:34 PM
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.

Not as of now, no.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on June 29, 2024, 07:34:55 AM
Released the first beta for 2.4.0 on my public patreon page:
https://www.patreon.com/posts/107116212

Still relatively WIP, but the main parts are done.
Please report issues for this specific release on the discord, and not on this forum thread.
https://discord.gg/wgDCgS7PF3
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on June 29, 2024, 01:44:26 PM
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.
One could try looking for Sentinel.

Also, Sierra always counts as integrated. Though i'm not sure what that has to do with RAT in particular.
Title: Re: [0.97a] Random Assortment of Things
Post by: Phenir on June 29, 2024, 02:40:44 PM
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.
One could try looking for Sentinel.

Also, Sierra always counts as integrated. Though i'm not sure what that has to do with RAT in particular.
There's a sierra ship in rat now. Probably a case of modded brain rot and not knowing what comes from what mod.
Title: Re: [0.97a] Random Assortment of Things
Post by: Blaze on June 30, 2024, 11:49:53 AM
Right, Sierra comes from SotF, and I was apparently using an older version where she appeared on the captain menu.

So that's my bad.
Title: Re: [0.97a] Random Assortment of Things
Post by: Phenir on June 30, 2024, 11:53:29 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Isaew on July 01, 2024, 01:24:30 AM
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 )
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on July 01, 2024, 03:33:20 AM
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.

Definitly a bug because of how RAT handes AI cores, but Raccoon probably has to fix it. Il tell him how.

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 )

Glad your liking it!
Title: Re: [0.97a] Random Assortment of Things
Post by: Bomba on July 03, 2024, 12:04:20 PM
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!
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on July 03, 2024, 03:37:31 PM
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!

Not really, sorry!
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on July 03, 2024, 03:38:11 PM
Also created a new blog on my patreon.
Not quite RAT related, but should be interesting for people that like my mods.
Its about my attempt at a skill system rework: https://www.patreon.com/posts/second-in-skill-107414356
Title: Re: [0.97a] Random Assortment of Things
Post by: abiggerbyte on July 04, 2024, 03:50:06 PM
First of all - loved the Abyss Proper, as it suits my playstyle (tons of Tri-tach/phase ships with insulated engines) perfectly!
Second -
Spoiler
is 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]
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on July 04, 2024, 04:03:20 PM
First of all - loved the Abyss Proper, as it suits my playstyle (tons of Tri-tach/phase ships with insulated engines) perfectly!
Second -
Spoiler
is 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.
Title: Re: [0.97a] Random Assortment of Things
Post by: abiggerbyte on July 04, 2024, 06:11:08 PM
That's vanilla stuff, not RAT.

Really? Oops. Will try elsewhere then (:
Title: Re: [0.97a] Random Assortment of Things
Post by: Dadada on July 05, 2024, 05:11:47 AM
... https://www.patreon.com/posts/second-in-skill-107414356
Mmmm, interesting.

I was thinking about the vanilla skill tree a while ago and thought about things which would allow one to specialize further with skills like:
Base DP treshold of the Phase skill is now x 2 or 3 times the base value, but non phase combat cruisers or larger now take up +20% DP and non phase combat destroyers or smaller now deal -15% weapon damage and their speed/acceleration is -15% etc. etc.
Should have written down my ideas... I wish these were capstones aka last tier skills which revamp your fleet builds with large boni but also large penalties or something.
E: Let's call the "skill": "Phase Ops" or something. :D

E2: Sadly I don't remember much, but I feel like penalties and maybe even the boni should be larger... Oh, well...

E3: Could also be part of the custom start thingy.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on July 08, 2024, 06:27:08 AM
Oh right, forgot to post it here on the forum, but i got the first aptitude done, small blog & video about it:
https://www.patreon.com/posts/second-in-first-107704487
Title: Re: [0.97a] Random Assortment of Things
Post by: Dadada on July 08, 2024, 01:02:05 PM
Good stuff, but it makes the player even stronger... o.O
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Phenir on July 08, 2024, 02:11:47 PM
I believe the intent is to have it mostly replace the skill system so the player can focus on what combat skills they want while this system handles the fleet. So naturally, you'd have less skill points.
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on July 08, 2024, 03:16:19 PM
Good stuff, but it makes the player even stronger... o.O
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 dunno, completely losing the Technology, Leadership and Industry aptitudes seems a fairly big tradeoff already.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on July 08, 2024, 03:39:17 PM
No doubt this system will be somewhat stronger than vanillas system, but the tradeoff itself already exists in which categories you decide to use in the first place.
Title: Re: [0.97a] Random Assortment of Things
Post by: Dadada on July 08, 2024, 10:24:33 PM
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
Pretty good.  :o 8):D
Title: Re: [0.97a] Random Assortment of Things
Post by: Inhilicon on July 10, 2024, 06:59:55 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on July 10, 2024, 09:34:19 AM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: Brainwright on July 10, 2024, 09:46:07 AM
Ya, though I'd recommend upon finding a grammar or spelling error, you find the line in rules.csv for RAT.

Just hit control + F and search for the grammar or spelling error.  Let the author know of the line number on the far right.
Title: Re: [0.97a] Random Assortment of Things
Post by: MachoNatchoMan on July 11, 2024, 11:45:47 AM
eyoo, found a bug, not sure at all where to post so imma just post here. funky stuff happening between phasing exo-ships and the secondary and/or maybe the tertiary explosion of the
(United Aurora Federation (https://fractalsoftworks.com/forum/index.php?topic=12709.0)) mega nuke (Semibreve) launcher :q or maybe the whole nuke is just too powerful and rips through space and time idunno xD

if an exo-ship is phased within the explosion radius of a UAF big boi (Semibreve) Nuke then the ship (if not utterly annihilated from coming out of phase too early) will be teleported so far down south of the map so far that ya can't even see it's icon any more, just an arrow showing where it wants to go do objectives :q x,D

i had both exo-ships i'd gotten my hands on so far get caught in a nuke blast (friendly, mind you xD.. don't let ai's use the nukes unless pilots are timid... x)) and the smaller one blow up, i think it came out of phase early, then the larger one that fired the nuke just disappeared mid-phase, i assumed it went to the proverbial void but then a couple minutes later in the battle i see an arrow coming up form the bottom of the map *facepalm* x,D
Title: Re: [0.97a] Random Assortment of Things
Post by: ISA on July 12, 2024, 12:32:34 PM
 Hello!
Durning the fight with this ship, I believe it was called singularity my game crashed.
Spoiler
(https://i.imgur.com/dPQhRK5.png)
[close]
I believe the reason for that was that it died before it could go into the 2nd phase.
The ship died to 1-3 semibraves, a very powerful missile from UAF mod.

Other then this minor inconvenience mod is pretty great!
Title: Re: [0.97a] Random Assortment of Things
Post by: Inhilicon on July 14, 2024, 09:52:31 PM
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
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: robepriority on July 15, 2024, 05:28:37 PM
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

Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on July 16, 2024, 04:00:16 AM
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

Havent taken a look at it, but while its definitly an issue caused by how this mod uses them, it probably can not be fixed from my end. Dont use Armaa stuff on the Thestia for now
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on July 16, 2024, 07:19:17 AM
Got some more work done, so here is another blog-post for Second-in-Command, which is my attempt at a skill system rework:
https://www.patreon.com/posts/108240819

If you havent seen my posts about it before, theres other blog posts on the same patreon page for it.
Title: Re: [0.97a] Random Assortment of Things
Post by: Artikae on July 16, 2024, 02:46:33 PM
Two ships, two orders lmao.
(https://i.imgur.com/cfnjjbb.png)
Title: Re: [0.97a] Random Assortment of Things
Post by: Dadada on July 18, 2024, 12:26:30 AM
https://www.patreon.com/posts/108240819
:o 8)
Title: Re: [0.97a] Random Assortment of Things
Post by: HallyHallway on July 19, 2024, 05:42:35 AM
Hello Lukas,
First, amazing mods. been playing with them for a year now and while a bit broken (in power), I'd put them in the "couldn't tell it's not official" tier at this point. Super cool.
Wanted to ask couple questions of things that have been confusing me for a while.

-Been playing my current run with the Neural shard background, but I'm not sure how it itneracts with other skills that take officers into account. It gives some of my skills to any ship without an officer, but do said ships count as having officers? as in, do they also get the bonuses of skills like Armada Doctrine?
-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.

One last thing that I'm not sure it concerns you but wanted to mention anyway. I'm using a fan updated version of that "super rare weapons" mods that adds stuff like the black hole canon, the BFG, etc. Usually the drop rates are low enough that I come across 5 to 7 of these in a normal playthrough. This time, I used the Expedition HUB from RATs on a Colony 6 with Alpha core, and almost every time they come back they bring one of these weapons. At this point I got more than 3 times the amount I got on any other run.
Now I have no idea if this is due how these weapon's rarities are coded or how Expedition HUB works, but as of now I have +20 of those weapons. While I think the HUB is too powerful it is true I found one very early and had it running for a while. Still wanted to share in case you might think it gives too much stuff.

