...\Starsector\mods\YRXP\data\config\
"yrxp_EnableVFX":false,
(https://i.ibb.co/4PKzZnH/sample-ae-600-lilyring.gif) | (https://files.catbox.moe/9md9o2.gif) | (https://files.catbox.moe/7myzuj.gif) |
(https://i.ibb.co/4PKzZnH/sample-ae-600-lilyring.gif) | (https://i.ibb.co/mD43XRK/sample-ae504-sparklers.gif) | (https://i.ibb.co/d67tv00/sample-ae907-artillery.gif) |
(https://i.ibb.co/7kQnNYZ/sample-iw700-fighters-lrbm.gif) | (https://i.ibb.co/2qnYCWW/sample-massdriver.gif) | (https://i.ibb.co/QY4ywbW/sample-strike-fighter.gif) |
(https://i.ibb.co/4d9LcyY/sample-ichirin.gif) | (https://files.catbox.moe/ddu68e.gif) | (https://files.catbox.moe/kwov9m.gif) |
(https://files.catbox.moe/uyz7f2.gif) | (https://files.catbox.moe/7myzuj.gif) | (https://files.catbox.moe/9md9o2.gif) |
- Find a way to stop mounting a makeshift shield generator onto these ships.Why not just make them pink instead? :P
Why not just make them pink instead? :PIt's actually a design decision. I wanted this line of ships to be that little bit unique by giving them alternative survival options, some of which are already in like
I can see the balance argument. But lore-wise why would that stop you, the player, from going "I have all these ships with shields, I wonder if I can strap one to this?" :PThanks for the suggestion! I'll try it out.
I know you can't put shields, even makeshift, on phase ships, maybe make them phase ships but not phase?
NerfThat sucks a bit, but ok
eagle with armor modulesKinda cool concept, i admit
rocket with flaresInteresting, i can see it in a support role
yeet rocketI'll take 20
The aegis crashes my game when it spawns and gives me this error...Hey, thanks for the bug report!
With 0.021 the game crashes at startup. This is the error...Sorry! A bit scatterbrained right now. Here's the real fix: DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_0021.zip)
The one thing I would ask for is a few reskins for the ships, maybe in red or purple. Other than that, really good.I'm mulling about alternate skins too! I swear I saw some sort of 'skins' folder in some of the hull folders in some mods so it might be possible, but I haven't gotten around to having a proper stab. But since you request it, I'll make sure the first one I make is either red or purple!
IW-299 Scarlet Sky by HELMUT (recolored) (https://i.ibb.co/hLzKHrV/yrxp-fighter-frigate.png) | AE-528 Fruit Basket by Axlemc131 & Medikohl (recolored) (https://i.ibb.co/R75GHwW/yrxp-gunboat.png) |
(https://i.ibb.co/QY4ywbW/sample-strike-fighter.gif) It's a heavy fighter you can pilot! It features a new shipsystem that allows it to evade stuff like you see in your animes! | (https://i.ibb.co/fYMsXnF/sample-ichirin-gunboat.gif) (https://ibb.co/6RYky1w) It comes with a basket-shaped shield in front and is a frigaze sized vessel with a MEDIUM ballistic slot. |
(https://i.ibb.co/8MjnhfJ/yrxp-gunmissile-turret-00.png) The ultimate in Yuri CIWS technology is neither a gun nor a missile, but BOTH! |
(https://i.ibb.co/4d9LcyY/sample-ichirin.gif) Never fear fighter swarms again... ...if you have MEDIUM ballistic slot |
(https://i.ibb.co/PjQkpB9/yrxp-large-missile-vls-turret.png) When Sparklers aren't cutting it anymore... |
I'm really enjoying this mod! Thank you!Glad to hear! Thank you very much!
195837 [Thread-9] ERROR com.fs.graphics.o0oO - Error loading [graphics/portraits/gfl_f00.png]
Code195837 [Thread-9] ERROR com.fs.graphics.o0oO - Error loading [graphics/portraits/gfl_f00.png]
seems like the YRXP\data\world\factions\yrxp.faction
has definitions using non-existant portraits
yep, it's from `"Girls Frontline Portrait Pack"` which i don't use anymore ...
as there are issues with too many portraits packs ...
(and i guess it's now in the first post)
oh, don't worry i will edit the faction file myself to just remove the portraits , that's easy for meI don't think that will really fix the error if I will still reference the rest of the missing pictures from a different mod... (I really like those portraits from Girls Frontline!)
what i would suggest for you is add some small amount of default portraits directly as part of your own mod
you can e.g. use some from this pack https://fractalsoftworks.com/forum/index.php?topic=17066.0
as long as you credit the author and link to the original thread
Just dropping by to say, great mod. 10/10 would rocket punch Astrals into a death spiral again.Ha! ;D
@creature what i mean you can use (some of) those portrait pictures directly, aka as part of your mod files (the pack author allowed it)Ah, that makes sense! I'll give it a try.
so saving you from the trouble of dependency on another pack (as bonus the visual theme fits way better for Starsector)
oh i think you misunderstood, i was talking about the pack i linkedAh, don't worry, I understood what you meant - but I really want those Girls Frontline portraits, so I asked for permission to integrate them! For the time being, Haze's mod will remain a dependency.
Interesting Portraits Pack
it has like 375 portraits in it (so i'm sure you may like some of those to use)
Firstly, the capital ship was remodelled - its artillery platforms have been separated into their own modules with their own (imported) shield generators!From my own playtesting with similar ships, you better hope you've got enough point defence on those modules too, as they don't actually stop explosions from missiles and the likes.
I'm enjoying the mod but I do have some things about it that 'feel' like they're not as intended...Thank you very much for the detailed feedback, I'll go through them one by one below.
Them having just one planet is intentional, however, upon my own testing, it seems that making them also start as a size 4 market might be severely limiting the types of ships available at their marketplace (is that how it works? I'm not really sure), so I'm currently looking at having them start at a larger size or whatever is needed (maybe add a secondary faction that adds an advanced market like you see in other mods?)The home system has everything on the one and only world, the pathers are triggered from the start. I don't have a problem with it, just mentioning it as feeling odd when compared to the other faction starts (I've not tried them all, It may be more common than I think).Was more common than I thought, never mind. :)
The IW-365 ship (as bought from the open market on the starting world) lacks the Minimal Armor Package included with the large carrier group start. I'm suggesting adding a blueprint at the start that includes what you wish it to include for the player to start off with. (P.A.C.K. starts the player with a blueprint for its ships 24,000 value - don't know what all it includes). Something to consider so a player can make bought ships from the station have the same load outs.I do plan to give the basic blueprint to a player that starts with Caparice Trade Co! I'll probably get it done on the next update. About the armor package, it's a separate mod from the IW-365 Carrier and, while the variant you start with does come with it, it isn't a necessary "flavor" mod, since the base IW-365 already comes with paper-thin armor. Adding minimal armor package on top of that just puts the armor at 'non-existent' territory, which is fine!
Again on the IW-365 ship (but this may not be specific to the ship and more specific to the fighter I chose to pair it with). I bought IW-201 Bomber's for this ship. First combat, before the enemy has had a chance to reach my back line and kill this ship, the ship is destroyed. I restarted to see why and paid close attention. The missiles sent out by the IW-201 KILLED the mother ship (IW-365) they were launched from. Friendly fire? This feels more like a bug than intended behavior.Ah! Yes, unfortunately, this must be friendly fire... To help me find the culprit easier, can you tell me the weapon used by your IW-201 bomber? There may be around 4 or 5 variants of the same bomber with different loadouts, you see!
Thanks for the mod, enjoying it! :)Glad to know! Thank you very much!
From my own playtesting with similar ships, you better hope you've got enough point defence on those modules too, as they don't actually stop explosions from missiles and the likes.Absolutely true! And don't forget, you also have PD missiles. Don't skimp out!
Ah! Yes, unfortunately, this must be friendly fire... To help me find the culprit easier, can you tell me the weapon used by your IW-201 bomber? There may be around 4 or 5 variants of the same bomber with different loadouts, you see!
I deleted that save, I was happily testing stuff out and seeing what did what...Ah, those must be the cluster bombs! Thank you for pointing those details out! It seems they're still launching the bombs from behind the ship... How strange. I'll try to get them to work properly by the next update!
Is there any way to remove the Girls Frontline dependency? It REALLY doesn't fit with the game, even considering the pink ships.Yes. Just replace the portraits in Girls Frontline with whichever you want.
I tried but it kept telling me it couldn't find the portrait resource. I put a single portrait from Interesting Portraits, making sure the name was the same, and it kept crashing.Is there any way to remove the Girls Frontline dependency? It REALLY doesn't fit with the game, even considering the pink ships.Yes. Just replace the portraits in Girls Frontline with whichever you want.
This mod looks great! I love the missiles that look like blossom petals swirling around. Definitely going to restart my campaign and give this a try when I get home from work.Glad you enjoyed it! Ah, but if you're looking to start a new campaign with YRXP, you might want to wait a bit - a new update is coming very soon (today in fact)! It won't break your save if you choose to start it now, but among the new stuff is giving the player the base YRXP blueprint on game start, and you'll miss out on it if you're already mid campaign (unless you want to use console commands I guess)
Some quick feedback/maybe bugs. On autofire, most of the missile weapons go down to 2 or so shots life in the clip and then only fire after a reload. This is most noticeable in the weapons that fire single missiles such as the Steel Grape and Shooting Star. I am running expanded missile racks, if that has an effect. Also, when I try to load an autofit with Shooting Stars, they are usually replaced with capacitors and vents instead. I have them in my storage/inventory, so they should be installed when the autofit is loaded.Thank you for the feedback!
Release 0.02Major Understatement ... Clap Clap ... Underrated
The Great Leap ForwardMajor Update 1.01
(https://i.ibb.co/xDcf5pj/sapper-ship-sample.gif) | (https://files.catbox.moe/ddu68e.gif) |
Also, I am getting the version checker notification to update, so that works fine.That's great to know, thanks!
Autofit is just for loading a template to quickly outfit your ships, just saves time. Game is supposed to load whatever you have saved for the template and make no adjustments of its own unless you don’t have the required amount or weapons, but its no big deal, couple extra clicks never killed anyone.Huh, is that so? I might take a look then... I might have left some obsolete variants lying around that use too much OP after I adjusted their base ships. Thanks for clearing that up!
On another note, the ‘tails’ on the Shine Ray that hold the drones look kinda out of place, maybe just add a hangar bay? Completely subjective opinion here, do what you think is best. The Shine Ray's model is also kind of on the small side for a battleship, especially considering that its pretty tanky with regards to hull and armor.It's carrying the drones on tethers because they are, lore-wise, too large to carry otherwise (also why they don't respawn - no autofactory to remake them; ingame that's a 999 second replacement time). It's also a general theme of the YRXP to have generally smaller ships than most, with less hull and more armor/speed to compensate for terrible/lack of shields.
Hi creature,Thank you very much! It makes me glad to hear people enjoy playing what I enjoyed making!
I'm loving your mod. The super ship missile destroyer is one of the fastest-paced, bullet-helliest ships I've seen anyone make in Starsector to date. Good job! It's a great contribution to Starsector and the modiverse as a whole.
1: All of your destroyers... add Civilian Hull instead.Ahh, this is certainly something I forgot! Actually, some super-secret backstage lore: a bunch of those destroyers were cruisers when I first entered their ship_data entries! But when I later compared their sizes with vanilla ships (too late), I decided to set them to destroyers. It looks like I neglected to change max burn when I made the transition. The rest of the newer destroyers then got the same burn since I copied their base stats from the old destroyers :P
2: Most of your ships have extremely high Peak Performance Time... and players will know it's a faction perk.Comment taken! I did slightly reduce some ships' Peak Time when I added integration for Commissioned Crews. I did keep them above vanilla levels to keep the theme even for players who do not have the mod. However, I like your suggestion to sequester those bonuses to the faction-wide hullmod so it becomes more visible, and I think I'll do just that for the next update!
3: Your battlecruiser has the CARRIER tag in... against their own targets.Thank you so much for pointing me to this tag! I did not even know this existed and I long noticed that rather annoying behavior of fighters to swarm around friendly ships instead of attacking - I just accepted it as a bad habit of the AI... Rest assured this goes straight into the next update/patch (already slapped them in the moment I read your post, in fact)!
4: I see you wrote that you have a custom ship you'd like to someday have as a special bounty or mission reward! That's awesome.I'll look into it! For the longest time, I avoided using Vayra's Sector because I somehow came away with the impression that it might not be compatible with Nexerelin at the time I read its OP (quite some time ago)... But looking at it again, it seems to be compatible after all! I'll definitely give it a try, but I'll need to get myself familiar with the mod itself first. For the moment, the new 'boss' ship added in the last update is slated to come to the campaign via an in-mod questline! I'm doing my best to get that to work!
