Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Iridescens on October 27, 2017, 03:55:40 PM

Title: [0.95a] Extra System Reloaded v.0.8.8
Post by: Iridescens on October 27, 2017, 03:55:40 PM
(http://i.imgur.com/6BByqcq.png)
(https://i.imgur.com/nR40UDj.png)

A mod that makes your ships harder-better-faster-stronger

(https://img.shields.io/github/v/release/Iridescens/ExtraSystemReloaded?label=download%20mod&style=for-the-badge) (https://github.com/Iridescens/ExtraSystemReloaded/releases/latest)

Thanks to Originem (http://fractalsoftworks.com/forum/index.php?action=profile;u=5117) for the original mod Extra System (http://fractalsoftworks.com/forum/index.php?topic=10578.0) and permission to continue his work!
Refactored and updated to 0.95a by presidentmattdamon (https://fractalsoftworks.com/forum/index.php?action=profile;u=15613) - Dude, you are awesome!
Special thanks to @Gryan on Discord for playtesting 0.95a version.

Requires LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0), Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106.0)
Supports Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0)

*****************
enableAIUpgrades may be reworked/reintroduced in upcoming releases. Hopefully Alex fixed that addIconFor bug.
*****************

+Added esr_getNearbyFleets to console commands for debugging and savefile fixing.
2 console commands (esr_) for debugging. Now disabling/enabling upgrades costs (both 'stats' and 'quality' simultaneously)
See how much your upgrades are affecting your ship with perma-hullmod with dynamic tooltips! Yeah, like in Sundog's Starship Legends (https://fractalsoftworks.com/forum/index.php?topic=15321)
Ship's quality can be upgraded! Seek markets with better industries for a bigger bang for your cred
Upgrades available on non-hostile market where you able to repair
WARNING! Having your upgraded ship disabled in battle will strip ALL buffs from it! You've been warned. (Now configurable!)

Upgrade your ships using basic resources like metals, volatiles, organics and heavy weaponry! Improve the quality of upgrades through the power of sheer credits, and pour millions into your favorite ship!

Added scaling settings for every single upgraded stat, and the diminishing returns curves!

Now with diminishing returns, a quality cap, and exploration rewards. Get special items from salvaging research stations that don't affect drops of existing industry items, and install one on your ship for a drastic change!

DroneLib is not required, but adds extra functionality to certain augments.

Each ship has a somewhat-random quality ranging 0.5~1.5 based on it's in-game ID. Quality decides the cost and the degree of upgrades.
+You can toggle "RNG" in settings and adjust base quality if toggled off.
Upgrade has about 40% (configurable) chance of success at the minimum.
+You can turn off failures in settings.json in data\config
+baseFailureMinFactor is now there to lessen your losses.

---Mechanics---
The efficiency step of upgrades are:
   Frigate:10% Destroyer:6.66% Cruiser:5% Capital Ship:4%
With a total of steps (configurable!):
   Frigate:10 Destroyer:15 Cruiser:20 Capital Ship:25
Which means that all sizes will receive full (or a little bit more) bonus mentioned below.
+You can control how many resources you wish to spend with dividingRatio parameter (higher is cheaper).
+upgradeCostMaxFactor and upgradeCostMinFactor (the latter will have much more impact on the cost to upgrade)

Coming next:
-To be populated

All sources can be found at ExtraSystemReloaded Github (https://github.com/Iridescens/ExtraSystemReloaded)

Changelog
[0.8.8] fixed nullpointer in hacked missile forge
[0.8.7] actually fixed spooled feeders this time
[0.8.6] fixed spooled feeders.
[0.8.5]
    added Alpha Subcore augment which reduces OP costs
    fixed modules not getting upgrades
    fixed page pickers being broken
[0.8.3] augment item descriptions
-augments/upgrades no longer duplicate. i tested it this time.
-nerfed durability EMP resist
-nerfed hangarforge (everything)
-fixed plasma flux catalyst not decreasing CR (still broken in refit until switching to/from another ship)
-augment items now have their tooltip displayed in item
hotfix:
-committed the upgraded version
[0.8.2] augment item descriptions
-augments/upgrades no longer duplicate. i tested it this time.
-nerfed durability EMP resist
-nerfed hangarforge (everything)
-fixed plasma flux catalyst not decreasing CR (still broken in refit until switching to/from another ship)
-augment items now have their tooltip displayed in item description
[0.8.1] fixed a couple of bugs
-weapon flux cost in Weapons was positive
-shield upkeep in Technology was not displaying correct tooltip value
-magazine reload speed in Magazines now displays to two decimal points
-quality dialog repurchase now has highlighted quality text
-buffed magazine reload speed
-buffed fighter replacement time and replacement rate buffs
-nerfed technology shield flux/dam again
[0.8.0] Breaks saves.
DroneLib is not required, but adds additional functionality to certain augments.
    OP cost augments replaced with more creative alternatives.
    -- Spooled Feeders now has a toggleable omni-feeder subsystem if dronelib is installed. otherwise, it gives a firerate buff when a weapon is manually fired at an enemy.
    -- Plasma Flux Grid now doubles vents and capacitor effectiveness, and reduces CR if more than half of the maximum is installed.
    -- Fusion Missile Ignitor was renamed to the Drive Flux Vent. It increases vent speed by 30%, and gives a boost to forward momentum while venting and for a short time afterwards.
    -- Phasefield Engine actually spawns now.
    Credits costs in dialog updated to have comma separation.
    Credit costs for upgrades are now correct.
    Some upgrades are changed:
    -- Magazines upgrade now buffs weapon rate of fire.
    -- Weapons upgrade now buffs weapon flux cost reduction.
    -- Hardcapped Technology shield flux/dam and phase upkeep to 90% reductions.
[0.7.8] OP cost augments no longer buggy, and upgrades work in simulations! you can uninstall augments now (but it destroys them)! new phasefield engine augment!
also fixes a bunch of bugs related to module ships, which a recent notable mod tends to have a lot of. note that child modules will not show their parent upgrades, but will still inherit their effects.
[0.7.6] Minor adjustments to github-actions
0.7.5 removed code that applied upgrades to every ship. ships no longer show upgrades in simulator.
0.7.4 minor refactors
    upgrades work in simulations now
0.7.3 now definitely renamed Modules to Augments - minor fixes
0.7.2 renamed Modules to Augments NOT SAVE COMPATIBLE
    this is probably the only non-savecompatible release for a while.
0.7.1: Diminishing returns curves have been completely reworked. The quality setting in the configuration will now actually do something!
    For the most part, each upgrade will get around half of its full power from quality. There are a few exceptions, where quality is a straight-up multiplier, or not as effective at all.
    Normalized final stat percent of upgrades to end with 0 or 5.
    Credits purchasing actually costs credits now (wow!)
    Range upgrade nerfed (again!)
    Armor upgrade nerfed (for the first and probably last time!)
0.7.0: fixed upgrade scaling being way, way too high.
0.6.3: can buy upgrades with credits. the cost scales exponentially higher for each level of upgrade, which eventually dwarfs the price of going to get the resources yourself.
    add config options for max levels per hullsize. the scaling buffs that each upgrade gives is based on the ship class that has the least (frigate by default has 10 and gets no scaling, while capitals have 25 levels and get a debuff of 0.4). what this means is that each ship class will, at max level (and at common denominators), have equal buffs no matter what you set the config to.
    add config option for keeping levels on ship death.
    nerfed magazines reload speed by a factor of 4 (1 before is now 0.25)
    plasma flux catalyst and spooled feeders now increase flux costs of the opposite weapon type rather than increasing OP costs, which did not work
0.6.2 hotfix: Fixes an issue where player fleet could be null when loading a save.
0.6.1 hotfix: fixes Technology tooltips not upgrading, and Technology upgrades not applying modifiers correctly
0.6.0 heavy refactor and remaster of everything
    added ship modules you can find from salvaging anything that has a nanoforge/some AI cores (not fleets)
    ** you can install a single one of these on any ship for a unique effect
    ** these drops do not affect existing drops of nanoforges and are generated procedurally based on the seed of the sector
    put diminishing returns on most combat upgrades
    added Magazines and Subsystems upgrades
    removed Ordnance upgrade (not possible any more)
    use ship picker dialog plugin API in Starsector GUI to pick ships
    improved save compability!
[close]
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: atreg on October 28, 2017, 05:32:35 PM
Does the AI also make use of this, or is it player only?
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: Arkar1234 on October 29, 2017, 01:15:52 AM
Does the AI also make use of this, or is it player only?

You can toggle it in the config files
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: Grizzlyadamz on October 29, 2017, 02:23:20 AM
Oooh I do love things that ruin carefully-laid balance, gimme!
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: Cyan Leader on November 01, 2017, 04:29:45 AM
Does the AI also make use of this, or is it player only?

You can toggle it in the config files

Does it require a fresh save (or a transferred one)? Both for toggling the mod and for toggling the AI use of it.
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: Arkar1234 on November 01, 2017, 05:24:23 AM
Does the AI also make use of this, or is it player only?

You can toggle it in the config files

Does it require a fresh save (or a transferred one)? Both for toggling the mod and for toggling the AI use of it.

Gonna have to ask the originalmodder / reviver for that
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: Midnight Kitsune on November 01, 2017, 05:56:43 PM
Does the AI also make use of this, or is it player only?

You can toggle it in the config files

Does it require a fresh save (or a transferred one)? Both for toggling the mod and for toggling the AI use of it.
I would say most likely yes
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: Iridescens on November 04, 2017, 06:53:52 AM
Actually, no, it doesn't require a new game, by the way code looks like.
It does add buffs, but doesn't change the vanilla things.
The mod is, however, is NOT SAFE to remove mid-game. But can toggle AI-upgrade off and refrain from using upgrades yourself.
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: Cyan Leader on November 05, 2017, 05:41:28 AM
Thanks for the info.

I have decreased the cost of all upgrades to zero and have been using it differently. Every time I win a battle I apply upgrades on a ship (or the flagship only, still not sure one this) based on how many ships I can recover. For each frigate I can recover I level any skill until it reaches lvl3, destroyers until lvl5, cruisers until lvl8 and capitals until lvl10 (civilian ships excluded). After doing that I scuttle the salvaged ships.

Obviously I didn't code this and operate on a self-enforced rule system but it feels good to tie the whole gain on combat alone, it's like I'm leveling the ship the more I use it.
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: Arkar1234 on November 10, 2017, 09:59:41 AM
but it feels good to tie the whole gain on combat alone, it's like I'm leveling the ship the more I use it.

You know... this feels like a really nice idea.
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: Coriantumr on December 01, 2017, 01:52:07 AM
Thank you so much for updating this! This is one of my favorite mods. It makes strict pirate/miner play-throughs a lot funner.

Also, I very much appreciate you adding the pause when exiting the UI. I always load up on a million resources before I upgrade, then burn through hundreds of supplies in the split seconds between upgrading and re-docking. XD
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: Taurus84 on October 03, 2018, 04:06:10 AM
Hello,

I really like that mod idea... I would like to add some changes, but sadly I have no idea about java and so... I cant...