Overall, really *** good mods, thanks a lot for your work.
Title: Re: [0.97a] Random Assortment of Things
Post by: Phenir on July 19, 2024, 05:27:39 PM
-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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Def16 on July 20, 2024, 09:41:07 PM
Trying this out and it seems neat so far. The abyssal ships dont seem too overpowered like a lot of mod factions tend to be.
Title: Re: [0.97a] Random Assortment of Things
Post by: HallyHallway on July 21, 2024, 01:49:06 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: robepriority on July 21, 2024, 03:15:49 AM
IMO core world fleets should have hull alterations at some point after enough abyssal exploration.
Taskforces becoming AFK battles is kinda weird.
Title: Re: [0.97a] Random Assortment of Things
Post by: Coil on July 21, 2024, 09:34:06 PM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: AnXel LG on July 22, 2024, 02:43:30 AM
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"
Title: Re: [0.97a] Random Assortment of Things
Post by: Phenir on July 22, 2024, 06:41:56 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: NeoWolfen on July 22, 2024, 07:25:08 AM
Gamechanger mod, just a post of appreciation.  This made a good thing better, so thanks ;)
Title: Re: [0.97a] Random Assortment of Things
Post by: AnXel LG on July 22, 2024, 09:25:45 AM
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.

  That was a "Last Resort" suggestion. The core mechanic against Legio is "you cannot kill me if you cannot hit me", so that was all the rant about using Phase vessels against them. The modiverse offers perfect LegioSlayers the likes of:

1- Scylla Phase Cruiser (Shadowyards) with Mughal Particle Lances. Absolute Bane of Legio with its high damage ship system. Perfect sniper.
2- Percale Phase Cruiser (Scalar Tech Solutions, thanks Nia) with Ion Weapons loadout for a close and personal approach or sniper version using the rest of the Spindle arsenal. Another win-win candidate with high damage ship sistem that DISINTEGRATES lesser Legio toasters with one Alpha.
3- The Phase Cruiser from Prv Starworks (don't remember its name) acts exactly the same as the Percale, with a similar system and 4 medium mounts to install phase lances.
4- The obnoxious Cabal Doom cruiser (from Underworld). Not as good as the choices above, but with 4 universal mounts for installing (surprise!) 4 phase lances and a bunch of light ones, makes it a solid bully against destroyer and frigate Legio Daemons, and a significant threat against cruiser and capitals. Lethal if in a flanking possition.

The list goes on and on...
Title: Re: [0.97a] Random Assortment of Things
Post by: Coil on July 22, 2024, 05:10:51 PM
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.

Title: Re: [0.97a] Random Assortment of Things
Post by: AnXel LG on July 22, 2024, 11:53:48 PM
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.

  Sorry if I often get myself carried away by zealous anti-Legio rant. Don't take me too seriously, really, as I only want you people to success in defeating the annoying Daemon toasters. That said, check the above post for some ideas as to which vessels to use to engage the vile Legio AI threat and easily gain the upper hand.

   The best tactic is to use ships with GREAT ALPHA STRIKE DAMAGE, that is, when you fire all your weapons the enemy should become overwhelmed, or better yet, crippled. To that end, nothing better than phase ships since they reduce the cooldown time of weapons when moving through P-space. That means weapons with charges and/or high cooldown times, like phase/tachyon lances can fire more often, effectively increasing their nominal DPS.

  This is the better approach, since Legio Daemons are REALLY TOUGH and must be eliminated quickly or they will overpower you. Move through the battlespace with impunity, emerging from P-space at the same time you activate the ship system to inflict high damage with energy weapons. The Percale Ambush Maneouvre, as I like to call it. Add to this the potential of ION WEAPONRY, which causes disruptions and flameouts to an otherwise very slippery and fast foe and they are marked for destruction. Ion pulsers, ion beams or their equivalent in the factions modiverse, notably the Scalar Tech Spindle arsenal. I suspect Nia created them as the natural counter to the Legio Infernalis, but other factions are also well equipped to face them in equal terms.

   If you want to take on them with non phase vessels, you should procced with caution however. Be sure to ALWAYS bully them with a clear advantage in ship class: destroyer vs frigate, cruiser vs destroyer, capital vs cruiser, you know the drill. Overwhelming firepower, movility and speed are key, otherwise you are bound to get flanked by the hated Hel Retributions and Hel Kodais, who will inevitably pin you down until a Hel Scaith reaches the front line and engulfs you in fiery death. The Odyssey battlecruiser, with its plasma burn ship system is a better option to attack and retreat than a slow Paragon or Onslaught. Overwhelm them by flanking with your allies whenever possible, and swarm them with kinetic damage fighters like Broadswords to weaken their shields and their will to advance. ELIMINATE THE LESSER DAEMONS FIRST (this is vital) and surround the slower cruisers. Make them retreat to their corner of the battlespace WHILE YOU CAPTURE BATTLESPACE OBJECTIVES (also vital to ensure deployment points advantage) and hound them from all angles. Whenever possible, use efficient loadouts and flux management. Kinetic damage against shields with high explosive weapons kept in reserve until their shields are down etc...

   Give it a try, first with a mostly phase vessels Excision Fleet and see how it goes. When you are confident enough, try the standard naval doctrine approach, with few or no phase ships but a balanced mix of fast and deadly destroyers, cruisers and battlecruisers supported by carriers.

 
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on July 26, 2024, 09:53:12 AM
Preview on a new ship for the next beta patch:
https://old.reddit.com/r/starsector/comments/1ecs9sd/the_hypatia_a_new_destroyer_for_rat_that_can_warp/
Title: Re: [0.97a] Random Assortment of Things
Post by: morvarch on July 26, 2024, 10:21:25 AM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on July 26, 2024, 10:40:04 AM
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?

Can post the log here, but a crash on entering the abyss is unusual, in most cases it tends to only happen if you updated to a different version of RAT that was not save compatible
Title: Re: [0.97a] Random Assortment of Things
Post by: morvarch on July 26, 2024, 11:04:09 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on July 26, 2024, 11:06:38 AM
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.

that does look like an error that does come from mid-save change of a version.
Though if your starting a new save, id recommend using the current beta anyways, its rather stable and has new stuff and a few other fixes:
https://www.patreon.com/posts/rat-2-4-0-beta-107116212
Title: Re: [0.97a] Random Assortment of Things
Post by: morvarch on July 26, 2024, 11:14:15 AM
Yeah I confirmed starting a new game didn't have the same issue, I apologize for the waste of time :/
Title: Re: [0.97a] Random Assortment of Things
Post by: The one who drives on July 29, 2024, 12:38:56 AM
Sorry if you have been asked this before but is there a way to change how many skills neural shard pilots inherit from you?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on July 29, 2024, 06:25:11 AM
no
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on July 29, 2024, 03:35:03 PM
Ah right, forgot to mention, but there is an update to the exotech beta, and the first beta release of the other new mod i have been working on.
https://www.patreon.com/posts/second-in-beta-5-108990621
Title: Re: [0.97a] Random Assortment of Things
Post by: Dadada on July 29, 2024, 11:21:01 PM
thumbs_up.jpg
Thank you and everyone involved. :3
Title: Re: [0.97a] Random Assortment of Things
Post by: Def16 on August 02, 2024, 07:31:19 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on August 02, 2024, 08:40:00 PM
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.

Exotech ships receive less flux diss from vents
Title: Re: [0.97a] Random Assortment of Things
Post by: AdamLegend on August 03, 2024, 07:18:52 AM
RAT adds the ability to increase ship and hullmod loot frequency in LunaLib, but would it be possible to add options to do the same for weapons and fighters?
Title: Re: [0.97a] Random Assortment of Things
Post by: Romindous on August 03, 2024, 11:58:18 AM
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) [?:?]
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on August 03, 2024, 12:10:32 PM
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) [?:?]

Crash due to diable, but also more so my fault. Id avice just to not use them for now, will see if i can fix it.
Title: Re: [0.97a] Random Assortment of Things Singularity event freezing
Post by: QuinYoung on August 04, 2024, 04:45:44 PM
Hey I'm loving this mod and everything it adds, however, I've just run into a strange issue. I was going through the abyssal depths and having a great time until I found the ship labeled "singularity". I fought it and managed to reduce its health to zero quite quickly, however, upon doing this the game suddenly froze and crashed soon after. Basically, I destroy the ship, and the game freezes and crashes, is this an issue with the battle not shifting to the next phase properly and getting stuck? It's strange because I've had no issues with this mod or any other mod up until this point, and I'm running the game of Java 23 so it should not be an issue with the number of mods I am running. If you have any idea what I could do to stop the game from freezing during the boss battle I would greatly appreciate it! Thanks for the amazing mod nonetheless!
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on August 04, 2024, 04:55:23 PM
Its a known issue with the games music player, next main game version may fix it.
Title: Re: [0.97a] Random Assortment of Things
Post by: Rune on August 05, 2024, 04:15:49 PM
having an issue with the abyss, i just finished mapping the whole thing and it was much smaller than expected.