Have you considered integrating it with 'Vayra's Sector' as a High-Value Bounty?
Vayra has made an example mini-mod to show how to set up High Value Bounties- it's pretty simple! Just set up the data right and players running your mod together with Vayra's Sector will see your bounty pop up when the conditions you set (minimum game date, player fleet size, etc.) are met.
Here's a link to Vayra's mini-mod with an example High Value Bounty.
http://fractalsoftworks.com/forum/index.php?topic=16347.msg259773#msg259773
I hope some of this feedback is useful to you! Take what sounds good to you, and drop the rest- you're the mod author, and this is your creative work. Thank you for sharing it!It was extremely helpful! Thank you very much! ;D
-solar
This is definitely a larger undertaking, but in the future, maybe consider adding distinguishing features to the fighters and missiles because the names are kind of daunting to keep track of at first glance.
@Override
public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
if (!Factions.HEGEMONY.equals(Misc.getCommissionFactionId())) {
ship.getVariant().removeMod("CHM_hegemony");
}
if (ship.getVariant().hasHullMod("CHM_commission")) {
ship.getVariant().removeMod("CHM_commission");
}
}
... remove the Commissioned Crews hullmod afterwards.when installing it and also the issue that you don't lose the hull-mod when you resign your commission.
Hi, Commissioned Crews author. I love your creative bonus but there seems to be some inconsistency here. It seems you are missing a similar code in your hull-mod that is essential in all of Commissioned Crews hull-mod. Here is a formatThank you very much for reaching out! I was so excited about creating the hullmod that I didn't realize there was some necessary code to put in place! This is certainly getting fixed in the coming patch.
Code@Override
public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
if (!Factions.HEGEMONY.equals(Misc.getCommissionFactionId())) {
ship.getVariant().removeMod("CHM_hegemony");
}
if (ship.getVariant().hasHullMod("CHM_commission")) {
ship.getVariant().removeMod("CHM_commission");
}
}
In your mod, if something similar to this was added, it would resolve the issue of having toQuote... remove the Commissioned Crews hullmod afterwards.when installing it and also the issue that you don't lose the hull-mod when you resign your commission.
This is a case where I'd honestly suggest turning it into a hullmod. Something like:No no no: Stick it on a fighter (and make it effect other ships)!
Engineering Bay -
OP cost 8/15/20/30
Increases crew requirements by 5/15/30/60
Repairs the currently most damaged armor cell on the ship by 2/4/6/8 per second, and cells around that one by 1/2/3/4 per second.
That way all of your ships could make good use of it, without consideration for ballistic weapon slots and their locations.
Something I was playing around with that might interest you was the idea of having armour (and maybe hull) regeneration as a defensive system (read: in place of a shield or phase system, not as an actual "this will defend me" thing), although I haven't looked into if it's possible AI-wise.Hmm, I haven't looked in that section of the code yet. And I don't have an inkling yet as to what might be a cool idea for it. I'll keep it in mind though!
I like it, tried the missions, it was pretty chaotic.I'm glad you liked it!
Nice update! The fixes, improvements, and tuning all sounds great.Ah, thanks for pointing that out! I just knew I'd miss something. I can put out another quick patch shortly for that.
One quick note on things I saw in a new campaign today:
1: Scorched Lily still has a burn speed of 8
2: Scorched Lily's default loadout uses 162 OP, but it has a maximum OP of 150 now. (it's 12 over budget).
Minimal Armor Package: It's still amazing, but far less gamebreaking on cruisers and capital ships now. Giving large ships destroyer-level mobility was way too good.Great! The original idea behind it was that the speed would be equally distributed to all classes since 50% of all armor is a scaling parameter with size. But then I also considered that capital ships aren't mostly made of armor (maybe except for the Onslaught), so perhaps the bonus isn't that justified, and that Frigates shouldn't t be able to benefit that much either since they don't normally have that much armor anyway. So it turned out as a strange graph that peaks at destroyer level and goes back down with cruisers and finally capitals.
Commandeered Amenities: I like this one a lot. The -10% CR penalty hurts (as that takes away a 5% bonus to effectiveness from very high CR), so the penalties are always going to be meaningful- which is exactly what you need when you add a hullmod to add extra OP. I expect I'll find myself using this one a lot to squeeze in just one more hullmod or one more gun that makes or breaks a ship build... but at the same time, I'm probably giving up more from losing the speed, weapon damage, and shield efficiency bonuses from high CR. Good! If players have to think about using a hullmod, then you've probably got the balance in the right ballpark.Thanks! The spa was mostly because I felt all existing hullmods revolved around military use. Crews and officers have wants to! Also something for other factions to try out! The Yuri are still out there trading with them, after all!
Spa: Love the flavor on this one. I'm not going to use it with Yuri crew... but if I wasn't using commissioned crews, I very well might.
Weapons:Hmm... it can work, and it'll probably be more reliable. But it's less quirky! If it happens, I might make it a tad more expensive/give it a few more maluses though, since it's missing the critical limiter in that it can cover all your ship by itself; possibly making the weapon versions redundant.
Engineering Bay: OK, I found this one pretty awkward. I absolutely adore the idea of it, and the effect of repairing the local area on the armor grid.
However, it's very difficult to use on many Yuri ships, due to a lack of ballistic slots, and a lack of slots distributed around the ship hulls.
Which is to say, in many cases, the player can only get the repair in specific spots.
It's more usable on many vanilla ships than it is on Yuri ships. (Which can also stack/overlap some armor regen in locations with lots of small ballistic slots)
This is a case where I'd honestly suggest turning it into a hullmod. Something like:
Engineering Bay -
OP cost 8/15/20/30
Increases crew requirements by 5/15/30/60
Repairs the currently most damaged armor cell on the ship by 2/4/6/8 per second, and cells around that one by 1/2/3/4 per second.
That way all of your ships could make good use of it, without consideration for ballistic weapon slots and their locations.
No no no: Stick it on a fighter (and make it effect other ships)!This is a bit more complicated since I think the SUPPORT tag AI has more to do where the enemy is rather than which ship needs repair (and why would it since there's no such function in vanilla). Maybe I'll revisit it once I've dabbled a bit more into fighter AI.
I've been playing with your mod for the last week, and I must say these are some of the most fun ships I've had the pleasure of using in Starsector.First of all, I just want to remind that, if your last save was made on at least v1.01, you don have to make a new save. No crashing! Though you might need to adjust your fleets and loadouts, especially OP-wise, as soon as you load in. I do admit there are a handful things that can't be resolved without a new save - one off the top of my head being the change of Caparice starting out at Size 6 for a larger marketplace, but they are quite minor.
As much as I personally don't like to see nerfs, I think the decision to bring the sustained fire of the missile launchers a bit more into line with higher max but slower regenerating ammunition was a good decision. I was finding that I could out attrition just about any enemy that didn't have superior numbers to surround me or longer range weapons (typically beams). The new tweaks will make keeping expanded missile racks pretty much a necessity, but that's probably a good thing as lots of missiles is sort of their thing. Plus more missiles are fun.
Seems like the Scorched Lily was brought back down to Earth, so to speak. Almost doubled the flux per shot on the main gun and nearly tripled the refire time. I guess it was pretty bananas before, and it's still a really good ship. Sad to see though as the fireworks cannon was so damn fun.
Starting over now with the new changes to see how they perform. I'm enjoying the mod, there are some truly unique ships in the roster. You're doing great work and I sincerely appreciate the effort you're putting in here.
Please, I'm praying for a medium kinetic missile to replace my Steel Grapes, although they totally deserved a nerf.Oh, about the Steel Grape - they aren't actual kinetic missiles. Sure, the main warhead does the listed kinetic damage -if it, itself, hits-, but the submunitions are all Fragmentation. I should probably make a note about that... I heard you about medium kinetic missiles, though! Or, perhaps, rockets?
Yeah, the Steel Grape weapon card list them as fragmentation, I remember it was kinetic previously, could be wrong. The lore reason for lack of kinetic missiles does make sense now that you mention. Excited to see what else is in store tho!Ah, thanks for pointing that out! It's yet another thing I missed! But given it's so minor, I could just push to along with the next update.
Also, the Onsoku Battle Cannon specifically does kinetic damage, but is listed as anti-armor. Don't know about anything else, but probably worth a look over.
(https://i.ibb.co/MsLJjyW/mimi-censored.png) | (https://i.ibb.co/0KbkgNJ/yrxp-mivit-sample-180.png) | Information: Pocket Battlecruiser - class ship Heavily Armed Does not appear until at least Cycle 209 (see special mission for lore - dates revised) |
Oh boy, looking to Touhou up in here. I like how the ships have to be built more specialized now, my Angel Wings can either be pure bomber, or fighters + missile saturation, instead of everything at once lmao.Touhou is great, isn't it? Certainly my inspiration for a bunch of the weapons here!
"yrxp_aegis_cruiser_2":10,,
"yrxp_signal_ship_std":8
Starsector crashed and pointed to an error in yrxp.faction:Ahh! I'm really sorry, I screwed up with the hotfix. Please download this patch instead:Code"yrxp_aegis_cruiser_2":10,,
"yrxp_signal_ship_std":8
I'm so going to hell for thisHa!
So, when can we expect the Neos Engineering Enforcer TroopS and the West End Armor Building Ordnance OperativeS subfactions?
So I guess the Seraph Wing is supposed to be more direct combat based with the extra missile slots, while the Angel Wing is straight airspace superiority with relatively minimal weapons? I do tend to pack it with 6 bombers lmao.Uhh, I guess you could say that? But well, the Seraph Wing was intended to be a straight upgrade with some compromises!
There's a bug with the mod's trade commodities. I bought some pop singles and xenofashion off Caparice station, went to a Tri-Tachyon station, sold them for 240, then immediately bought them back for 90, and then sold it again for 240 - this cycle can be repeated endlessly, giving you money each time, without even leaving the station.Thank you very much for reporting this bug! That's quite strange since it seems to work okay when I was trading 1 piece at a time, but when I moved entire stacks, I replicated this issue! I'm still not sure why, but it seems to be related to my setting the items' base value and export value (when, looking at the mod HMI, it seems their luxury commodities were set without). So I applied the relevant fix (hopefully!) in this patch below. It's just the relevant fix, so please copy and paste it inside your YRXP folder - there is far too many half-finished stuff in my copy that I can't easily upload a full folder anymore!
I've noticed a small issue. When I talk to the commodities trader about requests and stuff, even if I don't ask to know more details, I still get the mission but as a result have no idea what I need to obtain/do. Actually, I also don't get an entry in the intel screen, so I can't even look up the details.Ah, please don't mind that. I got burnt out after making so little progress on them that I pushed back my plans for a faction quest and added 'her' to Vayra's Sector High Value Bounty list instead... For the moment, I removed the intel related to the quest so it doesn't "corrupt" player saves for the time I finally make sense of quest-making for Starsector.
Thank you very much for reporting this bug! That's quite strange since it seems to work okay when I was trading 1 piece at a time, but when I moved entire stacks, I replicated this issue! I'm still not sure why, but it seems to be related to my setting the items' base value and export value (when, looking at the mod HMI, it seems their luxury commodities were set without). So I applied the relevant fix (hopefully!) in this patch below. It's just the relevant fix, so please copy and paste it inside your YRXP folder - there is far too many half-finished stuff in my copy that I can't easily upload a full folder anymore!Unfortunately, the issue hasn't been solver. I'm still able to trade the same goods over and over again after applying the fix.
Unfortunately, the issue hasn't been solver. I'm still able to trade the same goods over and over again after applying the fix.Hmm... I think I'll have to ask for some help on this one. I might be missing something. Please sit tight for now!
I've also noticed that pop singles and xenofashion do not appear in market share window at all - could it be related?
I've set up shop near Kassadar, but I regularly make runs from Caprice to spread the CULTURE.Haha! I'm surprised a single world faction could do that. Surely you didn't have anything to do with it, right? ;D
...and now CTC has taken over Hiigara. I don't know how I feel about this.
The sound on the Dreamlands could probably be toned down a good amount. They now have a firecracker effect that is also quite strong.Thanks for the feedback! I'll adjust the sounds down for the next version, but if they're making it hard for you, you can go into config/sounds.json and search for "yrxp_dreamland_explosion". There should be a volume setting there for that sfx that you can pull down without waiting for the next update!
Problem: The Seraph Wing will do its flip ability every time a battle starts. I think it triggers the ability just on cooldown.Hmm, you're right. Thanks for pointing this out! I'll set it to a different AI on the next version.
The audio on the homing laser (both small and medium) is very jarring- it's both far louder than other weapon sounds, and seems very out of place. When you have multiple firing, from multiple ships all the time, all you can hear is a horrific cacophony of PING PING PING PING PING...Thank you very much! I'm glad to hear the balance runs are working out! This coming patch will have more of that - in fact possibly one that will finally fix my #1 balance to do list, thanks to the discovery of some neat API tricks! Also, I heard you, and I've set it about 1/4 of the old volume for the next patch. Hopefully it'll be easier to the ear!