What I would like to see is the following:

Making it so that people not just can upgrade whole categories, but make it more detailed so people can decide to upgrade one value at a time and not just whole value groups.
For example:
As it is you can just upgrade a whole category like durability which is all which is written below included into that one value group
Hullpoints, armor, weapon health, engine health up to 50%
  +Now with EMP resistance up to 40% on Q=1

What I like to have is the option to upgrade just one value at a time... for example JUST armor. With that being made possible I could for example upgrade a ship asynchronous or like it is now still synchronous if I wish to... that way I could make a ship in its role more powerful by raising whole categories (like it is now) or I could upgrade in a manner to give a ship a new role or at least "work out the kinks that hinder it from being really useful in my fleet" which would be possible with a more detailed upgrade system. For example with the detailed system and the durability group split up I could go a upgrade route of Hull +5, armor +2, weapon health +0, engine health +2, EMP +5... and this combined with also the other value groups split up I could fine tune ships more and not just make them generally UBER at some point ^^ Cause I like to "roleplay" SOME upgrades to ship, for a (hefty) price, but I just dont want to make ships TOO easily generally UBER.

With that being said, my next sentence might sound ironic. But I would also like one value more I could raise... Ordnance... I know I know... will ruin the game balance and so on, but a mod like this has the potential to do that already as it is and everyone using it, is responsible for using it the "right" way to not fully ruin the balance and the fun. Also the game balance usually goes also out of the window with mods and I play heavily modded anyway. And especially with all those mod ships and mod weapons I have ships where I would like to have that 1-5 Ordnance points more for example, cause some ships lack behind others by a lot, which is generally ok as the better ships usually have higher price or are more rare to obtain in the first place, but I would also like to go a more or less costly way and pimp the ships I have to bridge a gap or to even make them with long time investment on par or nearly on par "if" I wish to. Also... I see the ship upgrades more as a niche as you have to click trough all those menus to upgrade and getting better (mod) ships is then in return most of the time easier and more cost efficient or in other words, less of a hassle ^^ But still a more fleshed out/detailed upgrade system would bring a lot more fun and variety to this awesome game.

Also... opens up that roleplaying aspect I kinda like some more, as I can play a fleet that hangs on more to its old ships and does upgrade them rather than always taking on new ships.

If someone with the ability to code this will code it, THANK YOU BIG TIME.
I think such a mod would be a great tool for many Starsector players, not just me.
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: JustinCase on January 08, 2019, 06:44:35 AM
Is there anyone who will update this mod for 0.9a?
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: assasinwar9 on January 08, 2019, 10:53:46 AM
i also would love for this to be updated to 0.9a
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: JustinCase on January 12, 2019, 05:23:52 AM
I have checked it, and I have totally no idea what is the problem with the fleetcreation. I give you 20$ "Bounty" if you make this mod work with 0.9a.
I need this mod badly, the end game is so flat without it.
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: Boot Virus on January 13, 2019, 04:52:34 PM
Yeah, playing with this mod in 0.9 would be nice. I remember tearing apart entire fleets in a fully upgraded perfect Shadow Cartel Medusa, although that is also one of the main annoyances I had with this mod - your ships at some point become way too OP, and there is no option to limit your power level or raise that of the opponents to the point where the game keeps being fun (random upgrades on AI ships rarely made a powerful enough combination of upgrade lvls/ship quality/officer quality/ship type, and even then they were basically alone against all your fleet). If I could (I wish I could), I'd change some things around to make it more balanced.

First of all, add the ability to improve the ship quality.
Before, it was a long and frustrating hunt for that perfect ship, wasting millions on Paragons and Medusas to get that one with Q>1.4 and forget the rest in the Omnifactory hangar. Now it will be a hunt for the blueprint, so you can order a hundred Paragons to get on average one with Q=1.5 and, well, forget the rest in the hangar (or sell for hardly 10% of the cost). I think we can skip a step and just make the cost of upgrading a ship from Q=0.5 to Q=1.5 as 100 times the cost of manufacturing it, spread it across 20 levels and then skew the cost to make lower levels cheaper, and higher - costlier. About 10-20% of the total cost should get you from Q=0.5 to Q=1, to create the incentive to upgrade bad quality ships instead of waiting for the perfect one and ignoring everything below Q=1.25.

Second, change the ability to upgrade categories with the ability to upgrade each value at a time.
Like Taurus84 said, it will add more customisation options, but if you still get all the upgrades eventually, there is no point in more detail, the effect would be the same. What I think we can do is combine categories and individual upgrades so that the amount of upgrades per category is limited, thus creating actual choice. For example, if you want to upgrade durability of a frigate, you have 5 values to choose from - hullpoints, armor, weapon health, engine health and EMP resist - with 10 levels max in each, so in total you have 50 levels in that category. If you limit that maximum to, for example, 50%, you'll have only 25 levels to spend and now will have to choose what is more important for that particular ship. This will need some balancing of those categories for sure (I'd say swap EMP resist and shield efficiency), and the option to change the limit for max upgrades , so you can choose to play with 100% upgraded OP ships or try some precise optimisation with 30%.

Thinking about it, I see one problem that system will definitely struggle with, that same problem the skill tree struggled in older versions of Starsector - some options are just better than others. Hardly any ship will pass upgrading weapon damage, or speed, or flux dissipation, and only then the actual customisation begins, which sabotages the whole reason of remaking the upgrade system. I suppose the way to alleviate the problem would be to remove the best options for each ship from each category (I'd say hullpoints, weapon damage, maintenance, max speed and flux dissipation) and tie their effect to the max level of upgrades in categories themselves. For example, if you have 50% of max levels in, say, mobility, you'll get 50% of max speed upgrade effect, and each subsequent upgrade in the category will improve it's effect automatically. This way it also will work regardless of how many upgrades you prefer, 100% or 50% or even 10%.

Third, some changes to the way AI ships are affected by the mod may be needed.
From what I remember, AI ships got their upgrades randomly, with no correlation between ship quality, officer quality or the type of the ship itself. Higher level bounties had ships with more upgrades, but no guarantee they will land somewhere it will matter, thus not making any expencive bounty all that stronger. If there is some way to tie upgrade progression to the difficulty of the encountered fleet (or even make it dependent on fraction and their industrial capabilities), I'd look into it. Adding some extremely expencive bounties against fully decked out fleets can make endgame very fun.

As a quality of life improvement, this mod definitely need the ability to see the quality level of the ship before adding it to your fleet. It was very annoying to save-reload only to measure whether a ship is worth taking or not.
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: assasinwar9 on January 30, 2019, 05:59:43 AM
I for one just want this mod updated in some form or another, as long as i can "upgrade" my ships in a similar or the same way! config options would also be great etc, but i just want it updated to start lol
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: Iridescens on February 12, 2019, 01:20:22 AM
Hang in there, fellow admirals!

I'm investigating. Currently no progress as it crashes violently in hardcoded functions of SS, namely com.fs.starfarer.campaign.Faction.pickShipAndAddToFleet and com.fs.starfarer.campaign.Faction.pickShip.

As for more verbose menus, this will require substantial additional coding. I'll have a bite on it, however no ETA. Possibly will roll out in pieces for every upgrade category.
Quality ups will be worked on also.
Title: Re: [0.8.1a] Extra System Reloaded v.0.1.0
Post by: assasinwar9 on February 12, 2019, 11:17:43 PM
ya, i would say its prob caused by the "ai enabled" option part of the code, but i dont know for sure.

also i dont even care about the ai enabled part so if removing it fix's it , then thats a good start if you ask me!
Title: Re: [0.9a] Extra System Reloaded v.0.1.1
Post by: Iridescens on February 14, 2019, 07:03:37 AM
Updated to 0.9a. No new stuff, just up and polish. https://bitbucket.org/Iridescens/extrasystemreloaded/downloads/Extra%20System%20Reloaded%20v.0.1.1.zip (https://bitbucket.org/Iridescens/extrasystemreloaded/downloads/Extra%20System%20Reloaded%20v.0.1.1.zip)
Title: Re: [0.9a] Extra System Reloaded v.0.1.1
Post by: assasinwar9 on February 14, 2019, 03:01:20 PM
thank you sooooo much! was actually waiting for this!


edit : i just had a crash i think its from this mod....

Spoiler
3762613 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.Es_ShipLevelFleetData.advance(Es_ShipLevelFleetData.java:168)
   at com.fs.starfarer.campaign.BuffManager.advance(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.prepareShipForRecovery(FleetEncounterContext.java:1574)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.getRecoverableShips(FleetEncounterContext.java:1421)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:1866)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:299)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncount erEndPath(FleetInteractionDialogPluginImpl.java:1699)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1449)
   at com.fs.starfarer.ui.newui.U$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9a] Extra System Reloaded v.0.1.1
Post by: Iridescens on February 15, 2019, 12:21:59 AM
I did a test vs pirates and managed to recover their ships successfully without crash.
Can you be more specific how and when does it happen? Did ships you're tagged to recover have some upgrades from ES?
Title: Re: [0.9a] Extra System Reloaded v.0.1.1
Post by: assasinwar9 on February 15, 2019, 05:02:13 PM
i believe it was one of my ships i was offered the option to recover, it crashed right after the battle ended if i remember correct, so i didnt even get to select the ship

and yes i used extra system to upgrade one of my ships so ya

hope that helps
Title: Re: [0.9a] Extra System Reloaded v.0.1.1
Post by: locust8008 on February 18, 2019, 12:04:39 AM
I crashed after battle with luddic path and after losing my not upgraded sunder.
Title: Re: [0.9a] Extra System Reloaded v.0.1.1
Post by: Iridescens on February 18, 2019, 12:32:15 AM
Hmm, could, please, share your starsector.log, around 50 last lines (or rather all lines related to error and "stack trace")?
Pastebin or just hide under spoilers. Thank you
Title: Re: [0.9a] Extra System Reloaded v.0.1.1
Post by: locust8008 on February 18, 2019, 10:24:53 PM
Sorry, i should done it in the first place.
Spoiler
2061018 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.Es_ShipLevelFleetData.advance(Es_ShipLevelFleetData.java:168)
   at com.fs.starfarer.campaign.BuffManager.advance(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.prepareShipForRecovery(FleetEncounterContext.java:1574)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.getRecoverableShips(FleetEncounterContext.java:1421)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:1866)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:299)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncount erEndPath(FleetInteractionDialogPluginImpl.java:1699)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1449)
   at com.fs.starfarer.ui.newui.U$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9a] Extra System Reloaded v.0.1.1
Post by: WOWOWO on February 19, 2019, 01:04:38 AM
Sorry I don't know how to fold back

Title: Re: [0.9a] Extra System Reloaded v.0.1.1
Post by: Iridescens on February 19, 2019, 08:13:46 AM
Sorry I don't know how to fold back
Please edit your post and use "code" (sharp symbol) button and place your trace inside.

Also, these errors are definitely not from this mod, there is no references to any related class, nor do I use any of these sounds. Sorry.

@All - as I see now, both locust8008 and assasinwar9 are using Nexerelin mod and it seems that it overrides some internal recovery-related methods, clearing that what should have being filled. I'll try to reproduce that, stay frosty.
Title: Re: [0.9a] Extra System Reloaded v.0.1.1
Post by: Originem on February 19, 2019, 09:19:46 PM
My suggestion is, if one ability is buffed, another one should be nerfed...
Title: Re: [0.9a] Extra System Reloaded v.0.1.1
Post by: assasinwar9 on February 20, 2019, 01:26:09 AM
maybe make 2 methods of upgrade? 1 with a penalty in other stats, and the other with higher cost but no penalty, that is if you are going to try and balance this lol


also if its a conflict with Nexerelin, then i will simply play without Nexerelin for now lol, no offense meant in anyway
Title: Re: [0.9a] Extra System Reloaded v.0.2.0
Post by: Iridescens on February 21, 2019, 02:57:23 PM
New version, NPE fixed - try it, I dare you! And now you can do upgrades on planet/station, where you can repair your fleet.
https://bitbucket.org/Iridescens/extrasystemreloaded/downloads/Extra%20System%20Reloaded%20v.0.2.0.zip (https://bitbucket.org/Iridescens/extrasystemreloaded/downloads/Extra%20System%20Reloaded%20v.0.2.0.zip)
Title: Re: [0.9a] Extra System Reloaded v.0.2.0
Post by: Boot Virus on February 22, 2019, 10:57:48 AM
What's this? An update, and all I had to do was to wait until someone else did it? I guess I'm just that good.