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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Phenir on August 05, 2024, 04:58:07 PM
having an issue with the abyss, i just finished mapping the whole thing and it was much smaller than expected.

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?
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Bigsky on August 23, 2024, 01:09:00 AM
Hi, what level of fleet power/sensor profile is considered 'end-game' and perhaps too large of a fleet to dive into the abyss?
And on that note, what's the minimum recommended fleet size/level to even tempt fate?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on August 25, 2024, 07:56:20 AM
Released Update 2.4.0, Got a ton of new stuff and tons of reworks, been in a beta for a while
Changelog here: https://github.com/Lukas22041/Random-Assortment-of-Things/releases/tag/2.4.0
Title: Re: [0.97a] Random Assortment of Things
Post by: AdamLegend on August 25, 2024, 08:57:38 AM
Amazing update, thank you. Can't wait to try out all the new stuff
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on August 25, 2024, 10:43:00 AM
Make sure to update to the latest version of ashes, or otherwise a certain mission will crash.
Title: Re: [0.97a] Random Assortment of Things
Post by: Bastion.Systems on August 25, 2024, 12:20:42 PM
woah!
Title: Re: [0.97a] Random Assortment of Things
Post by: Jazuke Taizago on August 26, 2024, 09:31:26 AM
Just reporting that some Player Backgrounds have disappeared. Like the basic one, the Comrade Background, which was my favorite.

Not sure if this was intentional. Since your Changelog said only the ExoTech Background was temporarily removed.

Take care.
Title: Re: [0.97a] Random Assortment of Things
Post by: CRZgatecrusher on August 26, 2024, 04:50:15 PM
I have a minor suggestion I guess: you know that ctrl right click change for the zero day exploit background? could you also add that into the Neural Shard background? (I love that background a little too much but accidentally right clicking another ship is slightly annoying so having to press ctrl right click for swapping between ships with the Neural Shard background would be nice, especially with the ED shipyards nurse ship)
Title: Re: [0.97a] Random Assortment of Things
Post by: Clockwokis on August 29, 2024, 04:56:49 PM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on August 29, 2024, 05:47:24 PM
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?

Update ashes, specificly vaults of knowledge
Title: Re: [0.97a] Random Assortment of Things
Post by: Ardryn on August 30, 2024, 04:28:36 PM
I keep having a crash after sector generation that only occurs when I include RAT with this mod list.

Code
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) [?:?]

Said mod list:
 
  "PAGSM",
  "aitweaks",
  "adversary",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "ApproLight",
  "armaa",
  "zzarmaa_anime",
  "Planetace_AstralAscension",
  "battlefleets",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "customizablestarsystems",
  "DetailedCombatResults",
  "diableavionics",
  "dex",
  "dpl_phase_lab",
  "EmergentThreats_Vice",
  "EmergentThreats_IX_Revival",
  "FantasyM",
  "GMDA",
  "HMI",
  "HIVER",
  "IndEvo",
  "Imperium",
  "lost_sector",
  "largerZoomOut",
  "lw_lazylib",
  "leadingPip",
  "lunalib",
  "exshippack",
  "MagicLib",
  "Mayasuran Navy",
  "niko_moreCombatTerrainEffects",
  "MoreMilitaryMissions",
  "nexerelin",
  "officerExtension",
  "progressiveSMods",
  "assortment_of_things",
  "sikr",
  "SCY",
  "second_in_command",
  "secretsofthefrontier",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "suitablestarsystems",
  "knights_of_ludd",
  "timid_tmi",
  "TTE",
  "uaf",
  "vic",
  "WEAPONARCS",
  "niko_morePlanetaryConditions",
  "shaderLib",
  "Rouge_Redstar"

I did download AoD Vaults 2.2.10 and I have the most recent rework of Diable by Caymon. I'm using miko with the 11gb vmparams.

Edit: I think I figured it out, for some reason RAT will crash if devMode is enabled in the settings.json, even if no other mod except the libs are enabled alongside it.
Title: Re: [0.97a] Random Assortment of Things
Post by: sadday on August 31, 2024, 07:45:32 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on August 31, 2024, 10:58:25 AM
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.

Can you go in to more detail? As far as i can see in my code, the faction shouldnt spawn in the sector if you disabled the config before creating a save.
Title: Re: [0.97a] Random Assortment of Things
Post by: budgetcommander0451 on September 04, 2024, 03:13:25 PM
Any way to get a second Comradery officer? It'd be sick to be escorted by two extra-powerful officers
Title: Re: [0.97a] Random Assortment of Things
Post by: saleper on September 04, 2024, 06:42:45 PM
can u make a seperate mod with only cool frontiers. installing the mod and disabling other modules still adds some assets like new hullmodes.
frontiers is bad ass enough to have it is own mod  :(
Title: Re: [0.97a] Random Assortment of Things
Post by: mark.sucka on September 05, 2024, 01:37:23 PM
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?

Spoiler
spr="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]
Title: Re: [0.97a] Random Assortment of Things
Post by: ReconUnitZero on September 06, 2024, 11:25:38 PM
Been using this mod along with the other types such as Nex. It's definitely a must have to change things up for mid-game fun. But the limitations of being able to adjust certain things, such as the AI core penalty of the RAT's Unique AI cores such as the Chrono, Cosmos & Neuro Automated Points Multiplier when using mods that allow more variable fleets of automated ships such as derelicts, but still limited. Could there be a optional function via the RAT's Mod settings that can adjust the RAT's special Core APM to balance it in a future update ?
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on September 08, 2024, 11:22:47 AM
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?

Spoiler
spr="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]
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.

That aside, the cryoprison station can get you a second officer with some of those skills.
Title: Re: [0.97a] Random Assortment of Things
Post by: POPOUTKOS on September 08, 2024, 12:06:18 PM
hi.Trying out the quest
Spoiler
for exotech and get a crash every time i try to call the ship at the end of the quest
[close]

Spoiler
5528096 [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]
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on September 08, 2024, 01:00:35 PM
Just released another patch, this one has a few fixes & changes, but mainly crossover content with Second-in-Command
https://github.com/Lukas22041/Random-Assortment-of-Things/releases/tag/2.4.1

hi.Trying out the quest
Spoiler
for exotech and get a crash every time i try to call the ship at the end of the quest
[close]

Spoiler
5528096 [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]

This new version should fix this.
Title: Re: [0.97a] Random Assortment of Things
Post by: POPOUTKOS on September 08, 2024, 01:35:28 PM
Thanks so much for the quick response.Works like a charm.Thanks for your work ,really enjoying the mod!
Title: Re: [0.97a] Random Assortment of Things
Post by: Souper on September 09, 2024, 12:58:46 AM
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:
Spoiler
Caused 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:
Spoiler
    fun 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]
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on September 09, 2024, 01:25:24 AM
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:
Spoiler
Caused 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:
Spoiler
    fun 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]

Sorry for the issue! Should be fixed in the new update now!
Title: Re: [0.97a] Random Assortment of Things
Post by: Nick9 on September 12, 2024, 02:14:27 AM
I wish there was a way to get chat strings preview when choosing chatter character on Comradery start.

upd: Combat Chatter\data\config\chatter\characters, there they are! I'm kinda blind, but this might help someone else as well.
Title: Re: [0.97a] Random Assortment of Things
Post by: Novora on September 12, 2024, 06:11:03 PM
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!
Title: Re: [0.97a] Random Assortment of Things
Post by: mrz on September 12, 2024, 06:23:52 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on September 12, 2024, 11:49:15 PM
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!

This should be fixed in 2.4.0 & later of RAT, you are probably on an older version

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.

Idk, never got an issue like this reported. You can cheat a new one in by pressing F3 to open the Lunalib debug screen and going to the cargo tab
Title: Re: [0.97a] Random Assortment of Things
Post by: Novora on September 14, 2024, 12:42:44 AM
oh what? weird, im on 2.3.2 would i be able to update it without breaking saves?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on September 14, 2024, 02:00:52 PM
oh what? weird, im on 2.3.2 would i be able to update it without breaking saves?

No, sorry.
Title: Re: [0.97a] Random Assortment of Things
Post by: Takion Kasukedo on September 14, 2024, 02:23:47 PM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on September 14, 2024, 02:48:17 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Novora on September 14, 2024, 08:32:15 PM
All good! thank you for the great mods
Title: Re: [0.97a] Random Assortment of Things
Post by: Takion Kasukedo on September 14, 2024, 09:30:05 PM
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.