I thought it was some kind of unintentional placeholder left in, because it sounded like an error message more than anything else.
I love the weapon, but I'd suggest taking another pass at the sound, or just subbing in the pulse laser sound.
Aside from that gripe, I love everything you're doing. The balance passes on the ships, weapons, and hullmods have brought everything into a much better place.
...\Starsector\mods\YRXP\data\config\
"yrxp_EnableVFX":false,
(https://i.ibb.co/CQ7qhCx/yrxp-aegis-cruiser-raven-custom.png) (Custom) | (https://i.ibb.co/477nm5S/yrxp-aegis-cruiser-raven.png) (Export) |
(https://i.ibb.co/Hd6XgZ2/yrxp-aegis-cruiser-2.png) (bare) | (https://i.ibb.co/NKLyGck/shawl-fa.jpg) (full mount) |
(https://i.ibb.co/2kyTmFp/yrxp-aegis-cruiser-3-sample.png) (bare, with armor panels) | (https://i.ibb.co/L5DrWmW/cloak-moda.jpg) (mod.A - with frontal shield module) | (https://i.ibb.co/pZ2NFx3/cloak-modb.jpg) (mod.B - with prow autocannon) |
(https://i.ibb.co/Q6c51r5/lotus-b.jpg) [Strike Destroyer] Bloody Heart | (https://i.ibb.co/C1bJKxS/lotus-r.jpg) [Siege Destroyer] Red Star |
And last of the new ships are two dedicated anti-capital weapons based on the AE-641:I swear, there must be a typo! I checked and rechecked and i'm sure you only posted one!
Will the update break saves? Need to know if I should preserve my current sector seed.It won't! As promised, no breaking saves until Starsector itself updates! And if it does, it's a bug and I'll try to fix it!
Edit: Seeing as I need to add some other mods, starting new save anyway
Thank you very much!QuoteAnd last of the new ships are two dedicated anti-capital weapons based on the AE-641:I swear, there must be a typo! I checked and rechecked and i'm sure you only posted one!
(I get exactly 0 originality points for this)
Still, great work!
- I tried to replicate the buy/sell price bug for the Yuri luxuries and, I'm not quite sure, but it might be tied to the save that you were using when you updated to 1.5.1? Because I made a new save to try out the bug and I think it's gone now. I don't mean to make you do over into a new save, but that's just my best guess right now...I'm making a new save anyway, so will see if the problem persists. :)
I'm making a new save anyway, so will see if the problem persists. :)Fingers crossed! Enjoy your playthrough!
Also, great work on the update! Can't wait to try out the new goodies!
For some reason, my planets have the Mob-Run Business stability malus even thought I haven't built it.Hmm... I tried replicating it; booted up a new save, cheated some money for crews, supplies and machinery then colonized the nearest planet, but I found my colony was not suffering the stability malus from Mob-Run Business. Can you tell me more when and how you got the stability malus? Was it from an existing save, etc?
Then it's probably because I'm applying a new version to an existing save.
More seriously: the game crashes with a null pointer exception related to
data.scripts.hullmods.yrxp_commission_safety.applyEffectsAfterShipCreation(yrxp_commission_safety.java:63)
if I view any place where the commission hullmod may be seen (ship market, ship storage, autofit) after resigning my Caprice commission...
This occurs unless I manually remove the Flowers of the Snowfield hullmod from everything (including all the ships that are in storage, or the crash will occur when I view the storage) before resigning.
[I wish there would be a way to get commissioned crews while in an alliance with a faction, instead of just being commissioned by it, but I'll have to take it up with the Commissioned Crews developer]minor nitpickthe "Scarlet Ice" modifer name has a line break after "Ice".[close]
I'm in love with the Aether Shawl... but here's a bug for you:Thanks for reporting these! I'll check out why the CC hullmod is behaving this way and I'll release a patch as soon as I can!
The Aether Shawl's speed bonus doesn't work if you have the Commissioned Crews hullmod (Flowers of the Snowfield) installed.
The animation of the wings going back and turning into engines still happens, but the buff is never added. If I remove the commissioned crew hullmod, then it starts working again.
Thanks for the quick fixes! Unfortunately... I've got yet another Aether Shawl bug for you.Oh, I didn't expect that! I suppose I should have those weapons built-in. There's actually a technical reason why I set them to be uneditable - the modules overlap with the upper side missile mounts on the main body, making them uneditable!
If the player uses Strip in the refit screen, it removes the equipment on the wing modules.
Since the player can't select them to refit manually, it is impossible to arm them again. Ouch.
Edit to add:
Some of the ones I've produced via Heavy Industry have came with empty mounts on the wing modules, which I can't fix.
Maybe the modules should just be editable, like the ones on the Shine Ray are.
I have an idea, if this is possible to code in:I've actually rolled around some of those ideas in my head before, but they're currently not my focus. One day, maybe!
-Have the "Scarlet Ice" modifier be positive to hazard rating, if Caparice is held by the CTCo
-Have it be changed to a negative modifier with the same name if the planet is invaded by someone else and taken
-Have a planet invaded by the CTCo change in type to a Scarlet Ice World, with the positive modifier
As it is right now, Caparice doesn't have a pop growth :/ but this is sort of important with Nexerelin, as NPC planets grow too.
How do the gundams interact with the hullmod? Does it enable them to be replaced or something?
1st Mechanized Division "Lazy Lilies" | 2nd Mechanized Division "Sweety Candy" | |||||||||
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Love the surprise update. At first glance, the AT Platoon is anti-ship/armor, Snipers are long-range kinetic, and INF are interceptors?Right on two counts! INF are actually set as fighters so they move alongside the AT, and their MGs do some small kinetic damage. There probably won't be any interceptors in this line, maybe just some new infantry with stingers as anti-fighters or something. That's more of a fighter thing, in my opinion.
(quick suggestion: the Mythril Cloak kind of underperforms if equipped with guns due to low gun uptime; how about an "accelerated ammo feeder" effect for when the armor is open?)I'll observe it for a bit more for now. Unlike the burst missiles, guns can actually get more than 1 cycle out before the armor closes; moreso for the automatic weapons. An increase in ROF on top of that (which will, by the way, have to affect all ballistic weapons on the ship, if I recall the api correctly) might be a bit much on what is intended to be a 'tanking' ship.
Hello! I've been enjoying the mod so far, but I've noticed some things while messing around with the new Mechs.Thank you very much for the detailed feedback! I will go through them one by one below.
First, is that the Mechanized Infantry Bay hullmod is a little vague in its description. It says it greatly increases the size of all Mech Infantry and Mech Support squads, but could we get any specific numbers like how much they're increased by, just to be more clear?The numbers are specific to the wing. For example, the INF goes from 2 -> 5, AT 1 -> 3 and Sniper 1 -> 2. I'm also unsure about writing all these down on the tooltip because am planning to add a bunch more and that might make the tooltip a bit too big eventually. Thus, I supposed a general description of what it does sufficed. I suppose the question in my head now is, and not just for you, but also for other users - 'would you prefer a long block of text outlining the numbers, or can we go with the general descriptor?'
I've noticed that the extra mechs from the hullmod doesn't lower replacement rate when they get destroyed and need to be replaced, is that intentional? It only lowers once the extra mechs are destroyed and you start losing ones in the original sized wing. You'll see me demonstrate what I mean in the video I'll link below.Hmm... this seems to be a side-effect of using the effects of the Reserve Deployment shipsystem script to make the hullmod work... Unfortunately, I have no other idea how to limit the usage of the wings apart from this, at least until the next SS release comes around. Maybe I could just add a supplemental malus to the hullmod, to balance the effects of this bug.
I ran into a bug where a carrier with Mechanized Infantry Bay doesn't actually run out of replacement rate when they hit 0% CR. I tested a Condor with one of the Mechs and a Talon wing at 0 CR, and both continued to respawn from the hangar at 0 CR. Once I killed off an entire wing, it disappears from the carrier HUD but continued to respawn.Thanks for pointing this out! I didn't know the extra fighters thing persists past 0 CR. I've now applied a fix for this in my version!
And finally, I know it was mentioned that Yuri fighters now retreat once their armor is punctured and fighter missiles now no longer reload, but Valkyries now act more like bombers, they'll release all their missiles and then immediately return to the carrier instead of engaging targets until their armor is gone. They feel more like bombers now instead of normal fighters. Maybe adjust their role to a bomber or let them engage targets/fighters a little bit longer before they retreat.I've actually noticed this behavior a few times too, but I think it has more to do with the fact that the fighters were given limited ammo. Iirc, all vanilla FIGHTER fighters all have either unlimited ammo or reloading missiles, so this behavior must have been quite rare. And based from some testing I think they only do it while in regroup stance? When I set them to engage, they still do rings around ships as usual. In any case, I think it's quite a clever, if unexpected, AI behavior. Why not RTB when you've spent your limited missile bank and you're just hanging around?
Thank you very much for the detailed feedback! I will go through them one by one below.
The numbers are specific to the wing. For example, the INF goes from 2 -> 5, AT 1 -> 3 and Sniper 1 -> 2. I'm also unsure about writing all these down on the tooltip because am planning to add a bunch more and that might make the tooltip a bit too big eventually. Thus, I supposed a general description of what it does sufficed. I suppose the question in my head now is, and not just for you, but also for other users - 'would you prefer a long block of text outlining the numbers, or can we go with the general descriptor?'
Hmm... this seems to be a side-effect of using the effects of the Reserve Deployment shipsystem script to make the hullmod work... Unfortunately, I have no other idea how to limit the usage of the wings apart from this, at least until the next SS release comes around. Maybe I could just add a supplemental malus to the hullmod, to balance the effects of this bug.
I've actually noticed this behavior a few times too, but I think it has more to do with the fact that the fighters were given limited ammo. Iirc, all vanilla FIGHTER fighters all have either unlimited ammo or reloading missiles, so this behavior must have been quite rare. And based from some testing I think they only do it while in regroup stance? When I set them to engage, they still do rings around ships as usual. In any case, I think it's quite a clever, if unexpected, AI behavior. Why not RTB when you've spent your limited missile bank and you're just hanging around?
6237452 [Thread-4] INFO data.scripts.hullmods.yrxp_commission_safety - FOUND FIGHTER!
6237452 [Thread-4] INFO data.scripts.hullmods.yrxp_commission_safety - FOUND FIGHTER!
6237452 [Thread-4] INFO data.scripts.hullmods.yrxp_commission_safety - FOUND FIGHTER!
6237468 [Thread-4] INFO data.scripts.hullmods.yrxp_commission_safety - FOUND FIGHTER!
6237469 [Thread-4] INFO data.scripts.hullmods.yrxp_commission_safety - FOUND FIGHTER!
6237469 [Thread-4] INFO data.scripts.hullmods.yrxp_commission_safety - FOUND FIGHTER!
6237485 [Thread-4] INFO data.scripts.hullmods.yrxp_commission_safety - FOUND FIGHTER!
6237485 [Thread-4] INFO data.scripts.hullmods.yrxp_commission_safety - FOUND FIGHTER!
6237485 [Thread-4] INFO data.scripts.hullmods.yrxp_commission_safety - FOUND FIGHTER!
6237502 [Thread-4] INFO data.scripts.hullmods.yrxp_commission_safety - FOUND FIGHTER!
Yeah I suppose that's kind of tricky... as Starareo suggested, I think adding a tooltip on individual LPCs would be a better option, and leaving the hullmod's description as general. We avoid the wall of text while making sure players still know what it does for each LPC.Taken! I've added that info into their descriptions!
Yeah I think some sort of downside to the hullmod other than just being really OP expensive would be a good idea. The problem with balancing with only OP is if something is good enough, then the OP cost is more of an inconvenience than an actual deterrent. Maybe the added bays could cost more to maintain, or make it take longer to refit extra mechs, something along those lines.I've added a side-effect that I neglected to, in increasing the crew needed when mounting it, but apart from that, I've also (as a temporary solution to the unfixable bug) added an increase to monthly supply cost and supplies to recover cost (20%) when mounting it.
Oh, I didn't actually catch that. I had them on regroup stance during my testing and didn't actually try setting them to engage. :PIirc, there was a system where if bombers return to the ship safely, it recovers something (replacement time?). I wonder if this is also true for fighters... :-\
That said, yeah I do think it's pretty interesting as an AI behavior, though weird how it'll occur on regroup stance only. The missiles tend to have a pretty large engagement range, so if you're trying to regroup them to rebuild replacement rate, they'll fire off missiles and immediately try to rearm after being sent out, lowering it back down again. But good to know!
This is the error I think I am getting whenever I use the Mythril Cloak's ship system to open the armor. Causes a crash to desktop.Thanks to your report, I've found that I neglected to check the case if the covered weapons were empty, and that caused the crash! Fixed!