On a serious note, thanks, Iridescens, for continuing to work on this mod. The week is finally over and I hope I'll get enough time to start a new playthrough with it and try it out.

My suggestion is, if one ability is buffed, another one should be nerfed...

I think that while this may be a good idea on paper, it will introduce another level in complexity of upgrades and will lead to more tedious balancing work that will not necessarily improve the actual gameplay. I'd say that the current "only better" upgrade system is fine, as long as AI gets to use it as well.
Title: Re: [0.9a] Extra System Reloaded v.0.3.0
Post by: Iridescens on March 01, 2019, 05:48:04 AM
First of Spring Update!

Ship quality upgrades are here! Prepare your walletsbank accounts, admirals... Visit better industrial worlds for a better service for your creds, though.
Just remeber, when you get your "precious" disabled or destroyed in combat, say farewell to all those improvements. Space is a harsh place, y'know...
https://bitbucket.org/Iridescens/extrasystemreloaded/downloads/Extra%20System%20Reloaded%20v.0.3.0.zip
Title: Re: [0.9a] Extra System Reloaded v.0.3.0
Post by: WOWOWO on March 03, 2019, 03:57:19 AM
Sorry, I found the upgrade quality did not work in my personal test
Title: Re: [0.9a] Extra System Reloaded v.0.3.0
Post by: Iridescens on March 03, 2019, 05:11:02 PM
 :o Could you be more specific as what exactly is not working? Step-by-step, if possible. Thank you.
Title: Re: [0.9a] Extra System Reloaded v.0.3.1
Post by: Iridescens on March 04, 2019, 08:32:25 AM
I think I've found the issue. Check the hotfixed version.
https://bitbucket.org/Iridescens/extrasystemreloaded/downloads/Extra%20System%20Reloaded%20v.0.3.1.zip
Title: Re: [0.9a] Extra System Reloaded v.0.3.1
Post by: Boot Virus on March 06, 2019, 04:28:33 AM
Well, the good news is - the update worked. Otherwise, well... I made a very spicy purple meatball. (https://imgur.com/a/KN8ISxF)

The quality upgrade menu also strips the common upgrades already installed just by opening a ship in it, and does so without any warning. I think it would be better if you can make the mod calculate them retroactively (as in, give the same end numbers for any sequence of ship and quality updates), which then will make it easier to use the mod - no need to think what you have to upgrade first, you can upgrade anything and get there eventually.

One thing that annoyed me from the first iteration of this mod is that you can't see the upgrade quality of the mothballed ships. In fact, you can't know the upgrade quality until you open the ship in the upgrade menu. I suspect the way the mod works is that it keeps track of ship's API - which doesn't change with reloads or exploding of the battlefield - but does the check only in the menu, and doesn't keep track of any upgrades that were attached to the ship (and thus they are lost when the ship explodes). If you can make the mod show the upgrades without having to open the menu - say, when you look at them in the market - and make losing upgrades after ship's death an option, rather than an inevitability, that would make using the mod easier.

Other small changes I think are appropriate:
1. Change the ratio of upgrades for destroyers and cruisers to 6.66% and 5.33% per level respectively. Right now they get a shadow buff of 20% at full upgrade level, and they really don't need it (combined with up to 50% upgrade buff from quality as well). I mean, right now the whole mod makes ships OP, making some ship classes even stronger will just make any attempts at balancing harder.
2. Change the ratio of resources needed for upgrades.
I suspect it wasn't updated since 0.7, and after the economy changes the values and quantities of many resources in the market has changed dramatically. My pet peeve would be volatiles - in 0.7 they were on the level of metals at ~30 bucks and quantities easily above 1000, in 0.9 they are at ~250 and with quantities of 100-600, rarely more. I think heavy machinery is also affected (nowadays it's needed for exploration as well), but I don't know the numbers.

The more I think about it, the better the just-buy-it-with-money option sounds. Will have to limit buying upgrades to work only in ports, although that doesn't sound like a bad idea - as is, with the amount of resources required, I rarely if ever find myself upgrading ships outside of friendly harbors.
Title: Re: [0.9a] Extra System Reloaded v.0.3.1
Post by: Iridescens on March 08, 2019, 02:11:55 PM
Well, the good news is - the update worked. Otherwise, well... I made a very spicy purple meatball. (https://imgur.com/a/KN8ISxF)
Mmm, yummy! In a serios note, I left an easter egg (WTF?!) and you just spoiled it for everyone.
The quality upgrade menu also strips the common upgrades already installed just by opening a ship in it.
That was not intended and should be considered as a bug. Will look into it.
One thing that annoyed me from the first iteration of this mod is that you can't see the upgrade quality of the mothballed ships. In fact, you can't know the upgrade quality until you open the ship in the upgrade menu.
I am afraid that is not possible, I've asked Alex and he told that market UI code is not moddable. @Insert Boromir here@"One just can't change that market overlay window"
You CAN see ship's quality in fleet view, hovering over the CR bar at the top left, just right of ships ribbon. Have to F1 to get details. Not sure if ship gets its quality this early, however, prior to entering ES menus.
and make losing upgrades after ship's death an option, rather than an inevitability, that would make using the mod easier.
But that would take away all the !!FUN!! (shameless Dwarf Fortress joke here). Also, I'm not sure this will work smoothely with recoverability checks.
will just make any attempts at balancing harder
Balancing? What's that? ;D
2. Change the ratio of resources needed for upgrades.
That's tedious, eventually I will change 'em, meanwhile you can propose your ratios to me.
Will have to limit buying upgrades to work only in ports
Did you notice, that convinient CTRL+Q shortcut will be gone soon?
Title: Re: [0.9a] Extra System Reloaded v.0.3.1
Post by: dk1332 on March 14, 2019, 09:42:28 PM
I like this mod, helps me fixes some few problems with certain ships like burning too much supplies or too slow to chase slightly smaller fleets. My only complain is that it's U.I. is tedious. For example, upgrading a ship's durability require's you to spam clicks or use the keyboard. At first its no big deal since you just click on the same spot over and over again until you run out of materials or maxed it out. Then you upgrade the next one which requires you to click on the next option, confirm, and sends you back to the upgrade list again. Its all fine and all but doing this process repeatedly becomes annoying and time consuming.

My suggestions is that instead of sending the user back to the upgrade selection, just send them back to the confirmation part. That way, not many materials gets wasted due to erroneous clicking/key spamming.

I also find upgrading the ship's grade's U.I. is tedious as well. Since the selection limits you to 5 ships per page, you have to change pages. No issue there, the problem is that if the ship you are upgrading is at the end of the list, after an upgrade, it sends you back to the ES's main menu.
Title: Re: [0.9a] Extra System Reloaded v.0.3.2
Post by: Iridescens on March 18, 2019, 07:32:46 AM
-Fixed: Quality upgrades purging the Ship upgrade levels. Levels persist now through all processes. Please test thoroughly and report with feedback.
-Fixed: reduced key spamming needed to get ship Q-upped. Now there is an option to navigate to last opened page after ship Q-up.
-Fixed: No more hidden +20% levels buff for Destroyers and Cruisers.
https://bitbucket.org/Iridescens/extrasystemreloaded/downloads/Extra%20System%20Reloaded%20v.0.3.2.zip
Title: Re: [0.9a] Extra System Reloaded v.0.3.2
Post by: Shield on June 12, 2019, 02:38:53 PM
-Fixed: Quality upgrades purging the Ship upgrade levels. Levels persist now through all processes. Please test thoroughly and report with feedback.
-Fixed: reduced key spamming needed to get ship Q-upped. Now there is an option to navigate to last opened page after ship Q-up.
-Fixed: No more hidden +20% levels buff for Destroyers and Cruisers.
https://bitbucket.org/Iridescens/extrasystemreloaded/downloads/Extra%20System%20Reloaded%20v.0.3.2.zip

Any chance of getting a maximum upgrade selection as opposed to manually clicking on each one and leveling one level at a time? Or at least a slider of some sort?
Title: Re: [0.9a] Extra System Reloaded v.0.3.2
Post by: ChaosRemnant on June 13, 2019, 07:16:42 AM
Does 0.3.2 work with the 0.9.1 version of starsector?
Title: Re: [0.9a] Extra System Reloaded v.0.3.2
Post by: Shield on June 15, 2019, 07:15:56 AM
Does 0.3.2 work with the 0.9.1 version of starsector?

Yes
Title: Re: [0.9a] Extra System Reloaded v.0.3.2
Post by: Iridescens on July 02, 2019, 06:50:07 AM
Any chance of getting a maximum upgrade selection as opposed to manually clicking on each one and leveling one level at a time? Or at least a slider of some sort?
Hm, did you see any mod that have that sort of convenience? If you do, please tell me.
As of now, I can't find a way to do that via in-game dialogs.
BTW, have you experienced any bugs/"balance" issues?
Title: Re: [0.9a] Extra System Reloaded v.0.3.2
Post by: haxorebin on August 14, 2019, 02:35:15 AM
I put the Ordnance Point line in there, but Netbeans/IntelliJ can't find symbol/recognize it. Can you please help me to fix this issue?

Code
member.getStats().getShipOrdnancePointBonus().modifyPercent(Es_LEVEL_FUNCTION_ID, hullSizeFactor*level*1.5f);

Output message error:
Code
warning: [options] bootstrap class path not set in conjunction with -source 7
warning: [options] source value 7 is obsolete and will be removed in a future release
warning: [options] target value 7 is obsolete and will be removed in a future release
warning: [options] To suppress warnings about obsolete options, use -Xlint:-options.
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\ExtraSystemReloaded\jars\src\data\scripts\campaign\Es_ShipLevelFleetData.java:129: error: cannot find symbol
                                        member.getStats().getShipOrdnancePointBonus().modifyPercent(Es_LEVEL_FUNCTION_ID, hullSizeFactor*level*1.5f);
  symbol:   method getShipOrdnancePointBonus()
  location: interface MutableShipStatsAPI
1 error
4 warnings
BUILD FAILED (total time: 1 second)


Thanks a lot!
Title: Re: [0.9a] Extra System Reloaded v.0.3.2
Post by: Fantastic Chimni on August 27, 2019, 10:14:19 PM
How exactly can you look at your total upgrades and what you have already? Like if I wanted to look at the numbers for weapon damage/range on one of my upgraded ships
Title: Re: [0.9a] Extra System Reloaded v.0.3.2
Post by: haxorebin on September 01, 2019, 10:06:47 PM
Hi again,

I added the line that expands the ship's cargo and fuel. These lines work, but the game somehow cannot register/recognize these changes. Can you please tell me why it happens?