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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Takion Kasukedo on September 15, 2024, 02:41:08 AM
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.

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.
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.
Spoiler
(https://i.imgur.com/fy2vmYU.png)
[close]
Title: Re: [0.97a] Random Assortment of Things
Post by: Takion Kasukedo on September 15, 2024, 03:31:48 AM
Hold on, would it perchance be a bug related to either Quality Captains, A New Level of Confidence, Truly Automated Ships or all three at once?

If it happens to be either of those three that causes the inability to re-assign an officer, that would explain part of it.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on September 15, 2024, 03:39:54 AM
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.

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.
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.
Spoiler
(https://i.imgur.com/fy2vmYU.png)
[close]

Pretty sure this is an issue with Officer Extension, probs best to tell the dev about that. I think somebody else reported it before, but i think the mod is just calculating certain multipliers wrongly.
Title: Re: [0.97a] Random Assortment of Things
Post by: Takion Kasukedo on September 15, 2024, 05:02:53 AM
Alright, will do. Thanks for the tip towards the possible cause!
Title: Re: [0.97a] Random Assortment of Things
Post by: Akii on September 15, 2024, 12:46:46 PM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Jazuke Taizago on September 16, 2024, 01:24:23 AM
I was playing RAT, fighting
Spoiler
Genesis
[close]
and 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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on September 16, 2024, 01:47:25 AM
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?

Il take a look in to it later

I was playing RAT, fighting
Spoiler
Genesis
[close]
and 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.

An annoying issue with the games music player, cant do much about it atm. Increasing RAM usually helps people, might be fixed next starsector version.
Title: Re: [0.97a] Random Assortment of Things
Post by: Jazuke Taizago on September 16, 2024, 01:59:29 AM
Using 8 RAM for Starsector. That should literally be enough, and is also the recommended amount. I'll just skip the fight then, and explore the remainder of the Abyss. Hope this gets fixed at some point in future.
Title: Re: [0.97a] Random Assortment of Things | Game crashes when it's installed
Post by: dragoTwos on September 17, 2024, 06:11:06 PM
Idk why it crashes when i start new game or encounter enemy when get disrupted by an impulse, or moving close to a pirate.
Saying
Code
Fatal: lunalib/lunaUtil/campaign/LunaCampaignRenderingPlugin
Cause: lunalib/lunaUtil/campaign/LunaCampaignRenderingPlugin
Check starsector.log for more info.
{"enabledMods": [
  "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.
Code
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)

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)
Title: Re: [0.97a] Random Assortment of Things | Game crashes when it's installed
Post by: Lukas04 on September 17, 2024, 09:56:11 PM
Idk why it crashes when i start new game or encounter enemy when get disrupted by an impulse, or moving close to a pirate.
Saying
Code
Fatal: lunalib/lunaUtil/campaign/LunaCampaignRenderingPlugin
Cause: lunalib/lunaUtil/campaign/LunaCampaignRenderingPlugin
Check starsector.log for more info.
{"enabledMods": [
  "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.
Code
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)

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)

It was updating Lunalib
Title: Re: [0.97a] Random Assortment of Things
Post by: robepriority on September 18, 2024, 03:44:43 PM
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

By core I meant like, the vanilla factions. Much smaller scope too.
Title: Re: [0.97a] Random Assortment of Things
Post by: Arazach on September 21, 2024, 08:14:43 AM
Hey found a bug with autoland on settlements
It may be duplicate since i don't know how to search a thread.
When you lay i course for a settlement, arrive and try to leave,
the game will leave for a couple of frames before reopening the settlement UI.
this repeats at least 5 times or so, but can be exited by pausing on the frames after exit or by dispaling autoland.
Title: Re: [0.97a] Random Assortment of Things
Post by: Araneide on September 29, 2024, 05:46:45 AM
Hello,

Just to inform that I found what looks like a small incompatibility from this mod with industrial evolution : I made a settlement on my own planet then I used the rift generator to move it around and now I can't access the settlement menu anymore. Also, settlement is still marked in the origin system on the intel tab.
Title: Re: [0.97a] Random Assortment of Things
Post by: Paranic on October 02, 2024, 01:26:05 PM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on October 02, 2024, 01:43:30 PM
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

Idk, make sure to fully delete the old folder & then place in the new one, and make sure you are on the latest version of Starsector, including hotfixes.
Edit: Also do you have devmode enabled? Im not sure if this crash can happen without it it enabled in your settings.json file.
Title: Re: [0.97a] Random Assortment of Things
Post by: Akii on October 03, 2024, 11:33:45 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on October 03, 2024, 05:56:16 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Artificer on October 08, 2024, 11:14:11 AM
Is it possible to make it so you can build a headquarters in a settlement if you are the governor of the colony?  AOTD makes it so that if you are in a commission and build a colony it doesn't belong to you, it belongs to your overlord.  I didn't realize this when I was preparing to make my first colony and now I'm very frustrated.
Title: Re: [0.97a] Random Assortment of Things
Post by: Akii on October 08, 2024, 01:27:32 PM
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.

Hello. Sorry for the delay. I can confirm that it has indeed been fixed :)
Thank you very much for your work and patience!
Title: Re: [0.97a] Random Assortment of Things
Post by: Splorf on October 09, 2024, 05:41:01 AM
First of all. Thanks a lot for creating this mod!

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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Splorf on October 09, 2024, 01:37:43 PM
I edited the range of the BP salvage drop sliders in "LunaSettings.csv" to allow 0.0 as a value, the game does not crash so far which is nice. But I do not know yet if values as 0.0 work or break the game.
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on October 09, 2024, 05:07:55 PM
First of all. Thanks a lot for creating this mod!

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.
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Splorf on October 10, 2024, 04:24:26 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on October 11, 2024, 12:59:54 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Splorf on October 11, 2024, 04:55:02 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on October 11, 2024, 12:59:55 PM
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.
And random salvage does not contain BPs to begin with.
Title: Re: [0.97a] Random Assortment of Things
Post by: Naiva Prism on October 12, 2024, 12:34:43 PM
Hello!

I don't know if it's a bug or intended but the Zero Day Exploit background has problems when fighting against automated defense forces (like those protecting caches). Every ship you've hacked at one point during the battle will "retreat" at the end of the battle, even if they have been destroyed during the fight. This causes an infinite loop where you will keep re-engaging those ships in the next battle, the battle that will end after a few dozen seconds because there's no ship to face since all of them have 0% hull integrity.

It's technically not an infinite loop since you can just leave the engagement and return to those ships having regenerated a few %. The problem is that it locks you out of a proper "after battle wreckage" type situation, where you could recover your own disabled ships (and maybe it has an effect on post-loot salvage but I haven't tested it).

So, would that be considered a "bug" that could be fixed, or at least made so those ships don't retreat at the end of a battle? Is there a known way to circumvent this problem (I tried console command stuff like "nuke" and "rout," but it doesn't work since those ships just don't go on the battlefield), or should I just give up on role-playing a hacker for now until the backgrounds are more fleshed out?

Thank you for your time!
Title: Re: [0.97a] Random Assortment of Things
Post by: OmegaInfinita on October 13, 2024, 03:39:07 AM
Quick question in regards to post-quest line EXO: I fully expect the answer to be right in my face,
Spoiler
but 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]
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 :)
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on October 13, 2024, 06:07:47 AM
Quick question in regards to post-quest line EXO: I fully expect the answer to be right in my face,
Spoiler
but 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]
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 :)

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.
Title: Re: [0.97a] Random Assortment of Things
Post by: OmegaInfinita on October 13, 2024, 09:37:16 AM
Quick question in regards to post-quest line EXO: I fully expect the answer to be right in my face,
Spoiler
but 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]
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 :)

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.

Ahhhhhhhhhhh in the hotbar! I completely missed that part when I was reading the dialog. Many thanks!!
Title: Re: [0.97a] Random Assortment of Things
Post by: Splorf on October 13, 2024, 12:10:45 PM
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.
And random salvage does not contain BPs to begin with.

Why do I still get BPs from researche stations and caches then when I set it to 0 in the edited settings file?
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on October 13, 2024, 09:33:20 PM
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.
And random salvage does not contain BPs to begin with.

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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Splorf on October 14, 2024, 04:38:21 AM
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.