Also, the Scissors don't actually track do they? The 'Good' tracking appears to refer to their flight pattern?Ah, yes, you're right. I've changed it to none.
With 1.7.0 installed/enabled, I get a fuckton of starsector.log spam when using YXRP's fighter wings, to the tune of:Ah, haha sorry about that! A bit of a bad habit. I've cleaned this up now!
Ever since the update that added the Aether Shawl, I've been getting a variety of crashes that seem related to it.I believe this one is the same as the one reported before, of crashing when entering a market. I believe I've fixed this one, but please do check once the patch arrives!
Examples of when I've had crashes:
-Opening the fleet screen at a port, when my fleet consisted of 1 Aether Shawl and 2 Mudskippers (vanilla).
-Opening the Colony patrol composition screen after I had the blueprint package that included Aether ShawlPlease check these too if you can - it might be related to others that have also been fixed!
-Clicking on the production notification icon in a production event for building an Aether Shawl. (this was before the patch that made the wing's weapons built-in, so may be fixed)
-Clicking 'Autofit' and selecting a custom fit on an Aether Shawl cruiser. (I can keep reproducing this one right now)I tried this on my end, both via the missions tab (so all weapons are available for me) and through a new campaign (so they aren't) but I did not experience any crashes. Perhaps this, too, comes from an error that was fixed?
When the player is not flying an Aether Shawl but has one deployed as an ally in combat, the player gets the buff/notification icon for the Aether Shawl's retracted state on screen with their ship effects. So basically- it's showing up on your stuff when you're not flying it.Fixed! Thanks for the report!
Are the new wings available from blueprints, either in the packs or individually?The new wings are available in the Mass Production BP (the one you get at the start of the game with commision).
Minor bug report: the Moon Rabbit wouldn't deliver when I was building it from my colony, which turned out to it being missing from the default_ship_roles file. I did a temporary fix on my end, but I suppose you would want to change it in the next release.Sorry about that, it seems I forgot to add their entries onto default_ship_roles. I've uploaded a hotfix to this issue here: DOWNLOAD (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.7.1-hotfix.zip)
EDIT: Scratch that, the variant doesn't even exist. I guess no mech infantry for me now
Seraph Wing also immediate use their shipsystem upon entering battle or seemingly whenever its available.I've also given the Wingbeat ADS shipsystem a more conservative AI, but since releasing that would mean a rebuild of the entire jar, please wait for it in the next update! I'd like to avoid pushing out WIP material again like last time.
I've decided to start a new game, with the Scorched Lilly. It's quite satifying to watch it take apart pirate squadrons.Be sure to turn your modular armor towards the hulks! Your gun with engines strapped to it can't tank much damage! ;D
Although, burning wrecks of Shrikes that attempt to close the distance and eat a shell head-on are a serious ramming hazard ;D
It's quite satifying to watch it take apart pirate squadrons.
And I have some bad news: the sapper ship's gun emplacements don't work. They just hang in one spot and don't even fire.Don't worry - I've completely reworked it for the next patch! If you hold on to it, I think you will be pleasantly surprised!
I didn't notice until now that the front applique armor on the Shine Ray has what looks like a sprinkler danmaku cannon on it, but it doesn't fire, nor does locking onto it reveal that it has any weapon at all, which is weird since I took a look at the armor sprite itself in the files, and it has a small mount on it. The weapon can even look disabled as well.Huh, that's strange. Though, in any case, I've reworked the "crown" of the Shine Ray for the next patch, so whatever this bug may have been, it will no longer be an issue.
https://gyazo.com/c84ae0710bc1afde240c0845bb6dd4d2
Huh, that's strange. Though, in any case, I've reworked the "crown" of the Shine Ray for the next patch, so whatever this bug may have been, it will no longer be an issue.
(https://i.ibb.co/G9vz1zq/teaser-shineray.png)
(and perhaps a little teaser too - you might notice some new bits here and there ;))
1st Mechanized Division "Lazy Lilies" | 2nd Mechanized Division "Sweety Candy" | 3rd Mechanized Division "Rainbow Marble" | Sapper Corps | Witch Corps | |||||||||||||||||||||||||||||||||||||||||||
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I got this crashThanks for the report! I added some checks to protect from crashing, but I'm curious as to the situation when you got this error... The error line seems to imply that some ship doesn't have armor somewhere? It's strange.
java.lang.NullPointerException
at data.scripts.weapons.yrxp_EngineeringBayFX.advance(yrxp_EngineeringBayFX.java:89)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I think the HVB ship and and very rare superweapon are showing up in the Advanced blueprint package, is that intended?Ahh, the HVB ship shouldn't be there, but yes the ICBM is part of the advanced bp. Well, you can keep the HVB bp as a tester prize, I guess! But I've removed the tag in the hotfix!
Also, the AI core bonuses for the new industries might be a bit overtuned.Can you elaborate on overtuned? I'm not quite sure what you mean... Is that like, too balanced or something? Haha. :o
302873 [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.ui.impl.StandardTooltipV2Expandable.showShips(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.misc.ProductionReportIntel.createSmall Description(ProductionReportIntel.java:204)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.Object.class(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.return.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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'm getting a crash from the Shine Ray- so far this same crash has occurred on two conditions:Hmm... the error log isn't telling me much. I'll try to build one myself and see where the problem is. Is it correct for me to assume that you are using a save from pre-1.8.0? i.e. you had Shine Rays with the old crown in the same game?
1: Built a Shine Ray on a colony, clicked the monthly 'Production' notification it was completed in - crash.
2: After the Shine Ray was built, clicking the tab to view stored ships at that colony - crash.
Here's the log from the first one:
For example, I believe the alpha core bonus for the Yuri quarter essentially removes the stability penalty and doubles the income, which might be too strong.Hmm... I'll give it a think. Mainly, I balanced it around the Privateer Haven having a much larger base income (and even more when doubled), but at the cost of -2 stability in total. Then again, the Yuri Quarter also provides a defensive bonus...
Nope, new game with your latest version. Sorry, I should have put that upfront- generally, I don't continue saves. When I play Starsector, I start a new game every time. :)Oh, thanks for the quick response! In that case, I'll try to tweak it around on my side and see what's acting up.
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.title.Object.OO0O.o00000(Unknown Source)
at com.fs.starfarer.title.Object.OO0O.render(Unknown Source)
at com.fs.starfarer.coreui.intsuper.o00000(Unknown Source)
at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.O0oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.oOOo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
490038 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: MISSILE weapons must fire missiles; weapon id: [yrex_magazine_midline_med]
java.lang.RuntimeException: MISSILE weapons must fire missiles; weapon id: [yrex_magazine_midline_med]
I may indeed have been off the mark- I picked up that game from a save before having built any ships.I also tried building an Aether Shawl and successfully opened up the colony storage...
I suspected the Shine Ray because I built an Aether Shawl and a Shine Ray at the same time, and Shine Ray is what changed in your latest version.
This time I only built an Aether Shawl... and when I clicked on the ship storage tab (with that being the only ship in storage), I got the crash.
This seems like the same Aether Shawl crash I had in the prior update, after you added this ship.
It *may* be related to my having already bought and used an Aether Shawl from the Caparice market, and removed the normal loadouts from the loadout screen, replacing them with a single custom one. I'd guess that possibly something funky breaks with the wing modules if industry builds a custom variant? It's really hard to pin down what exactly is breaking though, because the log error is so non-specific.
"$$$_lightshow",
"$$$_trailermoments",
"anotherportraitpack",
"raccoonarms",
"alrnportraitpack",
"blackrock_driveyards",
"Celestial Mount Circle",
"timid_commissioned_hull_mods",
"lw_console",
"istl_dam",
"diableavionics",
"gflportraitpack",
"Imperium",
"lw_lazylib",
"ArkLeg",
"MagicLib",
"Mayasuran Navy",
"new_galactic_order",
"nexerelin",
"ORA",
"SCY",
"shadow_ships",
"swp",
"speedUp",
"sun_starship_legends",
"StopGapMeasures",
"tahlan",
"THI",
"transfer_all_items",
"TS_Coalition",
"underworld",
"US",
"vayrasector",
"lw_version_checker",
"yrxp",
"shaderLib"
It seems I'm having some crashing involving missile magazines on hostile starbases.Oh, I'll do what it says then. Expect it in the coming patch!Code490038 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: MISSILE weapons must fire missiles; weapon id: [yrex_magazine_midline_med]
java.lang.RuntimeException: MISSILE weapons must fire missiles; weapon id: [yrex_magazine_midline_med]
Try this:Oh, hmm... I'm not very sure yet, but at a glance, my suspicion goes to when you're removing all the default layouts - it might mess with the Shawls, since they are uneditable. I'll take a closer look at this later, but for now, I might suggest using the default layouts. I guess you wanted to change the available layouts to mass produce a certain type of Aether Shawl? I like the idea, I'll try to figure out a fix, if possible, after this patch.
1: on the Aether Shawl refit screen in game, remove all the default loadouts.
2: save a custom loadout of your own
3: manufacture Aether Shawls at a colony until one spawns using your custom loadout. (this may take multiple Aether Shawls)
^this is the condition I've gotten crashes in. The one in your screenshot looks like it tried to fit via one of the default loadouts.
The crash will happen both from clicking the production notification, or from clicking the stored ships tab.
For reference, my custom loadout is two small chain mines, two medium chain mines, and eight of the small missile that is a 200 HE damage anti-fighter. (Can't remember the name right now, sorry.)
Hey creature, there is a weird bug where the yuri commission dialogue will play for other factions instead. also in the dialogue the /n characters are visible.I'll take a look later!
I can take a pic later if you want
Sorry, the patch above added some strange behavior of the Sparklers not moving at all when launched :o
I have updated the file fixing this bug, so if you downloaded it BEFORE reading this post, please redownload it!
Thanks for the report! I added some checks to protect from crashing, but I'm curious as to the situation when you got this error... The error line seems to imply that some ship doesn't have armor somewhere? It's strange.I was fighting a low tech station when it happened or at least i think it was a low tech station.
I've been testing out the Moon Rabbit and it appears as if the mech bay hullmod is not increasing wing size? I am running two of the witch corp, which should only have 1 mech in wing, but my lazy lilies are still at 5. Do I need to restart my save for the effects to apply?That is correct behavior! Mech Bays only increase wing sizes of Mech Infantry and Mech Support types. Both Witch Corps are Mech Specialist types, so they do not increase in size! Think of them as Special Forces, compared to the grunts of the regular Mech Infantry.
Oh, I should have been clearer. I know that the Witch Corps don't get increased wings, but I also have a wing of Mech Infantry on the same ship that is not receiving the increase in wing size.Hmm... do you mean at the fitting screen? Because, unfortunately, due to engine limitations, it won't show there. However, if you head into simulation and wait for like 1-2 minutes, the ship ought to spawn the full 5 squad. It uses the Reserve Wing API to achieve the expanded size!
Oh, I should have been clearer. I know that the Witch Corps don't get increased wings, but I also have a wing of Mech Infantry on the same ship that is not receiving the increase in wing size.Hmm... do you mean at the fitting screen? Because, unfortunately, due to engine limitations, it won't show there. However, if you head into simulation and wait for like 1-2 minutes, the ship ought to spawn the full 5 squad. It uses the Reserve Wing API to achieve the expanded size!
Sorry for the bombardment of stuff! I ran into 2 other bugs tonight, the Shine Ray seems to be extremely cheap on market, I managed to buy one that had a single dmod for around 10k-20k, could you double check the market price on it? On the refit screen for the Shine Ray, the main ship also displays 0 flux/sec even though I have weapons on it.Sorry about that! While testing out the Shine Ray, I made it cheaper so I could build it in one month via colony production, but when I restored its price, I instead set it to the Fruits Basket Frigate and left it at the reduced price... will be fixed on the next upload! And sorry as well for making you all download the mod over and over!
Sorry for the bombardment of stuff! I ran into 2 other bugs tonight, the Shine Ray seems to be extremely cheap on market, I managed to buy one that had a single dmod for around 10k-20k, could you double check the market price on it? On the refit screen for the Shine Ray, the main ship also displays 0 flux/sec even though I have weapons on it.Huh, this seems to be a UI issue which was fixed when I set the drone launcher's damage to 1 (from 0). It's strange, since they already have a flux cost anyway. If you've ever tried it, you can actually see the same thing happen when you mount the Dronepod Launcher on any ship. Fixed this too with minor changes, though. I guess this is what happens when you try to crank the game engine to places it wasn't meant to go!
Are you on the discord? And if not, why?I prefer to keep my presence just here in the forum!
I was fighting a low tech station when it happened or at least i think it was a low tech station.Might be a good idea to download the fix anyway! It might just be a corner case either way, but if you ever get the error again, please do report it!
Reloading fixed it so not sure what exactly happened.