Code
                                        member.getStats().getFuelMod().modifyPercent(Es_LEVEL_FUNCTION_ID, hullSizeFactor*level*0.25f);
                                        member.getStats().getCargoMod().modifyPercent(Es_LEVEL_FUNCTION_ID, hullSizeFactor*level*0.25f);
Title: Re: [0.9a] Extra System Reloaded v.0.3.2
Post by: Fantastic Chimni on September 06, 2019, 10:15:13 PM
Just found out that the upgrades do not apply to modules of the ship that was upgraded. Was this intentional?
Title: Re: [0.9a] Extra System Reloaded v.0.3.2
Post by: Szass Tam on September 18, 2019, 02:37:32 AM
I need Rare Ore and Rare Metals wher i cant find them?
Title: Re: [0.9a] Extra System Reloaded v.0.3.2
Post by: Szass Tam on September 19, 2019, 03:27:39 AM

Durability:
Hullpoints, armor, weapon health, engine health up to 50%
  +Now with EMP resistance up to 40% on Q=1
Weaponry:
Weapon range, weapon damage, rate of fire up to 15%
Logistics:
CR per deployment, weapon ammo, crew, ship repair rate, CR recovery, fuel use
  +Now less SuppliesPerMonth and SuppliesToRecover up to 15% at Q=1
Mobility:
Max speed up to 33%; acceleration, deceleration, max turn rate, turn acceleration up to 50%
  +Burn level up to +20% at Q=1
Technology:
Flux capacity and disspation up to 33%; weapon flux cost, shield efficiency up to 15%
  +Now with PhaseCloak improvements up to 25% flux savings!

What do you mean with Q=1 ?
Title: Re: [0.9a] Extra System Reloaded v.0.3.2
Post by: ZeCaptain on February 02, 2020, 01:05:09 AM
IT WORKS, It still works!
Amazing.

As for "Q = 1" I think that higher quality ships get better bonuses from upgrading.
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.0
Post by: Iridescens on September 06, 2020, 06:19:32 AM
How exactly can you look at your total upgrades and what you have already? Like if I wanted to look at the numbers for weapon damage/range on one of my upgraded ships
Well, howdy!
I am back with a new version that allows you to look at the exact percents AND numbers of affected stats in one convenient perma-hullmod. Check it in Refit window, it will appear automagically for every ship in your fleet. Thanks to @Sundog for his Starship Legends for inspiration and sources.
Just found out that the upgrades do not apply to modules of the ship that was upgraded. Was this intentional?
No, that was not intentional and, hopefully, will be fixed, stay tuned!
I need Rare Ore and Rare Metals wher i cant find them?
They are Transplutonic ore and Transplutonics respectively, in-game description is changed in 0.4.0 accordingly.
As for "Q = 1" I think that higher quality ships get better bonuses from upgrading.
Yep, that's true.
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.1
Post by: Iridescens on September 06, 2020, 03:56:08 PM
Well, the good thing is that I, most likely, got fixed the issue with modules being unaffected. Please, check it and leave feedback!
The bad thing is that this patch is breaking saves made with 0.4.0. Alas, there was no other way,  I am sorry.

BTW, the hullmod will only appear on ship if there are upgrades (means any tuning level is >0), and it will display tooltip only for level>0 upgrades, thus minimizing clutter.
LINK 0.4.1 (https://bitbucket.org/Iridescens/extrasystemreloaded/downloads/Extra_System_Reloaded_v.0.4.1.zip)
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.1
Post by: ZeCaptain on September 06, 2020, 09:17:47 PM
Thanks for the update, as for it breaking saves it's ok. DR, The Drinker of Years does it all the time.
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.1
Post by: Sundog on September 06, 2020, 09:33:43 PM
@Iridescens: Did you manage to find a workaround for the incompatibility with starship legends that I warned you about? I'd hate for our mods to start overwriting each other's unique identifiers...
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.2
Post by: Iridescens on September 07, 2020, 01:27:09 PM
Updated to 0.4.2:
Added compatibility hack for peaceful co-existence with Starship Legends.
Optimized buff check & application.
Polished tooltip output.
Should not break saves. (Ping me if it does)
LINK 0.4.2 (https://bitbucket.org/Iridescens/extrasystemreloaded/downloads/Extra_System_Reloaded_v.0.4.2.zip)
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.2
Post by: Sundog on September 07, 2020, 02:15:10 PM
Added compatibility hack for peaceful co-existence with Starship Legends.
Thanks!  :)
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.2
Post by: Aldazar on September 08, 2020, 05:16:25 PM
1852759 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at extrasystemreloaded.hullmods.ExtraSystemHM.applyEffectsBeforeShipCreation(ExtraSystemHM.java:32)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at extrasystemreloaded.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:133)
   at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.Hyperspace.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I get this on the edge of maps and I have ruthless sector and that spawns redacted in hyper space but it was never a problem until this last version.
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.2
Post by: Worachot on September 09, 2020, 04:07:03 AM
nothing for carriers?
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.3
Post by: Iridescens on September 09, 2020, 03:22:11 PM
1852759 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at extrasystemreloaded.hullmods.ExtraSystemHM.applyEffectsBeforeShipCreation(ExtraSystemHM.java:32)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at extrasystemreloaded.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:133)
   <snip>
I get this on the edge of maps and I have ruthless sector and that spawns redacted in hyper space but it was never a problem until this last version.
Oops, bad copy-paste on my side, Null-check slipped out! Fixed in 0.4.3
Also, moved to Github for better Version Checker support.
LINK 0.4.3 (https://github.com/Iridescens/ExtraSystemReloaded/releases/download/0.4.3/Extra_System_Reloaded_v0.4.3.zip)
nothing for carriers?
I will take a look what could be done to fighters (Starship Legends have some code addressing that matter). No ETA, however.
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.3
Post by: Dray on September 09, 2020, 05:17:17 PM
Got this in 0.4.3. Brand new game, went to the colony nearest me, and soon as I left, got this.

Code
1130636 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at extrasystemreloaded.hullmods.ExtraSystemHM.applyEffectsBeforeShipCreation(ExtraSystemHM.java:31)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at extrasystemreloaded.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:133)
at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getCargo(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.getCargo(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.3
Post by: Iridescens on September 10, 2020, 07:38:03 AM
Got this in 0.4.3. Brand new game, went to the colony nearest me, and soon as I left, got this.

Code
1130636 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at extrasystemreloaded.hullmods.ExtraSystemHM.applyEffectsBeforeShipCreation(ExtraSystemHM.java:31)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at extrasystemreloaded.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:133)
at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
Please try this jar - LINK (https://github.com/Iridescens/ExtraSystemReloaded/releases/download/0.4.3/ExtraSystemCore.jar) (replace the ExtraSystemCore.jar at jars subdir) and let me know the result.[/code]
If it works, I will stealthily replacehotfix the release's archive bundle.
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.3
Post by: Tiberiumkyle on September 10, 2020, 06:05:24 PM
Please try this jar - LINK (https://github.com/Iridescens/ExtraSystemReloaded/releases/download/0.4.3/ExtraSystemCore.jar) (replace the ExtraSystemCore.jar at jars subdir) and let me know the result.
If it works, I will stealthily replacehotfix the release's archive bundle.
Had the same crash, applied the new jar, no crash now.
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.3
Post by: ROFLMAN on September 10, 2020, 11:21:31 PM
Hello OP, I tried the new jar, and whilst it solved the crash I had with the previous version (same as the one above), a new crash occurred after a couple of minutes of gameplay :-(

Code
259957 [Thread-4] ERROR ruthless_sector.ModPlugin  - null
    extrasystemreloaded.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:108)
    com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
    com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
    com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:431)
    com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
    ruthless_sector.CampaignScript.advance(CampaignScript.java:65)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.3
Post by: Tiberiumkyle on September 11, 2020, 01:43:31 AM
Patrol fleet intercepted me for a scan after some black market sales and ship upgrades on a planet, CTD when they reached me only a few seconds after I exited the market.
Code
java.lang.NullPointerException
at extrasystemreloaded.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:108)
at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:431)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:536)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:285)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:338)
at com.fs.starfarer.ui.newui.Objectsuper.Õô0000(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.3
Post by: Iridescens on September 11, 2020, 03:01:22 PM
OK, now try same LINK (https://github.com/Iridescens/ExtraSystemReloaded/releases/download/0.4.3/ExtraSystemCore.jar) (new patched jar). SS's buff system baffles me...
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.3
Post by: ROFLMAN on September 12, 2020, 12:37:22 AM
OK, now try same LINK (https://github.com/Iridescens/ExtraSystemReloaded/releases/download/0.4.3/ExtraSystemCore.jar) (new patched jar). SS's buff system baffles me...
Thank you for the quick fix.
I had a solid 30 minute session without any crashes doing exactly the previous stuff that would've caused one. Seems good so far!  :)
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.3
Post by: Sench on September 14, 2020, 10:56:45 PM
The mod currently semi-works, it shows the correct values on campaign screen and functions there, but bonuses do not apply in battle.
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.3
Post by: Iridescens on September 16, 2020, 09:10:57 AM
The mod currently semi-works, it shows the correct values on campaign screen and functions there, but bonuses do not apply in battle.
Whoa, that is a bold accusation.
Could you be more specific? How did you test that exactly?
If buff is applied to a fleet member, it should be carried to tactical battle as well, and that's Starsector's business. This mod only applies the buffs via checks and menus.
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.3
Post by: Sench on September 16, 2020, 08:15:33 PM
I "tested" it by looking at the game UI, which shows you speed, flux and hull points of your ship. At maximum they were identical to base values (w/o this mod's buff). Other aspects of combat (not immediately visible ones like weapon behavior) felt identical, as well.
I have tested it by running the game with this mod alone, no others. Same story. The buff applies on campaign screen but in the battle screen it does not.
I would assume it has something to do with combat being instanced and not taking place in the "normal" game world, somewhere during loading the game loses the buff.
Don't know if this will help any, but last time I played with this mod was on version 0.3.2 (of the mod) and that problem didn't exist.
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.3
Post by: Iridescens on September 17, 2020, 01:43:00 AM
Kudos for you, @Sench!
It was true, I've applied modifications to wrong "meta"-variable (why the heck did it work in campaign mode?!) Check the LINK (https://github.com/Iridescens/ExtraSystemReloaded/releases/download/0.4.3/ExtraSystemCore.jar)
Now it applies correctly, I've checked Durability and Weapons upgrades in simulation.

Also, expect +Ordnance points upgrades in future versions and console commands for debugging like disabling costs and insta-upgrade to max.
Title: Re: [0.9.1a] Extra System Reloaded v.0.4.3
Post by: Aldazar on September 17, 2020, 02:05:14 PM
Can we have fire rate/dmg and range separate? I feel like it would keep the ai even with officers from being demolished if say I only want to pick one or two of those instead of all plus damage.
Title: Re: [0.9.1a] Extra System Reloaded v.0.5.0
Post by: Iridescens on September 17, 2020, 03:59:03 PM
Version 0.5.0 is here! LINK (https://github.com/Iridescens/ExtraSystemReloaded/releases/download/0.5.0/Extra_System_Reloaded_v0.5.0.zip)
Now requires LazyLib, Console Commands
+Ordnance points upgrades (5 steps only, 1/2/3/4 OP per size per step)
+2 console commands (esr_) for debugging. Now disabling/enabling upgrades costs (stats AND quality)
=changed ore and rare_ore to organics and hand_weapons (heavy armaments) and adjusted weights
=some refactoring and code cleanup
This update is breaking saves!