This run is a lot of fun so far. I got my second colony and I am buying hulls instead of finding them to reverse engineer them, because I also lowered the ship recovery rate to a very low number(around 10% of default value). This also means that I need to work on my relations with other factions to get access to their markets to buy their hulls. This makes a lot more sense than simply randomly finding their BPs everywhere, which makes zero sense from a lore perspective. I need to be very careful and cannot simply farm hulls in combat, like you usually do in starsector. Finding a new hull feels really great and immersive. Which is exactly what I wanted to achieve.  ;D

The overall game progression is a lot slower but it feels better because you do not find Elite Battleships en mass simply because of a lucky fleet battle.
Title: Re: [0.97a] Random Assortment of Things
Post by: Hyperkayak on October 23, 2024, 04:18:36 AM
Where is the credit limit for the orbital assembly stations setting? Wanna up it from 300k to like 1300k.
Or is it random and I've been getting punked by gsus.
If I was code mage, I'd prob give it something like "Pick between a) whatever you like up until 300k, at base cost OR b) one single hull of any >300k base cost at (100+50n)% true cost, where n is (basecost/500k, rounded down)." So a ship with 400k base cost you'd get for 400k, a ship with 550k base cost would cost 825k, and you could also print something stupid that costs 1.2M, but it would eat 2.4M creddos.
Title: Re: [0.97a] Random Assortment of Things
Post by: redpac3 on October 28, 2024, 07:23:31 AM
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 ? :-\
Title: Re: [0.97a] Random Assortment of Things
Post by: Phenir on October 28, 2024, 09:35:19 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on November 02, 2024, 06:47:36 PM
Released a bunch of updates recently that i forgot to mention here, but just released one with decently sized addition, that being an additional executive officer if you use the mod together with Second-in-Command.
Can find the changelog here: https://github.com/Lukas22041/Random-Assortment-of-Things/releases/tag/2.5.0

Also short blog on patreon: https://www.patreon.com/posts/random-of-things-115254825
Title: Re: [0.97a] Random Assortment of Things
Post by: 366Bit on November 06, 2024, 02:50:54 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on November 06, 2024, 04:07:35 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Phenir on November 06, 2024, 06:31:31 AM
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 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.
Title: Re: [0.97a] Random Assortment of Things
Post by: McTrigger on November 06, 2024, 11:33:17 PM
Will this run ok if I install midsave?
Title: Re: [0.97a] Random Assortment of Things
Post by: 366Bit on November 07, 2024, 02:25:06 AM
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.

Got it. Thank you for answering!
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on November 07, 2024, 02:28:21 AM
Will this run ok if I install midsave?

Yes
Title: Re: [0.97a] Random Assortment of Things
Post by: Hatboxer on November 15, 2024, 01:31:42 PM
Love all the content in this, great work!

I'm using Adjusted Sector with a bigger map, and as a result the Abyssal Depths entrance is no longer placed down in the dark area near Limbo.  How can I move the entrance?  I couldn't find a 'starmap' file or any other obvious options.
Title: Re: [0.97a] Random Assortment of Things
Post by: EnigmaniteZ on November 15, 2024, 08:34:22 PM
just got the snake ship. and have some feedback:

It's locked to the max hp of the lowest HP of its modules, including the ones you cannot mod, so HP increases are wasted...but HP decreases affect every module.
Any kind of HP regen you want to apply is worthless, as they have no effect at all.
Due to those two, I can't do my "fat health tank serpent" idea like I wanted.

The three modules you can mod are of different classes. Wouldn't be as big a deal, but the tail (a destroyer) has the same OP as the center (a frigate) at 50, but quite a few hullmods cost twice as much on a destroyer as they do on a frigate. Difficult to fit much of anything...

Not entirely the fault of this mod, but the tail and middle have no ship system which causes PRV's ramshield hullmod to cause CTDs if you wanna go with shields, and unless you're a coder like me who can just get a decompiler and recompile the faulting code with a fix. (already brought it up on their page, but yeah...)

And because being all negative isn't as great:
I like the tail and center having 360 degree arcs, and I also like the built in weapon on the head. Kinda neat having a fire breathing serpent.
Title: Re: [0.97a] Random Assortment of Things
Post by: EnigmaniteZ on November 16, 2024, 05:51:21 AM
okay, bug report time. yknow the special end of abyss ship's special system?
well, the code sets the captain's personality to RECKLESS. now picture that when you put an officer, or...worse yet, yourself, there via abyssal crew conversion.
now their (or your) personality is reckless because go figure, captain is passed by reference here, not by value.

what you should be doing around line 260 of /abyss/shipsystem/activators/primordialseaactivator.kt is...cloning the relevant parts of the captain, not setting the apparition directly to the captain.

Code
        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
basically something like this. (yes, my code is bad here and is probably missing a lot)
Title: Re: [0.97a] Random Assortment of Things
Post by: ReconUnitZero on November 16, 2024, 03:53:10 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: EnigmaniteZ on November 16, 2024, 05:13:51 PM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: Yukisuna on November 20, 2024, 03:20:42 AM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on November 20, 2024, 03:47:16 AM
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

Glad your enjoying it, though please if your having a rough time save your money for yourself!
Title: Re: [0.97a] Random Assortment of Things
Post by: EnigmaniteZ on November 20, 2024, 04:48:43 AM
nothing about that shipsystem that can PERMANENTLY change the player's personality to reckless without any notification or recourse? sad cat.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on November 20, 2024, 05:26:37 AM
nothing about that shipsystem that can PERMANENTLY change the player's personality to reckless without any notification or recourse? sad cat.

Still need to fix it, to be honest i just kinda forget about Reports on the Forum thread instead of ones on the Discord, my bad on that! Will be fixed next version.
Title: Re: [0.97a] Random Assortment of Things
Post by: EnigmaniteZ on November 20, 2024, 05:34:49 AM
yeah, I also have an issue up on the github. glad it's getting fixed! the personality change was certainly an unwelcome surprise >.< much like SVC doing it...
Title: Re: [0.97a] Random Assortment of Things
Post by: mllhild on November 22, 2024, 10:57:49 AM
Hi Lukas,
is it possible to enable more than one starting condition via console? (I want to enable "High Value Target" on an already existing playthrou)
Title: Re: [0.97a] Random Assortment of Things
Post by: TimeDiver on November 22, 2024, 11:10:24 AM
Hi Lukas,
is it possible to enable more than one starting condition via console? (I want to enable "High Value Target" on an already existing playthrou)
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.

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.)
Title: Re: [0.97a] Random Assortment of Things
Post by: EnigmaniteZ on November 23, 2024, 06:59:14 AM
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...
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on November 23, 2024, 07:34:03 AM
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...

The Officer limit breaking with Mults is an issue with the Officer Extension mod as far as i am aware.
Title: Re: [0.97a] Random Assortment of Things
Post by: EnigmaniteZ on November 23, 2024, 07:40:35 AM
figures it'd be something like that, i'll have to pass that info along
Title: Re: [0.97a] Random Assortment of Things
Post by: mllhild on November 23, 2024, 01:30:31 PM
Hi Lukas,
is it possible to enable more than one starting condition via console? (I want to enable "High Value Target" on an already existing playthrou)
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.

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.)

After a bit of fiddling, I discovered how to:
I pulled this from a savefile that had the "High Value Target" Background.
Code
<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">

To make this work I had to then:
1. remove the listed bounties
2. change the FP and defeated fleet count
3. change the timestamp

First I tried to just insert it and change the timestamp to game start time (-55639313329000), but that didnt work.

Then I got a new timestamp from the save file I edited
Code
<NexFctnBntyIntl z="183563" tt="-55599368771000" nC="true">
And inserted that into the code above.
Code
<timestampSinceLastBounty>-55599368771000</timestampSinceLastBounty>


Endresult:
Code
<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>

This code sits in my savefile after HasslePlayerScript and before data.colonyevents.manager.AoTDColonyEventAssigner.
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on November 23, 2024, 07:48:57 PM
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...
Sounds to me like it'd be plenty amusing provided it's not your own game it happens to.
Title: Re: [0.97a] Random Assortment of Things
Post by: EnigmaniteZ on November 24, 2024, 02:27:46 PM
so...stumbled on the mod guidelines earlier today, and something stuck out, then PRV updated with a crashfix for a crash i'd reported and remembered why that thing stuck out
Quote
All ships that can be piloted by the player shall have a ship system.

the Azazel, as I think I mentioned before in this thread, has modules without shipsystems, which led to the aforementioned crash fix.  Given the above, uh...those moddable azazel modules should proooobably have shipsystems of some kind added, even if they're just dummies that don't actually do anything.
Title: Re: [0.97a] Random Assortment of Things
Post by: prav on November 24, 2024, 04:17:23 PM
I don't know about that, several vanilla station modules don't have systems. But then, they're also not customizable.
Title: Re: [0.97a] Random Assortment of Things
Post by: Generic_Scout on November 25, 2024, 12:54:25 AM
Settlements ended up working like a hypershunt tap. It certainly gives buffs to the player. Although the Exoship the player can keep wasn't what I was imagining.

It's a short and sweet mission that does give the player a mobile station to use, with a minor market for exoships and their associated weapons.

