Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: PigeonPun on August 03, 2024, 09:35:01 AM

Title: [0.97a-RC11] Bionic Alteration v0.2.2
Post by: PigeonPun on August 03, 2024, 09:35:01 AM
Bionic Alteration v0.2.2 (https://github.com/CosmicFishi/Bionic-Alteration/releases/download/0.2.2/Bionic-Alteration-0.2.2.zip)
It finally appears on the forum???? :O

Requires: Lazylib (https://fractalsoftworks.com/forum/index.php?topic=5444.0), Magiclib (https://fractalsoftworks.com/forum/index.php?topic=25868.0)
Integrated with Lunalib (https://fractalsoftworks.com/forum/index.php?topic=25658.0)
Github: Bionic Alteration (https://github.com/CosmicFishi/Bionic-Alteration)

Safe to add to existing saves.
NOT safe to be removed from existing save.



Features:


Mod in action:
Spoiler
(https://files.catbox.moe/wpighg.gif)
(https://files.catbox.moe/sq4201.gif)
[close]



QA:

Spoiler
How do I find the bionic overclock station ? Aka, go explore!
Spoiler
When you first generate the save, the log will contains the location of said "bionic research station", you can go there and find it.
[close]
How do I obtain the domain bionics? aka exploring!
Spoiler
Research station and bionic overclock station
[close]
How do I overclock bionics?
Spoiler
Rip other bionics at the bionic overclock station, then use the evoshards obtains from that to overclock the bionic. Currently, only Domain bionics can be overclocked
[close]
[close]



Integration with other faction mods:


Current plan for next version:


Support:


Feedback/Bug report/Complains/Suggestions:


Credits:


License:
Title: Re: [0.97a-RC11] Bionic Aleration v0.0.2e
Post by: PigeonPun on August 03, 2024, 09:36:21 AM
Technically it is save compatible with v0.1.x but you will lose a lot of bionic on your officers
=========== 0.2.0 (NOT compatible) ============
- gammar/beta core as overclocking material
- Change from 2 leg to "one pair of leg", 2 eyes to "eyes", 2 hands to "hands"
- Added 6 new bounty bionics.
- Rebalance the consciousness effects again

Bug fix:
- False Visage bruiser overclock not displaying correct effect in hullmod
- Fix Guardian Defense Matrix, Harmony Biometric Monitor and Stellar Rhythmic Stabilizer hull bonus not applying correctly (It was applying multiplicative instead of percentage)
- Change Harmony Digestive Processor text to the correct effect
- Fix a bug prevent player from going to 0% consciousness (Math is not my strong suit)
- Fixed the spamming log message when there are no captain piloting a ship
- Fix crash bug duo to modular ship not taking in the main ship module's captain (hopefully)
- Change unknown design type prefix

Changes/balancing:
- Velo Hand Module: Shield efficiency: 12% -> 10%,  maintenance cost: 18% -> 30%
- Serenity Adaptation Module: BRM increase from 4 -> 6
- Guardian Artificial Network: Market upkeep: 25% -> 10%



=========== 0.2.1 (Save compatible, minor patch) ============
- Fix crash from Bionic condition on market. Thanks to alaricdragon and null for helping me!
- Change spamming error for officer without a default variant. (Now its a warning)



=========== 0.2.2 (Save compatible, minor patch) ============
- Fix crash related to market condition being weird
Title: Re: [0.97a-RC11] Bionic Aleration v0.0.2e
Post by: Octavus on August 06, 2024, 10:59:19 PM
Glad it to see this mod come to forums :D Have been using it the past couple weeks and one feature I would suggest is a "box" like what exotica has, that stores all the bionics, gotta keep that inventory clean :P Another suggestion is to add unique bionics through bounties or quests, but that is just personal preference and I totally understand it's not for everyone. Looking forward to future updates!
Title: Re: [0.97a-RC11] Bionic Aleration v0.0.2e
Post by: oddisz on August 07, 2024, 11:21:49 AM
I kinda don't get how making your leg cybernetic makes your ship's shields unfold 20% faster... What's the lore on this?
Title: Re: [0.97a-RC11] Bionic Aleration v0.0.2e
Post by: PigeonPun on August 07, 2024, 12:16:53 PM
Glad it to see this mod come to forums :D Have been using it the past couple weeks and one feature I would suggest is a "box" like what exotica has, that stores all the bionics, gotta keep that inventory clean :P Another suggestion is to add unique bionics through bounties or quests, but that is just personal preference and I totally understand it's not for everyone. Looking forward to future updates!
Yea, since there are multiple request for the "box" that contains all the bionics, i could cook something up for this in the next update. The bounties i also have that in mind but it will be push to much later update since i do want to complete some more feature befores doing custom bounties content.