Can we have fire rate/dmg and range separate? I feel like it would keep the ai even with officers from being demolished if say I only want to pick one or two of those instead of all plus damage.
Ugh, it is...unlikely, as this will require creating a separate entry for menus and dealing with every underlying array to accommodate for new entry for just weap range. Imagine if later someone will ask to separate something else... It is possible but definitely not a priority.
Title: Re: [0.9.1a] Extra System Reloaded v.0.5.0
Post by: Artay on September 24, 2020, 09:25:04 AM
I have bad news, Iridescens. I downloaded version 0.5.0, and when I'm getting near the orbital station (preferably Prism Freeport from another mod), I get this crash:
Code
java.lang.RuntimeException: Hullmod es_shiplevelHM6 not found!
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at extrasystemreloaded.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:140)
at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getCargo(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.getCargo(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Apparently it can't find hullmod es_shiplevelHM6, and your .csv contains only hullmods up to HM5, so I guess Sparrowhawk from Dassault-Mikoyan Engineering mod was too powerful a ship?
Title: Re: [0.9.1a] Extra System Reloaded v.0.5.0
Post by: Iridescens on September 24, 2020, 02:08:48 PM
That was fixed in latest JAR, which lies HERE (https://github.com/Iridescens/ExtraSystemReloaded/releases/download/0.5.0/ExtraSystemCore.jar).
Just make sure to turn "enabledAIUpgrade":false at settings.json for now.
If you won't do this, you will eventually get NullPointerException. I am working on it, but did not figure out yet what exactly triggers it.

Seems, like I have got it for real. You can play "enabledAIUpgrade":true again. Be sure to test and feedback.
Title: [deleted]
Post by: RepairUnit3k6 on September 25, 2020, 10:03:02 AM
[deleted]
Title: Re: [0.9.1a] Extra System Reloaded v.0.5.0
Post by: Iridescens on October 25, 2020, 11:45:45 AM
New update, added NPE protection and emergency esr_clearAllData command to prevent mouseover NPE on fleets with modular ship(s)
AIUpgrades should work now, please keep it ON and test.
Grab it HERE (https://github.com/Iridescens/ExtraSystemReloaded/releases/download/v0.5.1/Extra_System_Reloaded_v0.5.1.zip)
Title: Re: [0.9.1a] Extra System Reloaded v.0.5.1
Post by: Harpuea on November 19, 2020, 07:12:22 AM
Still getting NPE error at the start of the game with AI upgrade on. Takes a couple of in game days for NPE. Version 0.5.1 with AI upgrade on. The game works fine if I turn AI upgrade off.

Code
342192 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.A.new.super(Unknown Source)
at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
at com.fs.starfarer.ui.P.super(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.public.float(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.C.o00000(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Title: Re: [0.9.1a] Extra System Reloaded v.0.5.2
Post by: Sethfcm on February 15, 2021, 07:13:22 AM
Really wanted to say thank you for all the hard work on this one Irid, it's one of the mods I truly appreciate having in my list.
Title: Re: [0.9.1a] Extra System Reloaded v.0.5.2
Post by: Darkwhip on March 04, 2021, 06:03:03 AM
Just downloaded your mod v0.5.2 and when i get into the game it points me to update it to 0.5.2 you need to update the mod info to 0.5.2
Also, great mod, finally something to sink all my colonies resources into the late game, finally i can build the one Wolf to rule them all
Title: Re: [0.9.1a] Extra System Reloaded v.0.5.2
Post by: Sethfcm on May 10, 2021, 08:58:27 AM
Not wanting to Necro, but I have to know if we'll see an update for this, it's one of my favorites afterall.
Title: Re: [0.9.1a] Extra System Reloaded v.0.5.2
Post by: presidentmattdamon on July 05, 2021, 12:19:17 PM
Updated for 0.95a
Download here! (https://github.com/Iridescens/ExtraSystemReloaded/releases/download/v0.6.1/Extra.System.Reloaded.0.6.1.zip)

This update is compatible with saves that didn't have any version of Extra Systems Reloaded before. I can't guarantee it will work with any hand-ported copies, and even if it did, none of your data will carry over.
A changelog is here (https://github.com/Iridescens/ExtraSystemReloaded/releases/tag/v0.6.1)
Title: Re: [0.95a] Extra System Reloaded v.0.6.1
Post by: presidentmattdamon on July 07, 2021, 02:23:51 PM
Updated to 0.6.2 to fix a crash where player fleet is null when loading a save.
Download here! (https://github.com/Iridescens/ExtraSystemReloaded/releases/download/v0.6.2/Extra.System.Reloaded.0.6.2.zip)
Title: Re: [0.95a] Extra System Reloaded v.0.6.1
Post by: theDragn on July 09, 2021, 03:16:17 PM
There's a bit of jank going on with how the OP discounts from the installable modules are applied- Sometimes the discount will apply, and sometimes it won't. Not quite sure what the reason for this is, but presumably it's not consistently checking if the discount should be applied or not. Switching back and forth from the ship in the fleet interface seems to resolve it.

Additionally, I think the math on the armor bonus might be incorrect- it says "+2.27% armor (31.72)" on a ship with 1400 base armor, but the actual bonus that gets applied is only +2 armor, like it's applying the percentage as a flat bonus, instead of the actual flat value.

Otherwise this is a very solid mod- very fun endgame stuff and specialization.
Title: Re: [0.95a] Extra System Reloaded v.0.6.1
Post by: presidentmattdamon on July 13, 2021, 03:36:20 PM
Additionally, I think the math on the armor bonus might be incorrect- it says "+2.27% armor (31.72)" on a ship with 1400 base armor, but the actual bonus that gets applied is only +2 armor, like it's applying the percentage as a flat bonus, instead of the actual flat value.

Otherwise this is a very solid mod- very fun endgame stuff and specialization.

simple code issue unfortunately, the percent displayed is actually the hull bonus. in any case i see that the armor value is probably too low so i'll increase its scaling a bit

There's a bit of jank going on with how the OP discounts from the installable modules are applied- Sometimes the discount will apply, and sometimes it won't. Not quite sure what the reason for this is, but presumably it's not consistently checking if the discount should be applied or not. Switching back and forth from the ship in the fleet interface seems to resolve it.

i'll be taking a look today
edit: not really sure how to fix this one. asked alex about it a couple weeks ago and he said it might've been something he fixed recently.
Title: Re: [0.95a] Extra System Reloaded v.0.6.1
Post by: Sominar on July 13, 2021, 07:07:55 PM
Checking the github, I have to agree on what's said about making upgrades be by credits instead of material, or at least just a toggle between both. Between the menus that you have to go through even just to check material, the inability to see the materials needed to upgrade to a certain level, no markets to my knowledge that sell every material thus having to ferry around, and the materials being the "low but bulky" making hoarding them on exploration prohibitive for the limited cargo space, it turns it into discouraging busywork fast unless you have tons of credits, fill up your cargo with a material, and then go to the market with the most available materials to get everything in bulk and spam upgrade.

Or at least making each upgrade cost one set of material rather than a combination, like durability only metal, weapons only armaments, technology only volatiles, etc. I've gotten surprised enough times about an upgrade suddenly needing an additional material I don't have after buying other materials in bulk past my cargo limit and having to sell them due to the market not having them.

Other than that, it's a pretty great mod I've enjoyed so far other than the armor bug already mentioned, and the upgrades not carrying over in simulations.
Title: Re: [0.95a] Extra System Reloaded v.0.6.1
Post by: presidentmattdamon on July 13, 2021, 07:10:55 PM
Checking the github, I have to agree on what's said about making upgrades be by credits instead of material, or at least just a toggle between both. Between the menus that you have to go through even just to check material, the inability to see the materials needed to upgrade to a certain level, no markets to my knowledge that sell every material thus having to ferry around, and the materials being the "low but bulky" making hoarding them on exploration prohibitive for the limited cargo space, it turns it into discouraging busywork fast unless you have tons of credits, fill up your cargo with a material, and then go to the market with the most available materials to get everything in bulk and spam upgrade.

Or at least making each upgrade cost one set of material rather than a combination, like durability only metal, weapons only armaments, technology only volatiles, etc. I've gotten surprised enough times about an upgrade suddenly needing an additional material I don't have after buying other materials in bulk past my cargo limit and having to sell them due to the market not having them.

Other than that, it's a pretty great mod I've enjoyed so far other than the armor bug already mentioned, and the upgrades not carrying over in simulations.

primary issue is determining price of the good. do we take the market's supply of the good into account? if so how do we determine the price of a good if it isn't in demand there?
Title: Re: [0.95a] Extra System Reloaded v.0.6.1
Post by: mkire on July 13, 2021, 08:37:22 PM
this is likely circumstantial. but it feels like i'm getting the special items from this more often than any other item from salvaging ruins and orbital bases, are you just adding them to the list of loot rolls, or are you doing what Industrial revolution does and adding an extra loot table and rolling on that in addition to the regular loot tables?

as for doing credit only upgrades you could just assume the base value of items for upgrading, in pretty much all cases you'll be paying more than if you'd gone and bought the items yourself, but that could be abstracted into 'i'm paying someone to buy this stuff for me and they're charging me for getting it'
Title: Re: [0.95a] Extra System Reloaded v.0.6.1
Post by: Sominar on July 13, 2021, 08:41:47 PM
Checking the github, I have to agree on what's said about making upgrades be by credits instead of material, or at least just a toggle between both. Between the menus that you have to go through even just to check material, the inability to see the materials needed to upgrade to a certain level, no markets to my knowledge that sell every material thus having to ferry around, and the materials being the "low but bulky" making hoarding them on exploration prohibitive for the limited cargo space, it turns it into discouraging busywork fast unless you have tons of credits, fill up your cargo with a material, and then go to the market with the most available materials to get everything in bulk and spam upgrade.

Or at least making each upgrade cost one set of material rather than a combination, like durability only metal, weapons only armaments, technology only volatiles, etc. I've gotten surprised enough times about an upgrade suddenly needing an additional material I don't have after buying other materials in bulk past my cargo limit and having to sell them due to the market not having them.

Other than that, it's a pretty great mod I've enjoyed so far other than the armor bug already mentioned, and the upgrades not carrying over in simulations.

primary issue is determining price of the good. do we take the market's supply of the good into account? if so how do we determine the price of a good if it isn't in demand there?

As far as I know the commodities have a base price that is then modified on a per-market basis, like supplies being 100cr before modifiers (if I remember well). Given a lot of the commodities needed for upgrades are also found around for free in wrecks, I don't think a +/-5 credit difference would do a lot of harm.
Title: Re: [0.95a] Extra System Reloaded v.0.6.1
Post by: presidentmattdamon on July 13, 2021, 08:43:26 PM
this is likely circumstantial. but it feels like i'm getting the special items from this more often than any other item from salvaging ruins and orbital bases, are you just adding them to the list of loot rolls, or are you doing what Industrial revolution does and adding an extra loot table and rolling on that in addition to the regular loot tables?

as for doing credit only upgrades you could just assume the base value of items for upgrading, in pretty much all cases you'll be paying more than if you'd gone and bought the items yourself, but that could be abstracted into 'i'm paying someone to buy this stuff for me and they're charging me for getting it'

when considering buying things directly with credits i need to consider that eventually credits aren't a problem at all. for the higher upgrades, the credit costs need to be high (even if i don't modify the resource costs, since the resource costs have the "time spent gathering the resources cost"). in any case, i've found the methods i need for determining the demand price and i think i have a suitable algorithm down for the upgrade costs themselves

as for your salvage question, these loot are added after the loot from whatever you looted has already been generated. purely supplementary with no replacing. it's meant to be more common than the other things you'll typically find, but without replacing those things at all.
Title: Re: [0.95a] Extra System Reloaded v.0.6.1
Post by: mkire on July 14, 2021, 07:44:17 PM
as for your salvage question, these loot are added after the loot from whatever you looted has already been generated. purely supplementary with no replacing. it's meant to be more common than the other things you'll typically find, but without replacing those things at all.
thanks for answering that question
Title: Re: [0.95a] Extra System Reloaded v.0.6.1
Post by: mkire on July 19, 2021, 08:46:31 PM
is there a setting toggle i can turn on so that ships i've spent hundreds of thousands of credits worth of stuff don't lose their upgrades when they get disabled in battle?
Title: Re: [0.95a] Extra System Reloaded v.0.6.1
Post by: BreenBB on July 20, 2021, 08:33:39 AM
Interesting OP upgrade was removed because of technical limitations? It was most useful one.