I'm still on 1.71, but I found a bizarre bug with the Mythril Cloak's ship systemWoah. :o
https://gyazo.com/4e3c9c7853c4a876fa2aac38506fd802
Im not entirely sure how it happened, but it looks like if you fire missiles at just the right time before the cloak shuts itself and the system ends, the UI freaks out. It goes back to normal once you activate the system again though.
Edit 2: Updated to 1.81, found an issue with the Mythril Cloak B,Hmm... can I assume that this is during an ongoing campaign? I'm... not really sure what happened with the Mythril Cloak - I've seen it happen when I mess around with ship modules; but existing ships get assigned random modules for some reason? I don't really know why that happens, but it happens even in the Mission refit screen, so I assume it can happen in campaign. While I can fix my problems with simply resetting the mission, I'm afraid that for an ongoing campaign, you only recourse might be to buy a new Mythril Cloak, and one with the correct modules, in case the ones in the shops, too, can get scrambled this way.
https://gyazo.com/a8b7246be986de6bbb8aa086b84a50db
https://gyazo.com/d4b3010e9b9a6e32d6700c3d5b7fbcc5
https://gyazo.com/06b27eba60856cb5feea7bf92523f246
Mythril Cloak B has the shield generator when it shouldn't, and the plating visibly glitches when activated. The A version seems to be fine however. My old Shine Ray in my playthrough doesn't have the updated crown, is that normal? The test mission doesn't have the updated one either.
Woah. :o
Is it a hiccup or can you reproduce it consistently? No idea how that happened, but if it's the former, and since it seems to have been resolved without much problem, I'd like to shelf it!
Hmm... can I assume that this is during an ongoing campaign? I'm... not really sure what happened with the Mythril Cloak - I've seen it happen when I mess around with ship modules; but existing ships get assigned random modules for some reason? I don't really know why that happens, but it happens even in the Mission refit screen, so I assume it can happen in campaign. While I can fix my problems with simply resetting the mission, I'm afraid that for an ongoing campaign, you only recourse might be to buy a new Mythril Cloak, and one with the correct modules, in case the ones in the shops, too, can get scrambled this way.
I redownloaded the 1.81 patch but the Sparkler bug still seems to be there, as is the 0 flux/sec display bug in the refit screen.Hm... I'll try incrementing a version. Now there's no way this can be an upload mistake. If it's still there now, then something's going on elsewhere - I've been playing a campaign and sparklers are my main weapon.
https://gyazo.com/c680778c575422b510c0fb072004acb0
Are you positive that the bitbucket download was updated? Was the new patch uploaded somewhere else by accident? :D
/**
* Alpha Core Bonus
*/
public static final float ALPHA_CORE_BONUS = 1.0f;
public static final float ALPHA_STAB_PENALTY = 1f;
// private static final float ALPHA_CORE_INCOME_BONUS = 100f;
So, it appears the alpha core has no primary effect when installed into the Privateer Haven, screenshots in album below.Thanks for the report! I'll investigate this a bit more since at a glance the code should work - the primary bonus being this line:
https://imgur.com/a/blgZx7a
EDIT: I uh, think I found the problemCode/**
* Alpha Core Bonus
*/
public static final float ALPHA_CORE_BONUS = 1.0f;
public static final float ALPHA_STAB_PENALTY = 1f;
// private static final float ALPHA_CORE_INCOME_BONUS = 100f;
It looks like the bonus is commented out but still showing on the tooltips
And uncommenting this does not fix anything. I have no idea how your code works.
getIncome().modifyPercent(getModId(1), ALPHA_CORE_BONUS*100, "Alpha core (" + getNameForModifier() + ")");
When I uncommented the ALPHA_CORE_BONUS line it set the market income modifier from whatever it was (1.1) to 1.0. Installing an alpha core on the haven with that code un-commented is reducing income the haven providesHmm... no, it should just be adding +100% to the income, as stated. However, it seems to even be messing with the normal market income modifier. Perhaps the getIncome() function may be bugged. I think I will just change it to a different one.
https://imgur.com/jUuWee9.png
to
https://i.imgur.com/zN3pLWz.png
Does it set the income modifier to the alpha core bonus instead of adding it to it?
When I read "Yuri" I was expecting an entirely different kind of mod, still a pleasant surprise, I il be sure to try it on my next playtrough.Thank you very much!
Concerning the reskins, would it not be possible to make them 0 cost mods that just change aesthetics? Like how Imperium packages modify the looks of the craft slightly.
All in all looks like a great mod, looking forward to more, keep up the good work.
This ship pack is perfect for player-ship and swarm fleet, but still i hope there is some ship that designed for AI like Onslought, Paragon, Astral, or even better mega-ship like Cathedral-Hubship from Ship and Weapon pack.I find that the AI performs satisfactorily with most ships, in particular the fast, small ships like the Snowstorm and Morning Drop, as well as the more 'conventional' (i.e. shielded) ships like the Guardian and Mythril Cloak.
Apparently you can't build several of these ships in the custom production tab. I ask for it to build, but it just takes the money from my account, gives me supplies, fuel, and crew, but it never actually gives me the ship, and it stays in the request list forever. IIRC it may have something to do with having no actual pre-designed variant available.Thank you for the report! You're right, I neglected to add them to default_ship_roles. Sorry about that! Here's a quick fix, since there are a few things already in the pipeline in the main mod file!
If it helps, the ones it's happening with was one of the mythril cloak mods (The one with the front autocannon I think) and the two lotus flower versions. There might be more, those were just the ones I noticed.
Thank you!Apparently you can't build several of these ships in the custom production tab. I ask for it to build, but it just takes the money from my account, gives me supplies, fuel, and crew, but it never actually gives me the ship, and it stays in the request list forever. IIRC it may have something to do with having no actual pre-designed variant available.Thank you for the report! You're right, I neglected to add them to default_ship_roles. Sorry about that! Here's a quick fix, since there are a few things already in the pipeline in the main mod file!
If it helps, the ones it's happening with was one of the mythril cloak mods (The one with the front autocannon I think) and the two lotus flower versions. There might be more, those were just the ones I noticed.
Download hotfix here (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_1.8.2_default_ship_roles.zip)
Gotta say, I really love this mod. There's just something glorious in flying around in pink ships while blowing everything up.Thank you very much! And yup, if there are any new ships coming up, they will be new skins for existing ships!
Also are there any plans for more mod ships?
a mod aether shawl perhaps?
So what's the balance strategy here? I haven't done a pure playthrough, but some of the fighters/missiles that drop feel overtuned when stuck on cheap pirate ships.Going forward, the mod will be going into a 'shrinking' phase. I've added pretty much everything I want to add and now it's time to trim the fat, concentrate the ships and weapons around the Yuri's void warfare doctrine. For example, the Enma Cannon Battery is going away soon (sort of) because despite being a large weapon, it is does not have the 'Artillery' feel, which is what the entire range should be.
fighters/missiles that drop feel overtuned when stuck on cheap pirate ships.are. I have my own style of gameplay and I've designed everything around the different niches I wanted to fill in my fleet, so I'd like to hear how other players do it - how you outfit your ships, with what, how you fight, against what opponents, etc.
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.title.Object.OO0O.o00000(Unknown Source)
at com.fs.starfarer.title.Object.OO0O.render(Unknown Source)
at com.fs.starfarer.coreui.intsuper.o00000(Unknown Source)
at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.O0oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.oOOo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm having the consistent crash that was described earlier.Sorry, but at the moment, I can't offer a solution for this bug yet... However, I think I have narrowed down the problem to when the game generates an Aether Shawl in the fleet preview. You may sidestep this crashing issue by, for now, removing that ship from your fleet priorities while I try to figure out what is wrong.
It happens either when going to the Command window (D) or when doing things (most often, when messing with the fleet doctrine, changing priorities and confirmign changes).
I'm having the consistent crash that was described earlier.Hey, sorry for the wait - here is the fix for this problem! Big thanks to Avanitia for pointing me in the correct direction! ;D
It happens either when going to the Command window (D) or when doing things (most often, when messing with the fleet doctrine, changing priorities and confirmign changes).
Slight bug, when equipping a flux battery of any kind, the weapon flux indicator in the refit screen seems to bug out and display the total weapon flux as 0.Thanks for the report! I could have sworn I've fixed this before, but looking at the weapons_data, it seems I haven't done so at all! (though it's weird that I know exactly how to fix it...) Anyway, it seems to have been caused (strangely) by setting weapon damage to 0... Anyway, I set each weapon's damage/shot to 1 and the error was resolved.
I wanted to say how much i love this faction and that i finally get pink ships to my tastes!.Also is there nny plans to add a flagship other than using the battlecruiser as one?Thank you very much! I'm always glad to hear that people are into the theme and color scheme!
Ps : I loooove gundam and our totallly not gundam mech fighters
Bug note, the Yuri Quarter provides defense bonus to the colony even when not built.Ah, you're right, thanks for the report! Being a minor bug, and the fix requiring a new compiled .jar, I'll just release this fix along with the next update.
Slight bug, when equipping a flux battery of any kind, the weapon flux indicator in the refit screen seems to bug out and display the total weapon flux as 0.Thanks for the report! I could have sworn I've fixed this before, but looking at the weapons_data, it seems I haven't done so at all! (though it's weird that I know exactly how to fix it...) Anyway, it seems to have been caused (strangely) by setting weapon damage to 0... Anyway, I set each weapon's damage/shot to 1 and the error was resolved.
I've uploaded the fixed weapons data here as a hotfix but please note first:
Please back-up your weapons_data before copying the fix as I may have made some major changes to my file already that might break the game without the other necessary files (that I can't upload right now! Sorry for the inconvenience!).
Download Utility Weapons Flux Display Fix (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_utility_weapons_ui_fix.zip)I wanted to say how much i love this faction and that i finally get pink ships to my tastes!.Also is there nny plans to add a flagship other than using the battlecruiser as one?Thank you very much! I'm always glad to hear that people are into the theme and color scheme!
Ps : I loooove gundam and our totallly not gundam mech fighters
As mentioned in the last update, there will likely be no more new ship classes coming to YRXP, and more so in the Capital Ship category. If ever I do come up with something to add, it will most likely be another small ship, as I want that to be the focus of the mod!
And if you liked playing with mechanized infantry, I think you'll love what's coming! Not very soon, I'm afraid, but here's a teaser:Spoiler(https://files.catbox.moe/kgmzpm.gif)[close]
the privateers haven structure/industry spawns pirate patrols before its actually fully constructed as well as giving you the income for it, is that bug?The spawning part is a bug I've also taken care of along with the report above, but I don't think I can do anything about the income part - it seems to be vanilla behavior that income (as well as demand and upkeep, I believe) is immediately applied as soon a building is constructed, whereas supply and other effects can be turned on and off at will.
That is no problem at all, just was curious and yuuus more mechs <3. Now if i only can find more blueprints in my current run.Happy hunting!
premiere
There's being a tease and then there's full blown cruelty ::)Haha, sorry for that - I thought I'd have it go up when most people were awake!
very interesting! Though that would also nullify the impact of upcoming change to the fleet limit where you start to expend exponentially more supplies...
also i wonder how that would interact with high OP ships capable of receiving both forge and any efficiency overhaul type hullmod, sitting on a planet and buying all it's stocks of raw materials in order to refine them at a profit only buying up some heavy machinery now and then
Well, that is something to see for when that update hits (really, and exponentially? :o if anything, the manufactory would need a buff when that happens!)Yep, over a certain fleet limit every ship costs x% more supplies to maintain with the penality becoming worse and worse with every additional ship. If i remember correctly, that is
First love the mod, defiantly in the top 3 I use.Thank you very much! That's high praise given there are a lot of absolutely impressive mods around! (or perhaps you haven't run into all of them yet?) ;D
Second, possible bug, the Dreamland L air-launched torpedoes don't reliably go after the targeted ship instead often going after nearby targets. Could see as intended feature but its not in the description so idkHmm, the Dreamland arcs a little bit in its slow lurch towards its target - maybe it's just that? I'll take a look later to make sure, but I'm pretty sure that, just like all other Yuri missiles, it will only go after nearby targets if its original was already destroyed (a futile effort, because it's slow and clumsy).
Third, less of a bug more of a usability problem, the burn drive off the carrier squadrons gets activated under sub-optimal conditions. Such as when the unit is set as regroup it will often just activate the burn drive as soon as it comes off cooldown only to then turn around as soon as the burn finishes to go back to the carrier.Hmm, yeah I notice that behavior sometimes too, but I guess that's because the vanilla burn drive AI isn't made for fighters, haha. Maybe in the future I'll make a better one for it!
fourth, to bad about no more capitals, I was hoping for an astral replacement. O well still a great mod.Sorry! Gotta keep em small.
Lasty, is there an intended way for the player to break into acquiring yuri ships and weapons?Hmm that's pretty much it, I'm afraid. Though the same could be said for most factions, really. But I think the problem is that the Yuri only has 1 planet and thus only 2 markets (open/military). I plan to change that in the next update!