I kinda don't get how making your leg cybernetic makes your ship's shields unfold 20% faster... What's the lore on this?
After a quick check on the word document i have for this and in conclusion, im unsure as well LOL (These bionics was made quite a while ago and i can't remember the reason). May be with those beautiful legs that the captain got, the crew got those heart eyes and start working harder to raise the shield ? (I don't know AHAHA).
Title: Re: [0.97a-RC11] Bionic Aleration v0.0.2e
Post by: Octavus on August 07, 2024, 08:02:55 PM
Glad it to see this mod come to forums :D Have been using it the past couple weeks and one feature I would suggest is a "box" like what exotica has, that stores all the bionics, gotta keep that inventory clean :P Another suggestion is to add unique bionics through bounties or quests, but that is just personal preference and I totally understand it's not for everyone. Looking forward to future updates!
Yea, since there are multiple request for the "box" that contains all the bionics, i could cook something up for this in the next update. The bounties i also have that in mind but it will be push to much later update since i do want to complete some more feature befores doing custom bounties content.

I kinda don't get how making your leg cybernetic makes your ship's shields unfold 20% faster... What's the lore on this?
After a quick check on the word document i have for this and in conclusion, im unsure as well LOL (These bionics was made quite a while ago and i can't remember the reason). May be with those beautiful legs that the captain got, the crew got those heart eyes and start working harder to raise the shield ? (I don't know AHAHA).
That's great looking forward to the bounties and new features, also yeah the reasoning behind how the bionics improve ship performance can be quite hard to figure out, especially since how we pilot ships is not made clear yet and might differ from ship to ship(haven't seen any loredump go into detail about ship piloting)
Title: Re: [0.97a-RC11] Bionic Aleration v0.0.2f
Post by: Seti on August 27, 2024, 09:42:08 AM
The mod is great and i really like, i understand that its just in beta\alpha right now, so I cant wait for the future! domain tech bionics and ruins with special bionics, cant wait! love it!
Title: Re: [0.97a-RC11] Bionic Aleration v0.0.2f
Post by: PigeonPun on August 28, 2024, 11:16:32 AM
The mod is great and i really like, i understand that its just in beta\alpha right now, so I cant wait for the future! domain tech bionics and ruins with special bionics, cant wait! love it!

Thank you very much for the kind words, it made my day.
The new version that contains domain bionics are currently in testing phase. If you want to test it, you can see a post in Unofficial Discord Server -> Mod updates channel -> Bionic Alteration.
Since the new version has a lot of internal code change, whenever its ready for the public, I will update the download link here.
Title: Re: [0.97a-RC11] Bionic Aleration v0.0.2f
Post by: Dracodude on September 05, 2024, 11:21:42 AM
I have been having an issue in where the bionic hullmod keeps dropping from battle, with the resulting crash coming from hovering over the modspec

here is the crashlog just in case:

2322536 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getCaptain()" because "ship" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getCaptain()" because "ship" is null
   at pigeonpun.bionicalteration.hullmod.ba_bionicinfo.addPostDescriptionSection(ba_bionicinfo.java:47) ~[?:?]
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:211) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.oOoO.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.coreui.voidnew.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.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.2f
Post by: David on September 06, 2024, 06:00:17 AM
(Fixed the thread title typo for you. *thumbs up*)
Title: Re: [0.97a-RC11] Bionic Aleration v0.0.2f
Post by: PigeonPun on September 09, 2024, 05:42:58 AM
I have been having an issue in where the bionic hullmod keeps dropping from battle, with the resulting crash coming from hovering over the modspec

here is the crashlog just in case:

2322536 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getCaptain()" because "ship" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getCaptain()" because "ship" is null
   at pigeonpun.bionicalteration.hullmod.ba_bionicinfo.addPostDescriptionSection(ba_bionicinfo.java:47) ~[?:?]
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:211) ~[starfarer.api.jar:?]
   at ...
Seems like you are using one of the older fix from 0.0.3, update to the 0.0.3 fix9 (same post on discord as the place you get 0.0.3)
(Fixed the thread title typo for you. *thumbs up*)
Thanks David! (Even though I don't know where the typo located)
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.2f
Post by: PigeonPun on September 20, 2024, 03:57:27 PM
0.0.3 is out so have fun!