Also about mod ideas, I'd liked to see options to change numbers of steps which needed to fully upgrade ship, for example if I want to make what all ship sizes have 6 steps instead of 20, but upgrade cost still remain costly for example. Also I liked idea of unique upgrade items too, also I like more idea what instead of generic items you need upgrades to upgrade ship.
Title: Re: [0.95a] Extra System Reloaded v.0.6.1
Post by: presidentmattdamon on July 25, 2021, 11:59:44 AM
is there a setting toggle i can turn on so that ships i've spent hundreds of thousands of credits worth of stuff don't lose their upgrades when they get disabled in battle?

added in v0.7.0

Interesting OP upgrade was removed because of technical limitations? It was most useful one.

Also about mod ideas, I'd liked to see options to change numbers of steps which needed to fully upgrade ship, for example if I want to make what all ship sizes have 6 steps instead of 20, but upgrade cost still remain costly for example. Also I liked idea of unique upgrade items too, also I like more idea what instead of generic items you need upgrades to upgrade ship.

added in v0.7.0

please get download here https://github.com/Iridescens/ExtraSystemReloaded/releases/download/0.7.0/ExtraSystemReloaded-0.7.0.zip
Title: Re: [0.95a] Extra System Reloaded v.0.6.1
Post by: BreenBB on July 26, 2021, 12:43:06 AM
About upgrade items, interesting do you have plans for more? I think is good ones which gives some OP discounts, or shield one which turn any shield into 360 shield, about balancing shield cost, I think best way it make dependent on unmodified shield arc, the less arc size, the more shield use flux, because often high-tech ships already can have 360 shield with Front Shield Emitter or Extended Shield hullmods.
Title: Re: [0.95a] Extra System Reloaded v.0.7.0
Post by: presidentmattdamon on July 29, 2021, 05:47:09 AM
About upgrade items, interesting do you have plans for more? I think is good ones which gives some OP discounts, or shield one which turn any shield into 360 shield, about balancing shield cost, I think best way it make dependent on unmodified shield arc, the less arc size, the more shield use flux, because often high-tech ships already can have 360 shield with Front Shield Emitter or Extended Shield hullmods.

yeah it's definitely possible, just have to get around to making them.

there's the new mod that adds alternative shipsystems and deployable drones that i wanted to take a look at too.
Title: Re: [0.95a] Extra System Reloaded v.0.7.0
Post by: Freakycrafter on July 29, 2021, 08:17:02 AM
Hey, I have a quick question: iirc you said you added upgrades that increased ordnance points on a ship some time ago, but for some reason I can't find those anywhere... were those removed again or do I need to enable them in the config?
Actually nevermind, must've overlooked the quote on that one comment a bit ago... kinda sad it had to be removed, wouldve loved to have a 10 quality shrike with 180 ordnance points :D
Title: Re: [0.95a] Extra System Reloaded v.0.7.0
Post by: presidentmattdamon on July 29, 2021, 09:19:30 AM
Hey, I have a quick question: iirc you said you added upgrades that increased ordnance points on a ship some time ago, but for some reason I can't find those anywhere... were those removed again or do I need to enable them in the config?
Actually nevermind, must've overlooked the quote on that one comment a bit ago... kinda sad it had to be removed, wouldve loved to have a 10 quality shrike with 180 ordnance points :D

yeah, i think one of alex's recent comments on it was that it just isn't intended for hullmods to change the OP costs. it IS possible using negative cost hullmods, but then it can't be built in
Title: Re: [0.95a] Extra System Reloaded v.0.7.1
Post by: OhFluxIt on August 03, 2021, 04:00:00 AM
I've been looking for one that increases the OP a ship can have, can you add one to this mod too? or do you know a mod that allows you to increase OP for a price/resource?
Title: Re: [0.95a] Extra System Reloaded v.0.7.1
Post by: DeclanFrost on August 05, 2021, 09:12:35 PM
Does this work with kingdom of terra's segmented ships? They don't seem to appear on the segments
Title: Re: [0.95a] Extra System Reloaded v.0.7.1
Post by: CynicalMoron on August 07, 2021, 11:27:35 PM
is this safe compatible?
Title: Re: [0.95a] Extra System Reloaded v.0.7.1
Post by: MagicKarpson on August 09, 2021, 08:40:55 PM
How come the stats don't effect the ship when in simulation battles?
Title: Re: [0.95a] Extra System Reloaded v.0.7.3
Post by: Iridescens on August 10, 2021, 04:47:58 AM
I've been looking for one that increases the OP a ship can have, can you add one to this mod too? or do you know a mod that allows you to increase OP for a price/resource?
Next time, please consider looking a few previous pages of the thread before asking (or maybe use search?). Thank you!
As for now, I'll paste it for you:
Hey, I have a quick question: iirc you said you added upgrades that increased ordnance points on a ship some time ago, but for some reason I can't find those anywhere... were those removed again or do I need to enable them in the config?
Actually nevermind, must've overlooked the quote on that one comment a bit ago... kinda sad it had to be removed, wouldve loved to have a 10 quality shrike with 180 ordnance points :D

yeah, i think one of alex's recent comments on it was that it just isn't intended for hullmods to change the OP costs. it IS possible using negative cost hullmods, but then it can't be built in
Title: Re: [0.95a] Extra System Reloaded v.0.7.1
Post by: Iridescens on August 10, 2021, 04:50:01 AM
is this safe compatible?
The version 0.7.2 is BREAKING SAVES in case of version upgrades.
Adding mid-game prior to not having this mod altogether is SAFE.
Title: Re: [0.95a] Extra System Reloaded v.0.7.1
Post by: presidentmattdamon on August 13, 2021, 07:51:10 AM
How come the stats don't effect the ship when in simulation battles?

not really sure tbh, might be that the fleet member isn't linked. i'll see if i can find a solution
Title: Re: [0.95a] Extra System Reloaded v.0.7.3
Post by: BreenBB on August 15, 2021, 02:26:44 AM
I player with this mod and Archean Order, and got some random crashes, not sure if it just bug or incompatibility between these two mods, but here two crashlogs which I got, they appear randomly during campaign, and both AO and ESR was older versions (because they both isn't save compatible with never versions), AO 1.4.0.2 and ESR 0.7.1.

Spoiler
5226396 [Thread-3]
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 4
java.lang.ArrayIndexOutOfBoundsException: 4
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.applyDamage(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyDamage(Unknown Source)
   at com.fs.starfarer.api.util.Misc.applyDamage(Misc.java:5028)
   at com.fs.starfarer.api.impl.campaign.terrain.AsteroidImpact.<init>(AsteroidImpact.java:67)
   at com.fs.starfarer.api.impl.campaign.terrain.AsteroidBeltTerrainPlugin.applyEffec t(AsteroidBeltTerrainPlugin.java:185)
   at com.fs.starfarer.api.impl.campaign.terrain.BaseTerrain.advance(BaseTerrain.java:85)
   at com.fs.starfarer.api.impl.campaign.terrain.AsteroidBeltTerrainPlugin.advance(AsteroidBeltTerrainPlugin.java:100)
   at com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin.advance(AsteroidFieldTerrainPlugin.java:110)
   at com.fs.starfarer.campaign.CampaignTerrain.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(Unknown Source)

And older one:

2156034 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 4
java.lang.ArrayIndexOutOfBoundsException: 4
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.applyDamage(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyDamage(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyDamage(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin.applyStormSt rikes(HyperspaceTerrainPlugin.java:1256)
   at com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin.applyEffect(HyperspaceTerrainPlugin.java:1162)
   at com.fs.starfarer.api.impl.campaign.terrain.BaseTerrain.advance(BaseTerrain.java:85)
   at com.fs.starfarer.api.impl.campaign.terrain.BaseTiledTerrain.advance(BaseTiledTerrain.java:454)
   at com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin.advance(HyperspaceTerrainPlugin.java:582)
   at com.fs.starfarer.campaign.CampaignTerrain.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.Hyperspace.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(Unknown Source)
[close]

Also about mod ideas, there already musch more room to customisation, but how about to move from code into settings.json scalars and multipliers too?

Also I think another good idea is Augment only upgrade, and give some unique augments for this mode which have same bonuses from non-augment upgrades, like Logistic, Durability and such.
Title: Re: [0.95a] Extra System Reloaded v.0.7.3
Post by: presidentmattdamon on August 15, 2021, 07:11:21 AM
I player with this mod and Archean Order, and got some random crashes, not sure if it just bug or incompatibility between these two mods, but here two crashlogs which I got, they appear randomly during campaign, and both AO and ESR was older versions (because they both isn't save compatible with never versions), AO 1.4.0.2 and ESR 0.7.1.

Spoiler
5226396 [Thread-3]
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 4
java.lang.ArrayIndexOutOfBoundsException: 4
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.applyDamage(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyDamage(Unknown Source)
   at com.fs.starfarer.api.util.Misc.applyDamage(Misc.java:5028)
   at com.fs.starfarer.api.impl.campaign.terrain.AsteroidImpact.<init>(AsteroidImpact.java:67)
   at com.fs.starfarer.api.impl.campaign.terrain.AsteroidBeltTerrainPlugin.applyEffec t(AsteroidBeltTerrainPlugin.java:185)
   at com.fs.starfarer.api.impl.campaign.terrain.BaseTerrain.advance(BaseTerrain.java:85)
   at com.fs.starfarer.api.impl.campaign.terrain.AsteroidBeltTerrainPlugin.advance(AsteroidBeltTerrainPlugin.java:100)
   at com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin.advance(AsteroidFieldTerrainPlugin.java:110)
   at com.fs.starfarer.campaign.CampaignTerrain.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(Unknown Source)

And older one:

2156034 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 4
java.lang.ArrayIndexOutOfBoundsException: 4
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.applyDamage(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyDamage(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyDamage(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin.applyStormSt rikes(HyperspaceTerrainPlugin.java:1256)
   at com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin.applyEffect(HyperspaceTerrainPlugin.java:1162)
   at com.fs.starfarer.api.impl.campaign.terrain.BaseTerrain.advance(BaseTerrain.java:85)
   at com.fs.starfarer.api.impl.campaign.terrain.BaseTiledTerrain.advance(BaseTiledTerrain.java:454)
   at com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin.advance(HyperspaceTerrainPlugin.java:582)
   at com.fs.starfarer.campaign.CampaignTerrain.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.Hyperspace.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(Unknown Source)
[close]

Also about mod ideas, there already musch more room to customisation, but how about to move from code into settings.json scalars and multipliers too?