I ask because the traditional methods of purchasing, steeling, and salvaging don't really seem to be options for yuri. Specifically buying generally doesnt offer most of the ships and only offers a decent weapons pool after many separate visits, cool no big. Bounties are a way, but trading-co bounties are rare for some reason.
On top of that ,when they do appear, unlike other factions (including mods) its hard to win a fight without some yuri ships of your own. I understand and like that first grueling battle where your trying to just get some tech and maybe a few ships so you can even the playing field for the next battle. However I find with yuri that even having capital ships against an enemy fleet with none is only a bonus if the capital is nearly pure PD as the yuri ships are too fast to catch before the missile swarm overwhelms the shields. Smaller ships just don't often have enough slots to fit enough PD to protect themselves until you get yuri style PD systems.Oh! Thank you for this insight! I haven't had much chance to play against Yuri ships using vanilla, and I think what you said just now gives me an idea of what to do for the next-next balance run!
Do the homing lasers benefit from ECCM or is that exclusively various missiles?AI-wise, there is no difference, but iirc, ECCM increases missile speed and turn rate, right? If so, since the lasers are actually 'missile' types, then they will benefit from that. In particular, the green laser because it's so slow.
I've noticed that the AI tends not to shoot "over" ships when using the yuri mortars. I think its cuz the AI doesnt think the shell is actually a missile or something. Specifically only on ships. The ones on the firebases shoot as apparently intended. Though it could also be that I'm not supposed to have access to them, cuz i cheatyfaced possesion of guns.Hmm, I'll check the AI's behavior with mortars in the future. It might be that, because there aren't (I think) non-friendly fire ballistic weapons in vanilla, that there are no AI provisions for this eventuality. Then again, there's the firebases...
Also the Sakura Splitter does not in fact have a range of 2000 because the shell detonates into the submunitions immediately out of the barrel from the Scorched Lily
Mining in Nex may actually become useful?Yes, indeed! ;D
yes please
Thanks for your continued (unpaid) work!Oops! Sorry about that, there was a misplaced file! Fixed it now; please redownload v2.0.0!
Did you forget something?
15229 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [aria_frigate_torpedo] not found!
java.lang.RuntimeException: Ship hull spec [aria_frigate_torpedo] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Still not loading:Sorry, that was an error in YREX, please redownload Nijigen Extend v.0.1.0 again!
https://i.imgur.com/oZ6jJLM.png
I think you forgot something else.
On another note: creature, why do you insist on stuffing every single file into the .jar archive? Only compiled .class files absolutely need to be inside one of those, along with a MANIFEST.MF file in the \META-INF\ sub-folder.Oh, I didn't know that! Thanks for the tip! I'll do so for future releases!
Thing is, I swear I saw that file in an earlier upload...That was actually the problem! That file is for Arian Empire and shouldn't be in YRXP's folder! If you would check your data/variants folder and see if there is a file with an aria_ prefix, please delete those.
- Are you using randomized core worlds? <-- Unfortunately, if this is the case, I'm afraid I won't be able to help you for the time being. I must admit this is my fault for not indicating that YRXP is only being tested to work in Corvus mode (as it's the simplest)
Crash to desktop loading an old game after Yuri updateHave you downloaded Nijigen Extend (https://fractalsoftworks.com/forum/index.php?topic=17846.0)? The flux batteries and other old YRXP extras were split off into their own mod! This means that if you want to continue a save that still has those, you need that mod too. (And you can enjoy them even if you don't want to play with YRXP!)
205538 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Weapon spec [yrex_battery_high_tech_med] not found!
- The game crashed before I loaded into the map, I don't use nexerlinHmm, that's something that pops out to me. It shouldn't be a problem though - I'll take a look! Thank you for this report!
2292036 [Thread-4] INFO data.scripts.hullmods.yrxp_MechBay - CHECK HAS TAGL:neutrino_floh_wing
2292036 [Thread-4] INFO data.scripts.hullmods.yrxp_MechBay - CHECK HAS TAGL:yrxp_super_fighter_wing
2292037 [Thread-4] INFO data.scripts.hullmods.yrxp_MechBay - CHECK HAS TAGL:yrxp_super_interceptor_wing
2292037 [Thread-4] INFO data.scripts.hullmods.yrxp_MechBay - CHECK HAS TAGL:yrxp_super_fighter_fa_wing
2292037 [Thread-4] INFO data.scripts.hullmods.yrxp_MechBay - CHECK HAS TAGL:diableavionics_zephyr_wing
2292037 [Thread-4] INFO data.scripts.hullmods.yrxp_MechBay - CHECK HAS TAGL:diableavionics_valiant_wing
2292037 [Thread-4] INFO data.scripts.hullmods.yrxp_MechBay - CHECK HAS TAGL:diableavionics_blizzaia_wing
2292037 [Thread-4] INFO data.scripts.hullmods.yrxp_MechBay - CHECK HAS TAGL:neutrino_gepard2_wing
2292037 [Thread-4] INFO data.scripts.hullmods.yrxp_MechBay - CHECK HAS TAGL:diableavionics_raven_wing
log.info("CHECK HAS TAGL:" + spec.getId() );
Hi! First of all i want to say thanks for making this wonderful mod. My weeb dreams are finally realized.First off all, thank you for your kind words! It makes me glad to hear the people enjoy the mod. ;D
I've been playing modded Starsector for a while now. Currently running a random Nex Caprice campaign, mainly using Yuri ships to make the Sector bend to it's knees.
So, I was setting up ship doctrine for my newly formed player faction, then a few clicks here and there on the Yuri ships list (Alletto designs in my case) led to this crash right here:
Would you happen to know the cause of this bug? Or maybe even how to fix it?
Anyways, keep up the good work! Can't wait for next update.
EDIT: typo
Getting an enormous amount of starsector.log spam, easily in the high double-digit megabytes, with the following text repeated endlessly:Sorry about that! Bad habits die hard. This line will be gone in the next patch though (soon)!
First off all, thank you for your kind words! It makes me glad to hear the people enjoy the mod. ;D
As for the crash... unfortunately, the error log isn't telling me much, but it sounds somewhat similar to a bug report filed long ago that I still couldn't really find a solution for - do you perhaps have the Aether Shawl in your blueprints list, and if you do, did you also remove the default variants and input some custom ones? There is a crash I still don't know how to resolve when this is done, so I would discourage people from doing that - at least, just for that ship.
282257 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - 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.command.J.updateSampleFleet(Unknown Source)
at com.fs.starfarer.campaign.command.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
...
...
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.command.J.updateSampleFleet(Unknown Source)
...
3630889 [Thread-4] ERROR com.fs.starfarer.combat.ai.ProximityFuseAI - org.json.JSONException: JSONObject["range"] not found.
org.json.JSONException: JSONObject["range"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
...
Okay, we seem to be getting somewhere at least. I checked my save game again and it appears i don't have the Aether Shawl blueprint, so I don't think it's the cause of the problem. I have not modified the variants in this mod in any way either.Hmm... not the Aether Shawl? Could you have the Mythril Cloak, then? Those two are really the only two ones that have complex systems connected to them... It might be too much to ask, but if you could spare some time - I'll be doing it myself eventually to try and solve this, but there is a method for figuring out which ship/ships is broken in that screen.
Because i had some free time i went and did some bug testing.
Several tests later it seems to somehow relate to the preview of the sample fleet from the doctrine menu. I pressed the randomize button a few times and sure enough the crash happened. Well, the log showed the crash a bit differently (it was shorter than last time) but here it is nonetheless (had to cut the log short because the forum gave me database errors):
Since I've also looked at my log files again, i though i might share some other bug i found. Though i'm not sure why no one has reported it yet since it's basically a big chunk of repeating errors at my log file, so it could just be me and a corrupt mod file.This one seems to be a bug on the vanilla code... "com.fs.starfarer.<whatever>" is a quick way to tell. That said, I do use a lot of Proximity Fuses in YRXP. Does it cause a game crash, by the way? From your comment, it seemed like you didn't really notice it till now, so maybe it doesn't, in which case that might explain why nobody has ever reported it - nobody would see its error (or its effect if it even does anything) otherwise.CodeA bit of digging tells me it has to do with weapons that have the Proximity Fuse AI in it. I'm not sure if i could see anything wrong with the code itself though since i have little to no experience in Java. I see no problems or glitches in battle with weapons using it though.3630889 [Thread-4] ERROR com.fs.starfarer.combat.ai.ProximityFuseAI - org.json.JSONException: JSONObject["range"] not found.
org.json.JSONException: JSONObject["range"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
...
I could probably live with these bugs, but it could prove fatalor soul crushingfor individualslike mewho forgot to save their game after a long exploration, and decided they want a stronger patrol fleet.
Anyways, i would love to help fix these bugs in any way i could. I don't have much coding experience, but would a full log file help?
Thanks for reading my (somewhat long) post!
Hmm... not the Aether Shawl? Could you have the Mythril Cloak, then? Those two are really the only two ones that have complex systems connected to them... It might be too much to ask, but if you could spare some time - I'll be doing it myself eventually to try and solve this, but there is a method for figuring out which ship/ships is broken in that screen.
1) First, remove all ships from your priority/only set basic vanilla ships. Save a copy here so you have somewhere to go back to just in case.
2) Next, put 1/2 of all Yuri ship blueprints you know of as priority. This will make them spawn in the preview screen (this is the part that causes the crash in that screen. Cycle the preview screen maybe 10-20 times and see if it crashes.
3) If it doesn't crash, the broken ship is on the other 1/2. Repeat step 2 on that.
4) If you find the 1/2 that crashed, remove 1/2 of the ships in that list. It doesn't matter which, we're basically finding them via elimination. Then, cycle the preview again and see if it crashes. Repeat step 2 on that smaller list.
5) Do these steps until you boil down the broken ship candidates to maybe 1 or 2 (oh, and also make sure to remove non-vanilla weapons/fighters from priority too, in case those are the ones causing the crash).
6) Knowing those 1 or 2 candidates will really help me figure out what is wrong and why, but sometimes, there are scenarios I don't really know how to fix even if I knew what ship is bugged, like the strange crash in this same screen for the Aether Shawl, if you removed its default variants and replaced them with custom ones. So fingers crossed.
This one seems to be a bug on the vanilla code... "com.fs.starfarer.<whatever>" is a quick way to tell. That said, I do use a lot of Proximity Fuses in YRXP. Does it cause a game crash, by the way? From your comment, it seemed like you didn't really notice it till now, so maybe it doesn't, in which case that might explain why nobody has ever reported it - nobody would see its error (or its effect if it even does anything) otherwise.Well, as far as I could remember, I had no crashes related to battles at all! So good news on that front. I have to say the experience of seeing an entire screen with text of repeating error messages on the log was quite jarring though. Since there's no fixing that at the moment, and it's not causing any visible ingame problems, I think we could ignore this "bug" for now.
And thank you for the bug reports, by the way! Sorry the mod's gotten rather unstable as it grew. :'(
Hm? Basing on the spoilered image it seems the only two unprioritized ships are the Guardian Angel and Honeycomb - is this right? I'm worried that you might have gone about it the other way around, but it could also be that all the prioritized ships are the ones that do work.Okay, so I found the candidates. Here's a screenshot of what it my screen looked like.Spoiler(https://i.ibb.co/vL9jJtm/screenshot041.png)[close]
Again, did not have Aether Shawl nor the Mithril Cloak's. Wish I had their blueprints to use though, very tanky ships in my run.
So, anyways, through your proposed method of elimination, I have the main culprit.
It's the Guardian Angel. dang i wanted this on my fleet so bad, i had hoped it was the one with the least problems
This ship crashed after cycling the preview screen only once or twice. The others can go through tens of cycles without a hitch, both individually and while selecting multiple ships (excluding this ship). Why though, I have no real clue. Just a few gut feelings and hunches.
Maybe because the Guardian Angel is complex? It has shields and all that. I'm at a dead end, and the log file won't explain much.
Love this mod, thanks for making/sharing it!I'm glad you enjoy playing it! I also enjoy making it! This is how I entertain myself nowadays.
Hm? Basing on the spoilered image it seems the only two unprioritized ships are the Guardian Angel and Honeycomb - is this right? I'm worried that you might have gone about it the other way around, but it could also be that all the prioritized ships are the ones that do work.
In any case, that's an interestingly short blueprint list, with none of the obvious candidates I was suspecting. If it's just these, then maybe I could take a look! Thank you very much for your help!