I will make a pull sometime later on here and discord to determine what I should be focusing for the next version!

As always, thank you for playing!
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.3
Post by: chronozumi3 on September 21, 2024, 08:01:20 PM
Hello, love the concept of this mod, but I can't find the Bionic menus. Where is the ability tab?
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.3
Post by: PigeonPun on September 22, 2024, 04:43:17 AM
Hello, love the concept of this mod, but I can't find the Bionic menus. Where is the ability tab?
Hello, the Bionic menu will be in
(https://files.catbox.moe/uueymj.png)
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.3
Post by: chronozumi3 on September 23, 2024, 05:56:29 PM
Oh, ok - thanks for showing me specifically! I never looked there because I assumed it was only for ship-related abilities.
I'll start a new run and see where this takes us 8)
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.3
Post by: Seti on September 28, 2024, 07:00:48 AM
Im guessing if im playing on a previous version and then update to the 0.0.3 it wont spawn the station right?
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.3
Post by: PigeonPun on September 28, 2024, 09:53:53 AM
Im guessing if im playing on a previous version and then update to the 0.0.3 it wont spawn the station right?

For save compatibility, 0.0.3 should spawn the stations for previous version, but then you will need to explore again to find them
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.3
Post by: Wonderful Alien on October 02, 2024, 05:50:54 AM
Love the mod and have been enjoying it so far, but I feel like it impacted the loot from salvaging (might be a pseudo effect idk), but other than that a QoL addition where you can see all the positives + negatives lined up on the screen when checking officers would make life easier, so I can tell the positives / negatives from bionics and loss of humanity and can calculate it easier by skimming over them on the main screen instead of having to hover over different menus. Can't wait to see more of your work, it's been amazing! The flesh is weak, EMBRACE THE OMNISSIAH!
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.3
Post by: PigeonPun on October 02, 2024, 12:33:34 PM
Love the mod and have been enjoying it so far, but I feel like it impacted the loot from salvaging (might be a pseudo effect idk), but other than that a QoL addition where you can see all the positives + negatives lined up on the screen when checking officers would make life easier, so I can tell the positives / negatives from bionics and loss of humanity and can calculate it easier by skimming over them on the main screen instead of having to hover over different menus. Can't wait to see more of your work, it's been amazing! The flesh is weak, EMBRACE THE OMNISSIAH!
The bionic loot spawning is seperated from vanilla's loot generation so it shouldn't effect it. For the QoL, I could look into the officer skill and displaying more information on it but unsure how it would look like yet.
For going over multiple menus to find the bionic info, the next version will have a option to directly access the officer's bionic info from the refit screen thanks to RAT's refit UI button thingy (I need to look into it more). So that would save you a couple of click hopefully.
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.3
Post by: Darkwhip on October 09, 2024, 09:22:13 AM
Yes! New ways to reject humanity!
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.3
Post by: PigeonPun on October 09, 2024, 12:18:38 PM
New poll is up to decide what I should be focus on in v0.2.0
v0.1.0 will be out soon!
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.3
Post by: terminal on October 14, 2024, 07:48:15 PM
Unfortunately the new update does not seem to be save compatible. having a crash on load, and the log indicates it is BA. here is the log, if that helps.