Also I think another good idea is Augment only upgrade, and give some unique augments for this mode which have same bonuses from non-augment upgrades, like Logistic, Durability and such.

fairly certain this one is actually a vanilla bug
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: Iridescens on August 18, 2021, 02:11:02 PM
I player with this mod and Archean Order, and got some random crashes, not sure if it just bug or incompatibility between these two mods, but here two crashlogs which I got, they appear randomly during campaign, and both AO and ESR was older versions (because they both isn't save compatible with never versions), AO 1.4.0.2 and ESR 0.7.1.
--snip--
Or rather not vanilla, but AO. Because the nature of total conversions to alter almost every stuff. Definitely not ESR issue, as it does not tamper with hyperspace physics.
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: BaBosa on August 18, 2021, 09:15:56 PM
Hey, I gotta say this mod is really cool. It lets me use ships in the end game that I wouldn’t usually use because they can’t match the enimmies.

That said, some of the bonuses don’t scale neatly which bugs me because I’m OCD.
And the negative modifiers straight-up break and give negative values when quality is increased too much (I cheated a monitor to have quality 10  :D). Those should probably be like base x 1/(quality x (1+upgrade value)).

Also the logistical and technology seem to be pretty stuffed.
Technology, in particular, improves both shields and flux which are very powerful and probably should be separate.
Logistical just has a lot and I think it’d be nice if it was split into two, one for logistical ships with big cargo, sensor and max burn (mobility also has max burn) bonuses, and another that all ships want, CR per deployment, repair and recovery, less supplies/fuel/crew.

Also, I was wondering if shields upgrades can also improve phase? Having smaller cooldowns would be awesome  8)

And a last request, could there be some display showing what materials are needed for the upgrades. I’ve also had issues running around trying to get everything when I thought I was able to upgrade multiple times.

Cheers, and thank you for the mod  ;D

(http://screenshot000.png)

[attachment deleted by admin]
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: BaBosa on August 18, 2021, 09:28:48 PM
Here's my invincible monitor with negative flux per damage, actually cause flux to go down when hit 8)
As well it generates supplies and fuel.
(Had to make another post as the screenshot couldn't fit in the previous one)
(http://screenshot001.png)

[attachment deleted by admin]
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: presidentmattdamon on August 19, 2021, 11:56:07 AM
Hey, I gotta say this mod is really cool. It lets me use ships in the end game that I wouldn’t usually use because they can’t match the enimmies.

That said, some of the bonuses don’t scale neatly which bugs me because I’m OCD.
And the negative modifiers straight-up break and give negative values when quality is increased too much (I cheated a monitor to have quality 10  :D). Those should probably be like base x 1/(quality x (1+upgrade value)).

Also the logistical and technology seem to be pretty stuffed.
Technology, in particular, improves both shields and flux which are very powerful and probably should be separate.
Logistical just has a lot and I think it’d be nice if it was split into two, one for logistical ships with big cargo, sensor and max burn (mobility also has max burn) bonuses, and another that all ships want, CR per deployment, repair and recovery, less supplies/fuel/crew.

Also, I was wondering if shields upgrades can also improve phase? Having smaller cooldowns would be awesome  8)

And a last request, could there be some display showing what materials are needed for the upgrades. I’ve also had issues running around trying to get everything when I thought I was able to upgrade multiple times.

Cheers, and thank you for the mod  ;D

(http://screenshot000.png)

thought i put a hardcap in for shield flux/dam but i guess not, i'l put it in for the next update. in any case i can't block people literally chagning the config to have a silly modifier, so don't count on other outliers being balanced.

the technology hullmod improves phase stats on phase ships actually so that's already covered

as for those "split" upgrades, they aren't difficult to add by any means so if Iridicens approves it i'll put them in.
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: BaBosa on August 19, 2021, 04:21:24 PM
Ah, I should have expected you guys would have already done phase.

But thanks for doing that stuff  ;D

Also I just realised I can check skill_resource_ratio.csv to check what everything needs.
Which is like; everything needs supplies, volatiles, organics, metals, rare metals and machinery. Except subsystems doesn’t need volatiles or rare metals; fighters and magazines doesn’t need organics; and weapons, ordinance and fighters need armaments as well.
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: Iridescens on August 21, 2021, 03:49:23 PM
as for those "split" upgrades, they aren't difficult to add by any means so if Iridescens approves it i'll put them in.
Well, if you two (BaBosa and Matt) think it is worth the hassle and will actually net a positive game experience, instead of just more tedious upgrading (imagine +2 more dialog option to cover and lvl to max), I'm fine with it. Personally, I see no point in over-engineering.
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: presidentmattdamon on August 21, 2021, 05:09:52 PM
as for those "split" upgrades, they aren't difficult to add by any means so if Iridescens approves it i'll put them in.
Well, if you two (BaBosa and Matt) think it is worth the hassle and will actually net a positive game experience, instead of just more tedious upgrading (imagine +2 more dialog option to cover and lvl to max), I'm fine with it. Personally, I see no point in over-engineering.

then yeah i ain't doing it
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: BaBosa on August 21, 2021, 08:10:27 PM
In that case it may be worth combing magazines with weapons. If I'm improving magazines I always want to also improve weapons and visa versa generally.
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: presidentmattdamon on August 22, 2021, 07:47:26 AM
In that case it may be worth combing magazines with weapons. If I'm improving magazines I always want to also improve weapons and visa versa generally.

you have a good point.

my rational was magazines is extremely powerful on its own just for the ammo regeneration rate, which makes magazine-based weapons sometimes able to fire literally forever. need to stop rounding that and the shield flux/dam modifiers actually, now that i think about it.
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: Phenir on September 10, 2021, 06:40:45 PM
I get a crash if I select a module to refit after upgrading the ship.

Spoiler
1847204 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at extrasystemreloaded.hullmods.ExtraSystemHM.advanceInCombat(ExtraSystemHM.java:71)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.?00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.O0Oo.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.dialogDismissed(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.showMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.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.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.A.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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(Unknown Source)
[close]
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: tantananan on September 10, 2021, 09:41:31 PM
Edit: well this is weird. i saved and exit to main menu then loaded my save again and it was back to postivie flux per damage. So i guess it's solved? Though I don't know what triggered it and if it will come back again.

Hello, I'm getting the negative flux per damage too. The only thing i edited in the settings is "useRandomQuality":false and "shipsKeepUpgradesOnDeath":true.

How do i revert this back to a positive value? Thank you.
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: captinjoehenry on September 12, 2021, 06:58:25 PM
Really loving the mod!  But I think the latest nerfs in 0.8.3 are probably a bit too much. 

- The Hangar Forge is now only slightly better than Expanded Deck crews and you need to find a hangar forge which isn't exactly common compared to just fitting any ship you want with Expanded Deck Crews.
- The EMP resistance nerf seems pretty good.  Maybe a little bit much?  But over all it seems pretty fine.
- The shield change does feel rather a lot too painful though.  As spending all the resources needed to get a ship up to max quality with full upgrades is pretty insane and having the shield damage ratio only change by 10% after spending many millions on upgrades feels rather punitive.

I think part of the issue with how it feels is the different scalings involved.  Like a small change seems pretty good but once you spend all the resources needed to get a ship to max upgrades and quality the previous unnerfed versions felt like a notably better return on investment considering you can easily end up spending tens of million credits or resources in order to upgrade a ship.  Having a ship get a bit busted and OP for such a massive investment feels pretty good :P  But then there's the issue where you can comparably get a frigate or destroyer up to that same level of OPness for vastly less resources than a capital ship.  So I guess the best way to put it is the insane resource cost of upgrading a heavy capital to max makes it being really op feel justified but when you can spend a vastly lower amount of resources and get a literally immortal frigate it feels far too powerful for the resource cost.
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: captinjoehenry on September 13, 2021, 10:22:23 PM
Also another more important issue is the ammo feed system you have added uses the same hotkey as the stop movement hotkey which is anoying
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: captinjoehenry on September 15, 2021, 01:49:52 AM
Getting a null CTD when I click on a ship that has a Plasma Flux Catalyst in the fleet screen to move it in my fleet
Code
124768 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at extrasystemreloaded.augments.impl.PlasmaFluxCatalyst.applyAugmentToShip(PlasmaFluxCatalyst.java:94)
at extrasystemreloaded.hullmods.ExtraSystemHM.applyEffectsAfterShipCreation(ExtraSystemHM.java:169)
at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.render(Unknown Source)
at com.fs.starfarer.coreui.OO0o.super(Unknown Source)
at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.coreui._.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.dosuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.V.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.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)
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: Hatter on September 16, 2021, 08:03:21 PM
Getting a null CTD when I click on a ship that has a Plasma Flux Catalyst in the fleet screen to move it in my fleet
Code
124768 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at extrasystemreloaded.augments.impl.PlasmaFluxCatalyst.applyAugmentToShip(PlasmaFluxCatalyst.java:94)
at extrasystemreloaded.hullmods.ExtraSystemHM.applyEffectsAfterShipCreation(ExtraSystemHM.java:169)
at com.fs.starfarer.loading.specs.intsuper.super(Unknown Source)
at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.render(Unknown Source)
at com.fs.starfarer.coreui.OO0o.super(Unknown Source)
at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.coreui._.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.dosuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.V.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.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)
Fixed in 0.8.4, check the latest version.
Title: Re: [0.95a] Extra System Reloaded v.0.7.5
Post by: Phenir on September 26, 2021, 02:51:28 PM
Spooled ammo feeders seems to be bugged on ships with modules. It shows the ready/activated/cooldown for one of the modules rather than the main part of the ship. I was using the Gown. The effect still works though, just the ui is incorrect.
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: Dhunt05 on February 08, 2022, 09:39:58 PM
im on a older patch because i forgot to update for my run but ran into a neat little bug my SS is too big for upload but heres a clip from my stream- https://clips.twitch.tv/RamshackleObliviousMarjoramYouDontSay-QYLgJa23EkfW-cGG
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: captinjoehenry on February 09, 2022, 04:52:35 PM
im on a older patch because i forgot to update for my run but ran into a neat little bug my SS is too big for upload but heres a clip from my stream- https://clips.twitch.tv/RamshackleObliviousMarjoramYouDontSay-QYLgJa23EkfW-cGG

Yeah sadly that happens when you have a fleet that's too big.  The UI doesn't handle having that many more ships than the base limit correctly.  But if you can click on a ship you can still use the keyboard to continue aka hit enter to modify the selected ship or esc or some such to leave the UI.
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: WOWOWO on February 09, 2022, 08:13:29 PM
Please update :P :P
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: dreksars on March 20, 2022, 10:42:27 PM
Can I have your authorization to translate this mod into Chinese language and upload it to China Starsector forum?
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: presidentmattdamon on March 21, 2022, 05:43:42 AM
Can I have your authorization to translate this mod into Chinese language and upload it to China Starsector forum?

yeah you can, might be difficult since i moved a lot of the strings to code. there's a more up-to-date version on the github master branch
i can put some time into it later today to move a lot of the strings to outside files that are more easily translatable
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: dreksars on March 22, 2022, 06:15:05 AM
Can I have your authorization to translate this mod into Chinese language and upload it to China Starsector forum?

yeah you can, might be difficult since i moved a lot of the strings to code. there's a more up-to-date version on the github master branch
i can put some time into it later today to move a lot of the strings to outside files that are more easily translatable

That would be very nice, cause I've tried to translate most java files outside "jar" folders, and only a very very small part of the translated text showed up in game, while others didn't work, and then I opened up "extrasystemcore" jar file, and I found out that there are exact same files/structures with almost the same original texts, so I was confused about which file really influence the texts showed in game. :-[
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: presidentmattdamon on March 22, 2022, 10:48:27 AM
you can change the source files directly if you wanted, but you'd have to recompile the entire project. i'll get an update out soon
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: Zr0Potential on March 23, 2022, 06:46:01 AM
you can change the source files directly if you wanted, but you'd have to recompile the entire project. i'll get an update out soon

Sorry for piggybacking but I've gotta ask, how do you recompile a jar file? Is there a guide or tutorial?