163849 [Thread-4] INFO com.fs.starfarer.campaign.econ.A - Loading star system: yrxp_homeplate.json
163865 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: K:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\YRXP (data\campaign\econ/yrxp_homeplate.json)]
163883 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
164033 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
164033 [Thread-10] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
164067 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: java.lang.RuntimeException: Market in yrxp_homeplate system refers to invalid entity yrxp_caparice_habitat_1
java.lang.RuntimeException: java.lang.RuntimeException: Market in yrxp_homeplate system refers to invalid entity yrxp_caparice_habitat_1
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Market in yrxp_homeplate system refers to invalid entity yrxp_caparice_habitat_1
at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
at com.fs.starfarer.campaign.econ.A.o00000(Unknown Source)
... 14 more
When I try to start a new game using this mod I can't get past allocating skill points to my character....
Seems to cause a crash on campaign generation for me.Hi, sorry for the delay! I've been busy pushing another update to Aria! :o
I might have too many mods installed, I'm not sure.
Anyways, can't wait to see what you could find out about it. Hopefully a fix is on the way.Thank you for your help! I'll try to see what's gone wrong with them. By the way, have you tried deprioritizing weapons and fighters too? There's really no way to tell, but it's also a possibility. In any case, since those two ships have been isolated, I suggest just keep them deprioritized while I'm looking into it! Can I assume there aren't any other systems affected by this same error? Related systems would be player ship production and spawning of those ships in AI fleets and the market.
Download patch 2.1.1 here! (https://bitbucket.org/tanem_rin/tanemrin_yrxp/downloads/YRXP_2.1.1.zip)Um, is v2.1.1 supposed to be missing the '\mods\YRXP\data\campaign\rules.csv' file?
Um, is v2.1.1 supposed to be missing the '\mods\YRXP\data\campaign\rules.csv' file?Ah, yes. I forgot that I removed it before when I was playtesting Aria when I found that the rules were affecting other factions, and I didn't really want to deal with it right now. It shouldn't cause any crashes, though! (fingers crossed)
NEVER MIND! Apparently Nexerelin is REQUIRED to play this mod... I don't know why though... There have been no new errors with the same mod loadout as the previous post with only the addition of Nexerelin as a last ditch effort.Oh... ah! I see why!
I didn't want my game experience so heavily changed, but oh well, I take what I can get I guess.
Corvus start BTW.
You may want to update the title page download link. It gives a link to 2.1.0 not 2.1.1. Or maybe you forgot to rename the file? ionoAh, thank you for catching this! The link has been fixed now. :)
Hmm, I'm sorry to bother again, but I still can't start a new game. Even after deleting the old YRXP and putting in the new one instead...Hmm, did you perhaps download the update from the main post before maybe 2 hours ago? Because I made a mistake and instead of linking it to 2.1.1, I linked it to the old 2.1.0 instead. :P
It gives me the same error.
Heya. Pretty new to actually trying Yuri, it looks pretty nice and I like a lot of the mechanics it's got going on. There's one thing about it that's bothering me a ton though: all the missiles have mounting graphics (like, how it's supposed to look once mounted on a ship), but a lot of those missile graphics don't seem to work visually when on a ship.Ah, right, that's a little holdover from when the mod was starting out! I used Diable as a base, and began replacing assets here and there and I never really got around to doing that one (mostly because Yuri ships don't have visible hardpoints). But thanks for reminding me, I'll swap it out with something now come the next patch. I'll note it down this time so I don't forget.
I am running Diable and Yuri at once (among other mods), and the graphic that replaces the missile looks like the the Diable Micro Missile. I'm not sure if this is an incompatibility, or some sort of weird graphical bug, but I would love to see all the missiles actually, well, look like how their art is supposed to look while mounted on a ship.
(https://i.fiery.me/cbwD3.png)
Here's a picture showing what I mean.
Ah, right, that's a little holdover from when the mod was starting out! I used Diable as a base, and began replacing assets here and there and I never really got around to doing that one (mostly because Yuri ships don't have visible hardpoints). But thanks for reminding me, I'll swap it out with something now come the next patch. I'll note it down this time so I don't forget.
For now, uh... please don't mind it. Thankfully, the cargo icon shows the turret image so it won't be too confusing.
Oh, another bug to report: the Candy Brittle Asteroid Haulers cause a crash when you try to deploy them in combat because the ships do not have a ship system. It throws an error saying "ship system cannot be null," or something very similar. Me and my friend circumvent this by going into the code manually and just giving them Flare Launchers, but I figured you might want to know. ;DHuh, that's interesting... Why would that cause a crash? Even if I try to activate a shipsystem of a ship that doesn't have it, nothing would happen, but it definitely wouldn't crash. Were you using some sort of ship/hulllmod that references ship systems?
Huh, that's interesting... Why would that cause a crash? Even if I try to activate a shipsystem of a ship that doesn't have it, nothing would happen, but it definitely wouldn't crash. Were you using some sort of ship/hulllmod that references ship systems?
Hmm, I'll give them a double check, but I'm sure I played with them in a normal campaign before, since their asteroids fulfill the role of meat shield for the early-mid game...Huh, that's interesting... Why would that cause a crash? Even if I try to activate a shipsystem of a ship that doesn't have it, nothing would happen, but it definitely wouldn't crash. Were you using some sort of ship/hulllmod that references ship systems?
No, not at all. The game just seems to have a desperate issue with them not having any ship systems when you try and deploy them to battle. I can't really say why, especially considering you can deploy them to simulations without issue.
sorry if im blind but is there a changelog for 2.1.1.?Thanks for the kind words! 2.1.1 is an *extremely* minor patch that ought to have let YRXP work with randomized sector generation... but based on the above, that didn't quite work out. Nothing else.
cant see it
thanx for this great MOD
But... I can't play with it! I am not running any other mods beyond the libraries that are said to be necessary. Am I just missing something??First off this. I think you are getting the same error was Pandora was a few days ago, since there was an issue with the mod starting without Nexerelin. I think I've finally gotten around to really fixing that this time. Read further below.
These guys up there are all missing from the .CSV file! And I think they were the cause of the Fatal:null error I got...Huh, these are unused weapons, but it's weird that they didn't throw errors when I was testing. In any case, I deleted their data off, so they shouldn't be an issue.
What do you mean by security problems? Does your browser not allow downloads from bitchute?For whatever reason (starting today) I cant connect to bitchute apparently it uses outdated or unsafe tls security settings,
im having trouble downloading YRXP and YREX due to my annoying security problem, so im asking if you can upload these two mods to an alternate upload site please.Here you go, I hope Nexusmods works for you:
you will have to mess with the CSV files on the YRXP mod for you to change that little requirement. I did this to stop that horrid debuff with any missile not Yuri made.
Have a bit of an issue/question. Tried to "fix" my new Raven ship's inherently poor shields, by straight up removing them with Ships & Weapons' Shield bypass. But it does not let me add it, as shown in this image: https://cdn.discordapp.com/attachments/353869735374356491/681712247398990065/unknown.pngPerhaps this is because Shield Bypass requires the ship have a shield first before it's mounted (internally, the ship doesn't have one, the 1.4 efficiency shield is added via mod - maybe this is how the mod resolves this). If you wish to mod the ship yourself, you can go into the yrex_aegis_cruiser_raven.ship file and remove the "yrxp_ImportedShieldGenerator", line off its hullmods.
Was this intentional since it circumvents the ship's Weakness? If not, any idea what could be stopping it, when (seemingly) other shield mods can be applied? Lastly is there a simple way I can fix this myself (if not reasonably intentional) and cannibalize the bad shields with Shield Bypass?
So I didn't see this anywhere else, but the Raven-class cruiser seems to be bugged; it either shows up destroyed when brought into battle or all of the weapons mounted on its armor break and don't seem to repair. This doesn't impact it when the enemy uses them, but only the player.Thanks for the bug report!
Hey there. New to starsector in general so I'm not sure if what I'm seeing is a mechanic, or a bug.Hi, thanks for the report! I'm not sure if it's a bug but in case you're not aware yet, weapons do get disabled in Startsector when they are damaged a lot, or if they receive EMP damage. They get repaired after a short wait, though! Hmm, I suppose there are other reasons that the gun would not fire - iirc, it ought to cost a bit of flux to shoot, so even if you charge it up, if the resulting flux would go over your capacity, the shot will cancel. Apart from that, it should not have any special rules for not being able to fire anymore.
Basically, I've noticed that in some battles, I'm unable to fire the Sakura Splitter on the Scorched Lily midway through the fight. Is this due to the weapon getting disabled by the front of the ship being damaged?
Hi, thanks for the report! I'm not sure if it's a bug but in case you're not aware yet, weapons do get disabled in Startsector when they are damaged a lot, or if they receive EMP damage. They get repaired after a short wait, though! Hmm, I suppose there are other reasons that the gun would not fire - iirc, it ought to cost a bit of flux to shoot, so even if you charge it up, if the resulting flux would go over your capacity, the shot will cancel. Apart from that, it should not have any special rules for not being able to fire anymore.Thanks so much for the reply! I didn't actually consider flux being the issue. I'll definitely take a closer look at that next time.
This is in contrast to the Star Breaker - every time it fires its main gun, there is a small chance of permanently disabling parts of the ship - engines, weapons and indeed, the main gun itself.
1) I recently got ahold of the Shine Ray and I noticed that aside from the "main" body of the ship, there are three additional sections that I can mount weapons and hullmods on. How do I access those weapon systems once in combat? I tried checking out the Conquest Battlecruiser but it didn't have additional sections to control and I didn't notice any keybind options for additional sections.Additional modules like these are only AI-controlled, unfortunately! A game limitation, it seems. These rarely appear in vanilla starsector, and where they do, you often can't use those ships, e.g. Starbases, but they appear in many YRXP ships.
2) If the Spica Orb G RKT pods get disabled in combat, are they supposed to be able to fire a missile that almost immediately explodes once it leaves the ship? I noticed that happen during a recent fight.No, that behavior shouldn't happen, and I don't think I've ever seen something like that happen before. Though, since you say the pod was disabled, could it be simply that the weapon was under fire while it was launching the missiles? Missiles in Starsector behave as real entities and do take damage, and so would explode if they hit something even right after they were launched out of the pod.
Additional modules like these are only AI-controlled, unfortunately! A game limitation, it seems. These rarely appear in vanilla starsector, and where they do, you often can't use those ships, e.g. Starbases, but they appear in many YRXP ships.
No, that behavior shouldn't happen, and I don't think I've ever seen something like that happen before. Though, since you say the pod was disabled, could it be simply that the weapon was under fire while it was launching the missiles? Missiles in Starsector behave as real entities and do take damage, and so would explode if they hit something even right after they were launched out of the pod.
So I didn't see this anywhere else, but the Raven-class cruiser seems to be bugged; it either shows up destroyed when brought into battle or all of the weapons mounted on its armor break and don't seem to repair. This doesn't impact it when the enemy uses them, but only the player.Thanks for the bug report!
I don't think I've ever seen any ship that spawns already destroyed when brought into battle, but regarding its weapons - the weapons mounted under the armor are intended to 'break' and won't repair until the armor is purged. This is a workaround I had to implement because, for some reason, the normal way which I use to disable weapons under the armor do not work on beam weapons, like tac lasers, i.e. they can still fire even from under the armor.
I've heard the instadeath bug might be related to weapon-equipped modules not having a minimum of 1OP or something weird like that?Hmm, how strange. I've been using the 0 OP rangefinder on several ships but I've never seen this happen... thanks for the tip though. I'll look out for it.
I was messing around with my Mythril Cloak Aegis Cruiser and noticed that the tactical lasers that I had mounted on the hardpoints covered by the cloak fire even when the cloak isn't retracted.Huh, I could have sworn those modules were composite... This is actually the bug that happens with the Raven the weapons themselves weren't disabled while it still had the external armor.
Also, I'm playing nexerelin on the yuri expedition side and made contact with one of the high priority bounties, Mimi Nyourai, and helped them fight my actual bounty target. After the fight, I made contact and they contacted me, asking if I wanted to play. When I decided against fighting them, I noticed that the high priority bounty was basically withdrawn. Not sure if that's an intended interaction or not.I'm pretty sure that Vayra's Sector's HVBs do have end dates, though iirc they aren't displayed. It happened to me too, the HVB I was grinding some ships for disappeared from my info screen when I'd finally built a fleet to hunt it down. You might have just come across the same thing, except first-hand.
(Sorry for all the posts recently. I'm having a blast with this mod haha)
playing around with the sakura splitter, what level of spread has the most damage? Also I adore how speedy and manuverable it can get with added player skills.Hmm, that's pretty difficult to say.
I really want to see this mod in the tournament now. The heavy missile focus with minimal/no shileds sounds very interesting.Do you mean Tartiflette's new tournament? I haven't been keeping up lately, so I didn't even know until you left this message, haha. It sounds fun, I might give it a watch! Doesn't say where though. :P
Someone on discord noticed a hilarious exploit with Shine Ray's frigates (due to having a low "reload time").Haha, oh my. :o
Just tried it in sim with infinite ammo command. The weapon is still functional. The little "links" look destroyed, but since it's part of the main section, it's still works and upon reload the graphics of another pair of frigates appear behind the ship.Someone on discord noticed a hilarious exploit with Shine Ray's frigates (due to having a low "reload time").Haha, oh my. :o
Strange, I'm pretty sure I destroy the weapon when the frigates spawn... I'm more suprised that it didn't crash, with how fiddly that bit of the code is with the effects.