Outside of two situations I don't imagine I'd use the exoship. (Far sector camping, Core world raiding) It takes 5 months to fully refuel and frankly I don't like the idea of being tied down. Bringing 12 logistic ships would achieve similiar goals, or just plopping down colonies and making a few trips.
Title: Re: [0.97a] Random Assortment of Things
Post by: EnigmaniteZ on November 25, 2024, 04:14:36 AM
25% per month at highest, so 4 months, but...honestly it's kinda the point of it. it's not meant to replace those ships. it's mostly just a useful, very fast but sparingly used, on demand transportation device and mobile infinite storage of ships/cargo. an extra option that's nice to have.

so yeah, it won't fit everyone's playstyle, but it definitely helped with mine. some example cases:
Title: Re: [0.97a] Random Assortment of Things
Post by: Takion Kasukedo on November 25, 2024, 08:24:24 AM
Lukas, are you currently aware that the Many-Swords-Ship might have one possibly busted mechanic?

Currently, I'm running a fast-firing setup, and uhhh....any temporal effects you have while coming out of phase carries over to it's system IF you use the system straight after.

EG; FC enables a near-timestop when coming out of phase, and can be abused by anyone (or any AI) smart enough to continue using the temporal stop.
Spoiler
I'll make sure to mention this to the other mod-author of which this modification hails from
[close]
so anything with a fast phase cloak can pop-in & out, keeping time sort-of-locked down.

What I didn't realise until today when I accidentally found it out, is that these effects also affect that one particular ship's system.
Spoiler
(https://i.imgur.com/GCycVCI.png)
[close]

Also of note is certain weapons can hit the ship using the system, leading to some unintentional consequences. (Frasares, dumbfire rockets/torpedoes, Scattershot weapons, etc)

Just thought I should drop it in here, to ensure you're aware of it. Other than that, no other thing to report currently!
Title: Re: [0.97a] Random Assortment of Things
Post by: Uther Phobos on November 25, 2024, 05:16:13 PM
I guess that's just what happens when you fall through a dimensional rift because your boss got mad at you.
Title: Re: [0.97a] Random Assortment of Things
Post by: robepriority on November 25, 2024, 06:22:22 PM
Lukas, are you currently aware that the Many-Swords-Ship might have one possibly busted mechanic?

Just in general cross-mod interactions tend to allow for some broken combos.
Hull Alterations generally take the cake though since they don't really have any cost or restriction besides the opportunity cost against each other.
Title: Re: [0.97a] Random Assortment of Things
Post by: Nemenia on November 30, 2024, 09:03:37 AM
I seem to be having a bug, or perhaps an issue with weapon AI. Whenever I fire the Hyperspatial javelin, the missiles seem to choose a random target rather than the nearest, and veer wildly off course. Not in an ECM way, but all towards a random enemy ship. Sometimes it's the one I'm pointing at, but often not.
Title: Re: [0.97a] Random Assortment of Things
Post by: AllTogetherAndrews on November 30, 2024, 10:54:04 AM
I was wondering if there was a settings file or option to toggle the personal exoship start without completing the exoship questline in another save. I just did a full reinstall and re-org of my mods due to memory leak issues, and was looking to do an exofleet themed run, but with the reinstall prior save progression obviously isn't triggered anymore. I know there has to be a toggle for that somewhere, but I'm just not finding it.
Title: Re: [0.97a] Random Assortment of Things
Post by: FinLynx on December 02, 2024, 12:56:50 AM
Hey, I managed to have a total game freeze when fighting the... super secret encounter in the Sea of Serpents. No big deal, probably a Java RAM issue. However, when reloading my save I made just before the battle, I encountered an error that prevented loading; the game was calling an invalid class. This error was apparently caused by Nexerelin; turning off (and later on again) the experimental strategic AI fixed the issue! Sadly I didn't think to save a copy of the log, to check exactly what was causing the error; thought I'd give a shoutout regardless, in case anyone else runs into the same problem.
Title: Re: [0.97a] Random Assortment of Things
Post by: JohnVicres on December 09, 2024, 10:45:32 AM
All them ULTRA-REDACTED ship systems are cluttering the codex. Wouldn't it be better to use the "restricted" tag on all of them?
Title: Re: [0.97a] Random Assortment of Things
Post by: GodAmongstUs on December 10, 2024, 02:46:11 PM
It has been almost a year since I originally tried to summon(cheat) in extra RAT special stations, specifically the domain refurbishment one, and the construction station as well. I failed to figure it out last time, gave up. Tried again, and can summon said stations, but interacting with them only has a "Leave" option, so they are still useless X)

runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); if (star != null) { $loc.addCustomEntity(null, null, "rat_refurbishment_station", "neutral").setCircularOrbitPointingDown(star, VectorUtils.getAngle(star.getLocation(), $playerFleet.getLocation()), MathUtils.getDistance(star.getLocation(), $playerFleet.getLocation()), 180f); }

that will spawn one in, (and give you discovery exp) but it is unusable. Anyone with any ideas on why it doesn't work? I'm sorry if it is something really simple and I'm overlooking it, but my coding knowledge is functionally none (this was code I copied from people figuring stuff out in the console commands replies, and finding the custom entities names in the RAT mod folders)
Title: Re: [0.97a] Random Assortment of Things
Post by: Bozogan on December 12, 2024, 12:48:59 AM
does this mod enable me to remove hyperspace and storms?
Title: Re: [0.97a] Random Assortment of Things
Post by: EnigmaniteZ on December 12, 2024, 01:13:25 AM
no, but I believe nex allows that as part of the new game process.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on December 12, 2024, 03:09:41 AM
does this mod enable me to remove hyperspace and storms?

In the mods Lunalib Configs go to the Procgen settings, i forgot if i capped it or not, but should be able to either remove them entirely or reduce them to the very least with the slider there.
Title: Re: [0.97a] Random Assortment of Things
Post by: TokyoVAL on December 12, 2024, 10:41:59 PM
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
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on December 12, 2024, 10:56:25 PM
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

Those are files only loaded together with Second-in-Command, as there is crossover content.
Title: Re: [0.97a] Random Assortment of Things
Post by: float on December 17, 2024, 07:49:33 PM
Spoiler
107711 [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]
Getting a crash when opening the refit screen right after loading.
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on December 18, 2024, 12:06:13 AM
Spoiler
107711 [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]
Getting a crash when opening the refit screen right after loading.
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.

Its a rather annoying issue that rarely pops up, im pretty sure it has to be caused by some mod but ive got no clue which one it would be. And since it so rarely happens i keep forgetting to Nullcheck for the engine since generaly its simply supposed to work in the places im using it (why is a afterShipCreation/advanceInCombat being called without a combat engine?, or rather in this case why is there a ShipAPI with no Combat instance anywhere). Il nullcheck it next patch, id rather not use getInstance since i would not want to create a new engine whenever this happens.
Title: Re: [0.97a] Random Assortment of Things
Post by: float on December 29, 2024, 02:17:47 PM
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...
Title: Re: [0.97a] Random Assortment of Things
Post by: TimeDiver on December 29, 2024, 03:35:11 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on December 29, 2024, 04:44:12 PM
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...

Theres no such method called "getMembersNoSync", but i can give the other options you named a try. I do think its worth mentioning that hullmods being called repeatedly is pretty normal as far as i am aware, its something that im quite sure even happens in the vanilla enviroment. If you just use the debugger on a custom hullmod and then enter refit, the method can be called a few times right after eachother. I think the true issue is that as i just noticed, i did a pretty dumb thing where it has to iterate over each ship in the fleet to find a person for every automated ship in the fleet, though this should also mean that you dont really get any of this issue if you dont have any automated ships.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on December 29, 2024, 04:54:25 PM
Uh, just gave it a try, and it appears that using the forceNoSync methods will actually just cause syncs when used, causing an actual Stackoverflow crash. So dont think thats the solution either.
Title: Re: [0.97a] Random Assortment of Things
Post by: float on December 29, 2024, 05:46:25 PM
Huh, that's odd. I only recognized this issue because it's something I had to contend with at some point, making (part of) a hullmod that reduced a ship's DP cost if it was the only ship of that hull spec in your fleet. I noticed that calling getMembersListCopy would result in a lot of unnecessary fleet syncing calls, which would inevitably lead to even that specific applyEffectsBeforeShipCreation being called many times for just one ship. I think the tell was that it was being called many times with the same call stack and from the same source, whereas the repeated hullmod application calls in other scenarios would all come with distinct call stacks.

The vanilla getMembersNoSync is in FleetData, not FleetDataAPI, but thankfully it's not obfuscated. Though I ended up not using it as it would crash the game when I tried to reorder ships in my fleet... turns out it includes random spacer elements with no data just for the sake of not collapsing the fleet menu.

The second method is what I settled on, via this code:

Code
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'm surprised it's crashing for you, as I don't seem to have had any issues with it.