Love your mod btw, really adds a new depth to the game and another way to use credits and resources aside from paying upkeep
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: presidentmattdamon on March 23, 2022, 06:47:05 AM
you can change the source files directly if you wanted, but you'd have to recompile the entire project. i'll get an update out soon

Sorry for piggybacking but I've gotta ask, how do you recompile a jar file? Is there a guide or tutorial?

Love your mod btw, really adds a new depth to the game and another way to use credits and resources aside from paying upkeep

usually involves installing an IDE like IntelliJ, although technically you could probably get away with installing just gradle and using that to build it. gradle works with my project because i used a mod template that has it pre-configured.
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: presidentmattdamon on March 28, 2022, 05:52:17 AM
Can I have your authorization to translate this mod into Chinese language and upload it to China Starsector forum?

yeah you can, might be difficult since i moved a lot of the strings to code. there's a more up-to-date version on the github master branch
i can put some time into it later today to move a lot of the strings to outside files that are more easily translatable

That would be very nice, cause I've tried to translate most java files outside "jar" folders, and only a very very small part of the translated text showed up in game, while others didn't work, and then I opened up "extrasystemcore" jar file, and I found out that there are exact same files/structures with almost the same original texts, so I was confused about which file really influence the texts showed in game. :-[

hello, i've updated the mod to v1.0.0 with every string in the mod being translatable. https://github.com/Iridescens/ExtraSystemReloaded/releases/download/v1.0.0/ExtraSystemReloaded-master-v1.0.0.zip

firstly, you can't rename any of the top-level object strings (which are the ones like "ResourceName":{ with the brackets after) because it is used to help the mod find the string.
the second-level strings are the ones you can feel free to translate

an example:
Code
"longDescription": "*${augmentName}*: Increases vent speed by *${ventBonus}%%*. If venting is started while flux is *above ${speedThreshold}%%*, forward speed is increased by *${speedBonus}* while venting and for *${speedBonusTime} seconds* afterwards.",

this text is from the DriveFluxVent object. you can't change the "longDescription": part either, or any part with a colon after it, because it is used to let the mod find the string.
the part you can change is this:
Code
"*${augmentName}*: Increases vent speed by *${ventBonus}%%*. If venting is started while flux is *above ${speedThreshold}%%*, forward speed is increased by *${speedBonus}* while venting and for *${speedBonusTime} seconds* afterwards."
any part in ${...} is filled in by the mod with the appropriate text. for example, in english ${augmentName} would be filled in with Drive Flux Vent, and ${ventBonus} would be filled in with 50, which is the default value for the venting bonus offered by the Drive Flux Vent augment.
any part surrounded by asterisks (*) will be highlighted in the tooltip.

i've underlined all of the parts that you can change. note that you can actually move around the parts in ${..}s to modify the resulting string, but you should make sure that they still exist in the resulting string.
"*${augmentName}*: Increases vent speed by *${ventBonus}%%*. If venting is started while flux is *above ${speedThreshold}%%*, forward speed is increased by *${speedBonus}* while venting and for *${speedBonusTime} seconds* afterwards."
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: SoSD on April 14, 2022, 03:03:23 PM
I'm curious if it is possible to disable specific augments, either by changing some configuration or removing files (and not break everything).

Collecting a dozen Phasefield Engines when you aren't really using any phase ships in your fleet can be a little unfortunate.

Alternatively, some mechanism (NPC, bar event, or even a special industry) that would allow you to trade several unwanted augments for one you'd prefer might be a more constructive solution.

Thoughts?
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: Zr0Potential on April 15, 2022, 08:47:12 AM
Any chance you could tweak the Alpha Subcore discount for bombers OP to 3 or 4 please since bombers are usually more expensive than fighters?

I'd do it myself but I edited the .java and it doesn't work, couldn't figure out how to recompile it ig  ;D
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: Oni on April 15, 2022, 03:28:09 PM
Just posting a quick bug report in case you're unaware:

When you pick the Alpha Subcore upgrade without having an Alpha core in your inventory it gives you a Null error, but it doesn't freeze the game or CTD. You can click back and return to the list, or try to install the core that you do not actually have and it works regardless giving your ship the upgrade. It's probably not supposed to do that.

Now for a bit of personal opinion... an Alpha Core seems a bit much for just giving a small OP discount. Might want to try switching it to a Beta Core (those need more things to do) or you could make it possible to upgrade with any type of Core (Alpha/Beta/Gamma) and it has a different effect depending on which you use. Two possibilities that come to mind are the simple one of each greater grade of Core gives you a bigger OP discount, or all Cores give the same OP discount but the higher grade Cores (Alpha/Beta) also give ship bonuses as well (extra range/tracking/damage/etc).

Just my two cents.   :)
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: Zr0Potential on April 15, 2022, 06:29:45 PM
Just posting a quick bug report in case you're unaware:

When you pick the Alpha Subcore upgrade without having an Alpha core in your inventory it gives you a Null error, but it doesn't freeze the game or CTD. You can click back and return to the list, or try to install the core that you do not actually have and it works regardless giving your ship the upgrade. It's probably not supposed to do that.

Now for a bit of personal opinion... an Alpha Core seems a bit much for just giving a small OP discount. Might want to try switching it to a Beta Core (those need more things to do) or you could make it possible to upgrade with any type of Core (Alpha/Beta/Gamma) and it has a different effect depending on which you use. Two possibilities that come to mind are the simple one of each greater grade of Core gives you a bigger OP discount, or all Cores give the same OP discount but the higher grade Cores (Alpha/Beta) also give ship bonuses as well (extra range/tracking/damage/etc).

Just my two cents.   :)

Seconding this too yeah, might as well make use of those 200 Gamma & Beta Cores I have lying around  :D

Edit: forgot to mention confirmed the Null Error on Alpha Subcore but no CTD on my end too
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: presidentmattdamon on April 17, 2022, 07:53:28 AM
Just posting a quick bug report in case you're unaware:

When you pick the Alpha Subcore upgrade without having an Alpha core in your inventory it gives you a Null error, but it doesn't freeze the game or CTD. You can click back and return to the list, or try to install the core that you do not actually have and it works regardless giving your ship the upgrade. It's probably not supposed to do that.

Now for a bit of personal opinion... an Alpha Core seems a bit much for just giving a small OP discount. Might want to try switching it to a Beta Core (those need more things to do) or you could make it possible to upgrade with any type of Core (Alpha/Beta/Gamma) and it has a different effect depending on which you use. Two possibilities that come to mind are the simple one of each greater grade of Core gives you a bigger OP discount, or all Cores give the same OP discount but the higher grade Cores (Alpha/Beta) also give ship bonuses as well (extra range/tracking/damage/etc).

Just my two cents.   :)

will fix this for next patch (soon)
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: Yendorc on May 02, 2022, 03:16:36 PM
The Relic-upgrade-method if used in conjunction with IndEvo is slightly bugged.

It will state that it needs 1 or 2 relics to upgrade, but use up like 20 or so.
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: Omnicast on May 08, 2022, 01:12:46 PM
If you increase the amount of upgrades you can buy then upgrade Logistics this can really screw with the amount of crew required.

My ship is now at -260/-260 crew. My fleet is at 3381/-334 max crew. Four of my ships are "under crewed" on the fleet menu. If you mouse over those ships they are at -x/xx crew.

The quick fix in game is to just move a larger ship that requires more crew to balance it out.

My suggestion to fix and prevent this bug is to just slap a hard limit onto how much the crew reduction can reduce. So say the ship will always have a 10% skeleton crew. Max crew is 500 so the crew reduction upgrade can only reduce it to 50 and no more.

I would like to request the "Hangers" upgrade to add additional hanger bays every 10/20/X levels and an "Ordnance Point" upgrade for those that really want to make their ships op.

Edit: +1 to Alpha Core Augment causing problems. Installed the AC without the AC in inventory. Removing it seems wonky too.

Also thanks for the mod it's great fun.
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: Algoul on May 24, 2022, 11:04:43 AM
Mod in some conflict with newest Infernal Legion AI addition Tahlan mod. If add some improvements to Hel AI ship - they show all sights of low CR without signaling about. Perhaps some conflict with build-in hullmod.
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: Contrast on June 02, 2022, 12:59:22 PM
Hi! Wasn't entirely sure where to report this, but it seems that upgrading Systems doesn't correctly update the Extra System Upgrades hullmod for system cooldown speed. Changing the config inside upgrade.json doesn't help either, it just remains at a 0% buff visually, but mechanically it works fine with or without config changes. Not at all a fix that needs priority, but it is a bit confusing for the end user.
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: TescoBag on June 12, 2022, 07:47:58 AM
How do we change if the AI uses upgrades? Can't find it in the settings anywhere.
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: AsheMox on January 07, 2023, 04:23:11 PM
Hello! Very dumb question but what exactly does upgrading quality do? If I take a ship to Domain quality it doesn't seem to have any effect. I looked over the description but just cant seem to understand.
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: epsilonflash on January 09, 2023, 06:58:30 AM
It should improve a fair amount of upgrade multipliers. Some multipliers aren't affected by quality, though
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: TechSupportScammer on February 03, 2023, 09:40:57 PM
is it possible that compatibility with exotica technologies will be made a reality in the (near) future ?
cos i tried and it just crashes on startup loading...
the discord troubleshooters also said it's incompatible after showing them my log file.


Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: Harpuea on February 04, 2023, 12:06:55 AM
I installed Exotica Technologies and never really used it cause it causes negative stats as side grades. Extra System is better for me since it potentially give my starting ship staying power by straight upgrading it. Highly recommended this mod cause it is simple and straightforward.
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: Zr0Potential on February 05, 2023, 06:07:57 AM
I installed Exotica Technologies and never really used it cause it causes negative stats as side grades. Extra System is better for me since it potentially give my starting ship staying power by straight upgrading it. Highly recommended this mod cause it is simple and straightforward.

I can relate so much to this, so true ;D

Too bad this mod is now defunct, hope it'll still work on the next update  :'(
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: SoulEater on June 24, 2023, 01:28:35 PM
0.96a update when?
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: G4R5vb3H on June 29, 2023, 04:59:41 AM
0.96a update when?

As of right now, by all indications it functions properly by simply changing the version file for 0.96.
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: pappyodaniel on December 27, 2023, 02:29:52 AM
Sorry to necro this thread, but wanted to confirm that this works for me in 0.96 with no problems.
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: vaarelsauce on December 28, 2023, 05:07:27 PM
Unfortunately, crashes on launch. Most likely due to a mod incompatibility.
I still recommend Exotica Tech mod though, does a similar job as this mod (external ship upgrades, albeit not exactly the same).
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: pappyodaniel on December 29, 2023, 03:49:15 AM
Ah bummer. I've been working on a personal edit of this with some expanded content, but not sure how to go about getting permission to upload it.
Title: Re: [0.95a] Extra System Reloaded v.0.8.8
Post by: Pizzarugi on February 11, 2024, 11:15:50 PM
For anyone curious, my fiance plays with this mod and it still works in 0.97.

I would love if it was updated, though.