295961 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException: null
   at java.base/java.util.ArrayList$Itr.checkForComodification(ArrayList.java:1096) ~[?:?]
   at java.base/java.util.ArrayList$Itr.next(ArrayList.java:1050) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:128) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.installBionic(ba_officermanager.java:481) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.setUpBionic(ba_officermanager.java:180) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.refresh(ba_officermanager.java:62) ~[?:?]
   at pigeonpun.bionicalteration.ba_officermanager.onSaveLoad(ba_officermanager.java:50) ~[?:?]
   at pigeonpun.bionicalteration.plugin.bionicalterationplugin.onGameLoad(bionicalterationplugin.java:57) ~[?:?]
   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.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.LoadGameDialog.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.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.E.I.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.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.title.TitleScreenState.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) [?:?]
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.3
Post by: alexwtb234 on October 18, 2024, 07:27:41 AM
What happens if humanity & condition reach 0%? do i become Funny Adam Smasher from bootleg cyberpunk, or do i simply bite the dust?
Title: Re: [0.97a-RC11] Bionic Alteration v0.0.3
Post by: PigeonPun on October 22, 2024, 11:52:18 AM
What happens if humanity & condition reach 0%? do i become Funny Adam Smasher from bootleg cyberpunk, or do i simply bite the dust?
You become Adam Smasher
Title: Re: [0.97a-RC11] Bionic Alteration v0.1.1
Post by: PigeonPun on October 26, 2024, 02:02:14 PM
New version is out and up on forums!

Enjoy!
Title: Re: [0.97a-RC11] Bionic Alteration v0.1.1
Post by: Unclius on November 18, 2024, 08:10:28 PM
I legitimately squeeled like a little girl the moment I started reading the mod description. You wonderful magnificent bastard, its been a while since a mod made me giddy to play.
Title: Re: [0.97a-RC11] Bionic Alteration v0.1.1
Post by: PigeonPun on December 17, 2024, 04:23:27 PM
I legitimately squeeled like a little girl the moment I started reading the mod description. You wonderful magnificent bastard, its been a while since a mod made me giddy to play.
Glad to hear!
Title: Re: [0.97a-RC11] Bionic Alteration v0.2.0
Post by: PigeonPun on December 17, 2024, 04:25:18 PM
New version is available!

Enjoy!

I will be working on something else so next version gonna take a while!
Title: Re: [0.97a-RC11] Bionic Alteration v0.2.0
Post by: DeusVauly on January 12, 2025, 04:30:51 PM
Hello, I've enjoyed using this mod, the early game of scrounging up augments and building up your characters is fun, and there is a genuine high from finding legendary mods out of the blue. However I dont think I'd use it for future runs because:

1. the UI does not lend to the easy readjustment of builds, which adds yet another stresser to a modded playthrough that has a lot of ways of wasting time in ship load-outs, some sort of "loadout" feature where you can save a deck and quickly swap out different selections of augmentations would alleviate this a lot.

2. The mod makes gameplay too easy, specifically endgame content. For the most part, the toughest threats in a playthrough, modded or not are AI, who do not at all benefit from augments. This makes it so the extra stats you add to your fleet easily overpower whatever mechanical difficulty that endgame fights would have normally had. I dont know if I like the idea of AI augmentations conceptionally but it may be a needed inclusion in order to bring any kind of semblance of real balance.

Criticism aside. overall its still a very conceptionally cool and fun mod and  I hope you continue to building on it in the future! o7
Title: Re: [0.97a-RC11] Bionic Alteration v0.2.0
Post by: krisslanza on January 12, 2025, 09:28:57 PM
Now I can Rimworld in my Starsector!
Although I have a nitpick with the slot being Eye(s), when my player portrait is clearly wearing an eyepatch, and thus only needs one eye. We can sell the extra, looking cool is more important.

I'll have to give this a real spin and see what kind of shenanigans you can get up to.
Title: Re: [0.97a-RC11] Bionic Alteration v0.2.0
Post by: PigeonPun on January 14, 2025, 09:33:12 AM
Hello, I've enjoyed using this mod, the early game of scrounging up augments and building up your characters is fun, and there is a genuine high from finding legendary mods out of the blue. However I dont think I'd use it for future runs because:

1. the UI does not lend to the easy readjustment of builds, which adds yet another stresser to a modded playthrough that has a lot of ways of wasting time in ship load-outs, some sort of "loadout" feature where you can save a deck and quickly swap out different selections of augmentations would alleviate this a lot.