Edit: good point with the code only being called if you have automated ships in your fleet. Just did a test where I scuttled every automated ship and the freeze time went from ~4 seconds to ~1 second, so the RAT hullmod is definitely a major contributor here but it seems it isn't the entire story.

Edit 2: here's what it looks like after scuttling all my automated ships:

(https://i.imgur.com/neP1ye3.png)
Looks like Sephira Conclave's also calling getMembersListCopy a bunch, though that's in a reportPlayerOpenedMarket. I guess fleet syncing just takes a while, or maybe it's the repeated updateStats call in that same method that's causing a bunch of additional syncs, not sure. Kind of surprising that syncing would take so long as without the automated ships I only had 15 or so ships in my fleet.
Title: Re: [0.97a] Random Assortment of Things
Post by: Dust_onthecode on December 31, 2024, 11:49:00 AM
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...
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on December 31, 2024, 02:37:47 PM
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...

You uh, should update your version of the mod, since your using a version thats like 6 months outdated.
Title: Re: [0.97a] Random Assortment of Things
Post by: Bowmore on January 01, 2025, 01:39:52 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Pushover on January 01, 2025, 03:55:26 AM
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.

The superfighters from the Exo-tech mission are obviously worth fielding if you have gone through that part of this mod.

I've had success using a fairly straightforward Victory build as my flagship (from the Ship and Weapons pack) but I'd imagine I could get a Shield Shunt Onslaught to perform acceptably, since nothing smaller than a cruiser has much in the way of reasonable high explosive weapons (just the medium beam).

SO Auroras in my current run have been surviving fairly well/keeping my flanks safe. Playing longer ranged builds tends to fall apart because of how fast/mobile half their ships are. Most non-phase frigates seem to struggle to stay alive due to the speed as well.

If you are exploring early, I would recommend just avoiding the fights (not too hard if you go dark as long as you don't have a massive fleet - S-mod Insulated Engines on your civilian ships if your profile is an issue) and just loot around them. Come back when you have a full fleet, especially against the deeper abyss enemies.

Lean more towards Kinetics since the enemies have tough shields.
Title: Re: [0.97a] Random Assortment of Things
Post by: MakoMakoMan on January 01, 2025, 04:09:09 PM
There was a bug with an exo frigate that I wish could somehow become a feature. I just noticed it started going really fast on the map and when I checked... https://imgur.com/a/y8joKw9 (https://imgur.com/a/y8joKw9). I wish I had captured the moment before the recording when it was actively going through other ships, it looked awesome lol.

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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Pancakeofdooms on January 04, 2025, 06:39:45 PM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Pushover on January 04, 2025, 10:12:09 PM
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?

They work the same as vanilla - you have a certain amount of automated ship points with the skill (120), which is enough to run that many deployment points at 100% CR. However, assigning a core multiplies the deployment point cost of the ship by the AI's multiplier (a Gamma core is 2x, but an Alpha is 4x, for example). So if you put a strong AI core on a big expensive ship, you will likely need to remove all other automated ships in order to have a reasonable CR. To use a Radiant as an example, you can run 2 Radiants without AI cores, but if you put an Alpha Core on a Radiant, it would count as 240 automated ship points vs your 120 points, meaning the CR maximum would be 120/240 = 50%. With a 75 point ship and a 4x core, the max CR would be 120/300 = 40%.

It may also help to get other CR boosting skills to help out, as it adds on top of the base CR. So if you have +15% CR, with the Alpha Core Radiant above, the max CR would be 65% (50 + 15).
Title: Re: [0.97a] Random Assortment of Things
Post by: VioletGrey on January 07, 2025, 08:08:08 AM
Does the Neural shard start work with the Wolfpack tactics skill? since all ships are technically piloted i would think yes but i dont know for sure.
Title: Re: [0.97a] Random Assortment of Things
Post by: Ban on January 09, 2025, 02:31:28 AM
Hello everybody!
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...
Title: Re: [0.97a] Random Assortment of Things
Post by: Phenir on January 09, 2025, 05:09:59 PM
Hello everybody!
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...
Read the description of the exogrid hullmod
Title: Re: [0.97a] Random Assortment of Things
Post by: BryanFurious on January 10, 2025, 12:08:14 AM
I have a crash report:

Spoiler
1126015 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Problem loading class [assortment_of_things.abyss.weapons.genesis.AbaddonLanceEffect]
java.lang.RuntimeException: Problem loading class [assortment_of_things.abyss.weapons.genesis.AbaddonLanceEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
   at com.fs.starfarer.loading.specs.BaseWeaponSpec.getEveryFrameEffect(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.if.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source)
   at com.fs.starfarer.coreui.refit.super.updateFromCurrentVariant(Unknown Source)
   at com.fs.starfarer.coreui.refit.super.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.V.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.dialogDismissed(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.showMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.Ó00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.setPlugin(Unknown Source)
   at com.fs.starfarer.ui.newui.L$4.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.o0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.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.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
   at assortment_of_things.abyss.weapons.genesis.AbaddonLanceEffect.<init>(AbaddonLanceEffect.kt:38)
   at sun.reflect.GeneratedConstructorAccessor380.newInstance(Unknown Source)
   at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
   at java.lang.reflect.Constructor.newInstance(Unknown Source)
   at java.lang.Class.newInstance(Unknown Source)
   ... 36 more
[close]

How to replicate the crash:
1. Have a ship with the Abaddon Lance equipped selected in the refit screen
2. Save
3. Reload game
4. Press 'R' to enter the refit screen, after which the crash happens

Thanks for the great mod. Explorations are much more fun, and it kind of reminds me of my first vanilla playthrough of the game where I don't know what I'd find in the fringes.
Title: Re: [0.97a] Random Assortment of Things
Post by: magitsu on January 10, 2025, 09:03:25 AM
I have a crash report:
The crash does indeed replicate with these instructions.

Here the same log with slight differences due to Mikohime Java 24
Spoiler
1842703 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Problem loading class [assortment_of_things.abyss.weapons.genesis.AbaddonLanceEffect]
java.lang.RuntimeException: Problem loading class [assortment_of_things.abyss.weapons.genesis.AbaddonLanceEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.specs.BaseWeaponSpec.getEveryFrameEffect(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.if.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.specs.oooo.super(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:1447) [?:?]
Caused by: 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.weapons.genesis.AbaddonLanceEffect.<init>(AbaddonLanceEffect.kt:38) ~[?:?]
   at java.base/jdk.internal.reflect.DirectConstructorHandleAccessor.newInstance(DirectConstructorHandleAccessor.java:62) ~[?:?]
   at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:499) ~[?:?]
   at java.base/java.lang.reflect.ReflectAccess.newInstance(ReflectAccess.java:79) ~[?:?]
   at java.base/jdk.internal.reflect.ReflectionFactory.newInstance(ReflectionFactory.java:211) ~[?:?]
   at java.base/java.lang.Class.newInstance(Class.java:713) ~[?:?]
   ... 36 more
[close]
Title: Re: [0.97a] Random Assortment of Things
Post by: eidolad on January 10, 2025, 12:40:12 PM
First time playing and yes, precious, the second mission in one of the mod's story arcs ate my fleet for breakfast

Now, I just need to gets me some squadrons and go for a rematch
Title: Re: [0.97a] Random Assortment of Things
Post by: Bobamelius on January 10, 2025, 06:19:53 PM
Hi, I completed the Exo-Tech quests but

Spoiler
after 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]
Title: Re: [0.97a] Random Assortment of Things
Post by: Hatboxer on January 10, 2025, 09:25:48 PM
Hi, I completed the Exo-Tech quests but

Spoiler
after 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.
Title: Re: [0.97a] Random Assortment of Things
Post by: ShadowRhino on January 11, 2025, 01:29:15 AM
Hi, I completed the Exo-Tech quests but

Spoiler
after 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.

Yer i have the same issue, can order the ship around, however can't buy anything from it any longer, because contacts have left the ship. I don't even recall an update where they said they were going to leave it.
Title: Re: [0.97a] Random Assortment of Things
Post by: Strato on January 11, 2025, 11:53:05 PM
So...is there any way to completely remove the exo-tech faction from this mod?

Only part of RAT I really use is the procgen settings, and I disable everything else in LunaLib config. Unfortunately, despite having exo-tech disabled in settings, that faction still appears on the intel factions list when I start a new game, and ships from exo-tech will occasionally be displayed on the game's main menu background.

Haven't committed to play long enough to explore and see if the faction is present somewhere in the sector, but I'm assuming it isn't, and that the mod config option just doesn't remove all references to the faction.
Title: Re: [0.97a] Random Assortment of Things
Post by: EnigmaniteZ on January 12, 2025, 02:37:21 AM
if you're hellbent on it, you can try removing /data/world/factions from the mod's folder, as well as /data/config/title_screen_variants.csv
Title: Re: [0.97a] Random Assortment of Things
Post by: TheHalfwayXBray on January 17, 2025, 09:20:56 PM
hey I wanted to change the amount the orbital assembly station has to make blueprints, instead of the 300,000 credits its set to. Does anyone know what file it is in as I can't find the value.
Title: Re: [0.97a] Random Assortment of Things
Post by: Point_Offence on January 21, 2025, 08:26:06 PM
No more replenishing stock of hull alterations in newest patch  :'( :'( :'( :'( :'( :'( :'(
Title: Re: [0.97a] Random Assortment of Things
Post by: Pizzarugi on February 05, 2025, 12:56:44 PM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 05, 2025, 01:22:14 PM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: Pizzarugi on February 05, 2025, 01:53:59 PM
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.

Thanks for the answer. I'll have to spend some SP to take my officer from steady to reckless and see how they perform on my Apollyon capitol with 4 cryoblasters equipped. Hopefully the added aggression won't get them killed.
Title: Re: [0.97a] Random Assortment of Things
Post by: Wyvern on February 05, 2025, 02:42:57 PM
From my perspective, the "obvious" use of Maintaining Momentum is to put it on an aggressive or reckless officer, then put the extra skill (also from this mod) to allow one officer to pilot an AI ship on that same officer, and toss them into a Radiant, or perhaps the unique automated Onslaught or the like. (And if it does get itself killed... well, it's an automated ship. You won't lose any crew from the problem; recover it and keep going.)

That said, you can get an officer with MM during gameplay, and can only tag one officer with the 'can run an AI ship' skill, so if the plan is to use heavy automated ships then it's probably better to invest in Auto-Engineer for your Comradery choice.
Title: Re: [0.97a] Random Assortment of Things
Post by: forrevenge on February 07, 2025, 02:19:46 AM
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.
Title: Re: [0.97a] Random Assortment of Things
Post by: TickTockMan on February 08, 2025, 05:16:37 AM
Hitting Gilgamesh with an Approlight mod weapon (namely PF-Harmonic Overload Charger) cause a nullpointer crash like below, reported on Fossic.org:

Code
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:?]

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!
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 08, 2025, 08:33:09 AM
Hitting Gilgamesh with an Approlight mod weapon (namely PF-Harmonic Overload Charger) cause a nullpointer crash like below, reported on Fossic.org:

Code
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:?]

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!

Just released an update, should be fixed in that, hopefully.

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.

Should also be fixed in the latest versions now.
Title: Re: [0.97a] Random Assortment of Things
Post by: Strato on February 14, 2025, 07:14:04 PM
During a playthrough with Exotech enabled, I received a mission to destroy an "Autonomous Response Unit" fleet, in which all ships are piloted by AI cores. However, upon opening a comm-link with the fleet (out of curiosity, before fighting it), I was met with "Operation Manager Yoan Dickerson" rather than the unintelligible AI nonsense I was expecting. Is this a bug?
Title: Re: [0.97a] Random Assortment of Things
Post by: YoureATowel on February 15, 2025, 10:06:13 AM
Is it possible to use Limbo's location as a reference for the location of Abyss Fracture, or allow user to manually set var hyperspaceLocation in settings?

When changing procgen (Adjusted Sector) the Orion-Perseus abyss may not be created, in which case the -30000, -25000 location is used which is close to core worlds.

AbyssGenerator.kt
Quote
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))
        }

I can edit location in save file, but might be more robust to use something else to choose location.

Thanks for making this mod, it's awesome :)
Title: Re: [0.97a] Random Assortment of Things
Post by: Ad-North on February 17, 2025, 05:43:10 AM
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 ?

Edit#1: There was an abandonned station around one of the planets in the system, and the fleet was hiding in it, my bad for thinking it was a bug.
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 17, 2025, 05:51:16 AM
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 ?

Have you checked out the station in the system
Title: Re: [0.97a] Random Assortment of Things
Post by: Strato on February 20, 2025, 03:05:18 PM
I'm not sure if this is an issue with Random Assortment of Things, or The Knights of Ludd.

Spoiler
After having encountered nullspace in the KoL mod, the option to gate travel there shows the same tooltip as when traveling to the Abyssal Gate.
[close]
Title: Re: [0.97a] Random Assortment of Things
Post by: Bald_Greg on February 22, 2025, 02:13:32 PM
Im liking Exo ships more and more but I wonder, are there plans of making any capital ships for them? Like a Warp battlecruiser, or maybe a bigger carrier?
Title: Re: [0.97a] Random Assortment of Things
Post by: BrokenMirror on February 22, 2025, 04:07:20 PM
question, how does one access the Exo-Tech questline?
Title: Re: [0.97a] Random Assortment of Things
Post by: Shinr on February 22, 2025, 10:48:22 PM
question, how does one access the Exo-Tech questline?

Spoiler
By entering the Exoship you find when exploring, which is a bit of problem since it moves around.

Last run I found it when a Distress Call led me to the system it was in.

Alternatively you might also find an exo-tech beacon that shows the Exoship's current location and destination.
[close]
Title: Re: [0.97a] Random Assortment of Things
Post by: Bobamelius on February 22, 2025, 11:56:32 PM
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?
Title: Re: [0.97a] Random Assortment of Things
Post by: Lukas04 on February 23, 2025, 04:46:37 AM
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?

in the "Manage Settlement" screen, one of the buttons on the right.
Title: Re: [0.97a] Random Assortment of Things
Post by: Bobamelius on February 23, 2025, 11:09:53 AM
Derp, I didn't even notice those buttons were there. Thanks!
Title: Re: [0.97a] Random Assortment of Things
Post by: Techerakh on March 05, 2025, 12:01:03 PM
Seems like Progressive Hullmods doesn't play nicely with the ships added by this mod.  Opening the Progressive Hullmod's Smod menu for any of the prototype / Exo ships I'm recovering during RAT missions causes a crash.
Title: Re: [0.97a] Random Assortment of Things
Post by: Ranger Dimitri on March 11, 2025, 07:14:54 PM
Would also like to report an issue, when choosing between the initial two missions for the Exotech contact, the one for the rouge autonomous fleet doesn't give you an option to decline, only accept. I figure it'd be worth mentioning as that can be a real issue when you have no idea what you are getting into with that fight.
Title: Re: [0.97a] Random Assortment of Things
Post by: Village on March 12, 2025, 11:05:35 AM
Not sure if someone asked something similar before but I had been thinking about the High Valued Target background. I like the extra challenge it brings and wondered if it's something that could either persist much longer or if it'll reset after a certain point in time since I've noticed that after defeating enough of them they completely stop sending fleets and never seem to respawn.
Title: Re: [0.97a] Random Assortment of Things
Post by: Astrefernal on March 12, 2025, 12:13:14 PM
So... I've started using this mod for the first time.

I decided to follow a lead for a derelic station from the archivist on the far left of the map, right above the Void. Turns out it was orbiting a Tundra world with the Bionic Plantlife modifier and decent mining ressources.
Nice.

Out of curiosity, I go to the only other system in the cluster, at one day travel time. It has 2 planets.
A Volcanic world with Ancient Industries and Kinetic Launchsystem.
A Barren-Bombarded world with Rampant Military Core and Defensive Dronesystem.



Yes, I've colonized this systems. I just need THE Gate to complete the picture.

EDIT : Found an Ancient Fuel Production on a Gas Giant the next cluster over. Sweet !
Title: Re: [0.97a] Random Assortment of Things
Post by: Tofi on March 12, 2025, 01:52:24 PM
Not sure if this is the right place to report bugs, but I encountered some with the Tylos Exo-ship. It seems like the second form doesn't receive some bonuses/maluses.

The 2nd fitting doesn't receive the bonuses from fleet skills. I'm not sure if this is only with Second-in-command, but it's easy to test. An unpiloted Tylos with any speed increase officer and the second form will be slower (not just in the fitting tool, but in combat as well).

It does receive the bonus from the pilot skills like Helmsmanship (though this doesn't show on the fitting, only in combat).

The second form also shows 100% combat readiness (in combat), but doesn't actually receive the bonuses from it. A Tylos with no captain, no officers at 50% CR will have the same stats in both forms, but any other percentage and they're different. The second form also doesn't malfunction even if you start the battle with 1% CR.

EDIT: Amazing mod by the way, already lost close to a week to this one and second-in-command. Thank you for the amazing work!
Title: Re: [0.97a] Random Assortment of Things
Post by: Sunnyko on March 13, 2025, 09:28:03 PM
Loving the mod its quickly become one of my favriotes..... Any chance the automated bays augment could be made to allow you to install wings that normaly require manpower onto [redacted] hulls though? It would allow for a bit more build diversity with them, and given there limited nature I am not sure it would be too broken.