2. The mod makes gameplay too easy, specifically endgame content. For the most part, the toughest threats in a playthrough, modded or not are AI, who do not at all benefit from augments. This makes it so the extra stats you add to your fleet easily overpower whatever mechanical difficulty that endgame fights would have normally had. I dont know if I like the idea of AI augmentations conceptionally but it may be a needed inclusion in order to bring any kind of semblance of real balance.

Criticism aside. overall its still a very conceptionally cool and fun mod and  I hope you continue to building on it in the future! o7

Thanks for the feedbacks. Firstly, the loudout idea isn't bad but it doesn't fit well, there are certain bionics that can have effects on removal and I don't want people to accidentally cripple their ship for no reason. I will note the loudout down and seem if I can cook something up. As for the second, yes, some has given me feedbacks about the balancing. I will try to balance it but I'm still the only person working on the mod.

Now I can Rimworld in my Starsector!
Although I have a nitpick with the slot being Eye(s), when my player portrait is clearly wearing an eyepatch, and thus only needs one eye. We can sell the extra, looking cool is more important.

I'll have to give this a real spin and see what kind of shenanigans you can get up to.
Hope you enjoy the mod. As for your nitpick, I'm not sure if I can implement something like that without hardcoding it, so I won't be doing that.
Title: Re: [0.97a-RC11] Bionic Alteration v0.2.0
Post by: krisslanza on January 16, 2025, 06:28:37 AM
Now I can Rimworld in my Starsector!
Although I have a nitpick with the slot being Eye(s), when my player portrait is clearly wearing an eyepatch, and thus only needs one eye. We can sell the extra, looking cool is more important.

I'll have to give this a real spin and see what kind of shenanigans you can get up to.
Hope you enjoy the mod. As for your nitpick, I'm not sure if I can implement something like that without hardcoding it, so I won't be doing that.
[/quote]

My nitpick is in jest anyway, I know there's no real practical way to actually do that. At least, I cannot imagine there is.
Having played it a bit, I certainly enjoy the idea... I'm just a bit iffy on how its implemented in a way, I guess.
Like brain, eyes, and even a heart implant I can kinda get how they improve ship/admin performance... but then when it gets to like arms and legs, then my brain kinda thinks a little too hard on it.

I almost think it might be better if the implants were restricted to more like, the brain/eyes/heart theme.
Still, I do like collecting and 'equipping' things, so it scratches that itch for sure. I'll keep an eye on it!
Title: Re: [0.97a-RC11] Bionic Alteration v0.2.0
Post by: Bloodly on January 26, 2025, 10:10:26 PM
What creatures get 'second heart'?
Title: Re: [0.97a-RC11] Bionic Alteration v0.2.0
Post by: PigeonPun on January 29, 2025, 06:38:21 AM
What creatures get 'second heart'?
Hello, hope you are enjoying the mod. The "second heart" limb appears by chance so keep looking around if you haven't encounterd one!
Title: Re: [0.97a-RC11] Bionic Alteration v0.2.0
Post by: TemplarAnton on February 12, 2025, 03:13:32 PM
What creatures get 'second heart'?
I'm guessing the Time Lords from Doctor Who
Title: Re: [0.97a-RC11] Bionic Alteration v0.2.0
Post by: mkire on March 09, 2025, 02:39:41 PM
i'm having a new-game crash with magellan plus's mothership custom start

Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
at pigeonpun.bionicalteration.ba_procgenmanager.generate(ba_procgenmanager.java:86) ~[?:?]
at pigeonpun.bionicalteration.plugin.bionicalterationplugin.onGameLoad(bionicalterationplugin.java:56) ~[?:?]
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.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.if.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:1447) [?:?]
Title: Re: [0.97a-RC11] Bionic Alteration v0.2.0
Post by: PigeonPun on March 10, 2025, 07:06:52 AM
i'm having a new-game crash with magellan plus's mothership custom start

Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getOrbitFocus()" is null
at pigeonpun.bionicalteration.ba_procgenmanager.generate(ba_procgenmanager.java:86) ~[?:?]
at pigeonpun.bionicalteration.plugin.bionicalterationplugin.onGameLoad(bionicalterationplugin.java:56) ~[?:?]
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.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.if.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:1447) [?:?]

Seems like one of the entity property is null, a hotfix for this will be out soonTM. Thanks for the report!