Hey Creature, I don't think the Description for Minimal Armor package matches what it actually givesThank you for the bug report! Hmm, I took a look at the code just now and indeed the bonus should be set to 15 flat for capitals. I haven't tested it in game for a while now, but perhaps there is some other effect in play that is dampening this bonus?
When I tried putting it on my taweret battleship, it only increased the speed by 5 when the description says it should increase by 15 for capitals
Hey Creature, I don't think the Description for Minimal Armor package matches what it actually givesThank you for the bug report! Hmm, I took a look at the code just now and indeed the bonus should be set to 15 flat for capitals. I haven't tested it in game for a while now, but perhaps there is some other effect in play that is dampening this bonus?
When I tried putting it on my taweret battleship, it only increased the speed by 5 when the description says it should increase by 15 for capitals
Not sure, I started a new game just to see if it was possibly something on my end but the same thing happened, it didn't give the full 15 increase.It's okay, thank you for the information! I'm starting to setup my tools again so I might start looking at the bug reports that have piled up over the months.
(https://i.imgur.com/ET2EO3v.png)Haha, sure!
You could add this as one of the player flag options, or something not quite as eye-bleeding.
we need blue ;) ;)Funny you would say that! Hmm, I wonder...
no! i mead we need blue skin :D :D :D :D :DPink in the superior color.
hello i was wanting to change how many deployment points the expansion ships from aria cost (the big one is 80 or so)Hi, strangely enough deployment cost is set under the column "supplies/rec", which is right beside "supplies/mo". Either way, you can just take a look at the column for the Guderian and find the "80" there and I reckon that will get you to where you want to be.
i want to do this for balancing purposes for use with the archean order tc (considering the lore of aria i think it fits quite nicesly with the archean mod)
the reason why is because the changes to ships in archean ends up making the expansion ships exceptionally weak (in the other mod, all ships have much more weapon slots, and dont really increase the deployment cost. capital ships and cruiser in particular have such a large expansion in weaponry, that they are relatively on par with the expansion ships {if not substantially more powerful in some cases])
anyways the idea of having moving space stations is neat and i enjoy using them, but it makes it almost pointless with such a high deployment cost
i opened the .ship file with word and could make out several parameters that were alterable but didnt see anything concerning deployment costs
this will be my first attempt at modifying something so please excuse my inexperience
i also use yuri with archean they both work fine and fit well (considering all of the missiles in archean order have autoforges)
also, out of curiosity, why isnt there an aria page on this forum anymore?
thanks in advance!
hello i was wanting to change how many deployment points the expansion ships from aria cost (the big one is 80 or so)Hi, strangely enough deployment cost is set under the column "supplies/rec", which is right beside "supplies/mo". Either way, you can just take a look at the column for the Guderian and find the "80" there and I reckon that will get you to where you want to be.
i want to do this for balancing purposes for use with the archean order tc (considering the lore of aria i think it fits quite nicesly with the archean mod)
the reason why is because the changes to ships in archean ends up making the expansion ships exceptionally weak (in the other mod, all ships have much more weapon slots, and dont really increase the deployment cost. capital ships and cruiser in particular have such a large expansion in weaponry, that they are relatively on par with the expansion ships {if not substantially more powerful in some cases])
anyways the idea of having moving space stations is neat and i enjoy using them, but it makes it almost pointless with such a high deployment cost
i opened the .ship file with word and could make out several parameters that were alterable but didnt see anything concerning deployment costs
this will be my first attempt at modifying something so please excuse my inexperience
i also use yuri with archean they both work fine and fit well (considering all of the missiles in archean order have autoforges)
also, out of curiosity, why isnt there an aria page on this forum anymore?
thanks in advance!
It seems that the naming and theme choice, and I quote, "is going to make people wonder whether it's a neo-nazi mod or not", and so Alex thought it prudent to not host the mod in the forum. So I host it on the nexus myself!
Whenever I try to unmount any weapon from a yuri frame the game crashes. Stripping the ship and adding weapons does work. I tried disabling all other mods (except libs of course) but it still crashed. Also according to mod manager the mod is 2.1.2 Version checker also fails to update check for the mod.Thank you for the report! I'll check it out right away.
Attached the log if its of any use to you.
i want to do this for balancing purposes for use with the archean order tc (considering the lore of aria i think it fits quite nicesly with the archean mod)
Of course, any user has the freedom to choose the mods they want and this is no exception. But I am very much against that ideology and want that to be known.But why does having the two mods mean the ideologies are somehow harmonious? Isn't the entirety of Starsector built around conflicting ideology?
Huh, I don't know if this is recent but I just noticed that the two Yuri capital ships aren't in either of the 3 blueprint packages.Most capital ships aren't, even in vanilla.
Huh, I don't know if this is recent but I just noticed that the two Yuri capital ships aren't in either of the 3 blueprint packages.Ah yes, this was another new change in the recept update that I forgot about. :P I removed the Shine Ray and Seraph Wing from the YRXP blueprints and set them to rare_bp (I believe this was the one that made them appear in their own individial bps). At one point, I was considering removing the Shine Ray and Seraph Wing from the Yuri list altogether and give them the same treatment as I was going to do for the Mech Infantry and their ships, but since I haven't gotten anywhere with that yet, I just left them as is.
I know they're for balance changes.Unfortunately, this is the direction the mod will be taking from here on out! I believe I said it somewhere in patch 2.0.0 or 2.1.0 - YRXP will only be getting slimmer from that point on, and as you can see, that is exactly my intention!
But removed\deleted content makes me sad. :-[
Hi there, I am honestly enjoying your faction mod. I really liked their unique faction industries and ships(I'm glad you enjoy the mod!and also the qt animu girls). I noticed that they build a separate massive orbital fortress at the later part of the game. Is it intentional that their colony growth are deliberately hampered?
I'm also loving the 'Yuri Quarters' industry you get when your relation with them are cooperative, it's cool to have it in your colony. Looking forward for more faction perks like this. Fun mod so far. ;)
personally I kind of think the PD missile systems (Cherry Pod APS, Rosethorn SAM, Steel Grape SAM) should at least get their re-loadable ammo backYou think so too? I was rolling that around my head for a bit, but I kind of balanced them against Diable's Magic Box pd missile, at 5 OP and limited ammo as well... But peronally I lean more to them having unlimited ammo too. We'll see.
Hello, just a suggestion but perhaps it might be better to consolidate the tech/manufacturer tags into one eg. Yuri Expedition/Caparice Trade Co.?Hmm, yeah, I can see what you mean. It felt like a fun idea when I was just doing YRXP, but now that I have 3 mods going, I suppose it's a whole lot of clutter. I'll write this down for the next update!
Ran into a bug with the ship mall, if you go to a system that doesn't have any colonies in it the game will crash as soon as you try to move your fleet and spit out this error:Thanks for the bug report! I'll take note of this for a future patch. For now, I'm pretty sure you can freely remove the Ship Mall mod, so as a temporary workaround, consider removing it before going out on exploration and bounty missions and just slap it back on when you're reentering civilization. Sorry for the inconvenience!
Sorry for the slow reply! Just started playing Nobunaga's Ambition and it's way too fun so I'm hopelessly hooked! :P Unfortunately that means updates and fixes will probably be delayed for while...personally I kind of think the PD missile systems (Cherry Pod APS, Rosethorn SAM, Steel Grape SAM) should at least get their re-loadable ammo backYou think so too? I was rolling that around my head for a bit, but I kind of balanced them against Diable's Magic Box pd missile, at 5 OP and limited ammo as well... But peronally I lean more to them having unlimited ammo too. We'll see.Hello, just a suggestion but perhaps it might be better to consolidate the tech/manufacturer tags into one eg. Yuri Expedition/Caparice Trade Co.?Hmm, yeah, I can see what you mean. It felt like a fun idea when I was just doing YRXP, but now that I have 3 mods going, I suppose it's a whole lot of clutter. I'll write this down for the next update!Ran into a bug with the ship mall, if you go to a system that doesn't have any colonies in it the game will crash as soon as you try to move your fleet and spit out this error:Thanks for the bug report! I'll take note of this for a future patch. For now, I'm pretty sure you can freely remove the Ship Mall mod, so as a temporary workaround, consider removing it before going out on exploration and bounty missions and just slap it back on when you're reentering civilization. Sorry for the inconvenience!
Am I going to discover a dark secret or is this faction simply... anime girls from another dimension? 8)That's pretty much spot on! :)
I'm really enjoying this mod! but I've got a quick question; is there anyway to make the yuri market music louder?Yes, there is a sounds.json inside config, and you can find the BGM entry there with a corresponding volume field. You can change that to whatever value you please!
also, is there a way to give them a nanoforge? all the ships they sell have D-mods.Yes, selling a nanoforge in a planet's open market will install that nanoforge into that planet's heavy industry if it doesn't already have one.
Yes, there is a sounds.json inside config, and you can find the BGM entry there with a corresponding volume field. You can change that to whatever value you please!ah hell yeah, perfect :D
Yes, selling a nanoforge in a planet's open market will install that nanoforge into that planet's heavy industry if it doesn't already have one.I'm sure this is something in vanilla I was just never aware of. thanks for the tip in any case though.
Yes, selling a nanoforge in a planet's open market will install that nanoforge into that planet's heavy industry if it doesn't already have one.
Does selling a pristine nanoforge when they have a corrupted one do the same? :oI'm not sure, but my guess is no. Likely have to be an empty heavy industry.
The Shine ray does not benefit from the Yuri Void Warfare Doctrine additional missile effect, I think it's because the Halo Drone Frigates it can launch count as Common rather than Yuri.Oh, you're probably right, thanks for pointing that out!
As far as I can tell, there is no indicator that Yuri ships cannot mount Shield Bypass from SWP.Iirc, Shield Bypass won't work if the ship doesn't have a shield to begin with? I'm not so sure, it's been a long time.
Also, what IS the Targeting Laser for?It's for the mod's carriers that are fitted only with missiles. It gives the AI the correct distance from which they should engage.
Shield bypass, from my experience, doesn't seem to be designed to work when you add a makeshift shield generator or any shield upgrades, which makes sense. This probably applies to the imported shields too.
I came to report a bug related with this mod. It was a fatal error / crash...
From what I understand when you nerfed a bunch of yuri ships by changing what can go in what slots...
Hello, I'd like to inquire: Is the mod safe to add mid-game? I'm okay with the faction itself being absent, I just want the ships around. Some faction mods I've downloaded have proven to be safe for adding mid-game, I just don't know about this one.I'm not actually sure if it will cause crashes if you install it mid-game, but since you're after the ships, it won't be possible to obtain them anyway since their home system is only generated at the start of a game, and that's the only place you can obtain the ships...
I'm not actually sure if it will cause crashes if you install it mid-game, but since you're after the ships, it won't be possible to obtain them anyway since their home system is only generated at the start of a game, and that's the only place you can obtain the ships...
Oh okay. I was hoping the blueprints for the ships would have a drop chance when exploring ruins/derelicts or the like. I guess I'll really have to start a new game then. Thank you very much for the reply :).I'm not quite sure how the game handles blueprints added mid-game, but I guess there's a chance? I've never personally tested it, however.
I'm not quite sure how the game handles blueprints added mid-game, but I guess there's a chance? I've never personally tested it, however.
When playing Nexerlin with Yuri XP, I noticed that ships with D-mods barely have a purchase price reduction, like roughly 100 credits per D-mod for a 50k ship. Also, the variety of ships available for purchase was very limited, there's like 15 combat freighters and a handful of frigates. But almost entirely freighters. Furthermore, there are 3 missile launchers for sale, 2 fighters, and that's it, no other weapons. So I couldn't really try it out...
It's funny when a pirate base puts in an urgent request for J-POP CDs, though!
Alright so I loaded up the mod midgame, and as it currently stands, I am able to--Oh, that's interesting to hear! In that case, it's quite likely that the blueprints themselves could also be generated randomly. Note however that there are two blueprints for the full YRXP catalogue, and one is markedly rarer than the other. Though I suppose there is no other way but to put your faith in the RNG.
1. Load the game without any issues, so it seems save compatible and
2. Certain blueprints I've already held onto (midline ones) has a few ships introduced by this mod. I haven't continued exploring yet so I can't say whether or not do yuri blueprints have any drop chance, will give an update after further testing.
update: so I haven't found any yuri blueprints yet since I haven't explored planets-- however, some vanilla factions are making use of yuri-related ships + occasional shipwrecks that are told by storytellers from the local bar include yuri ships.
When playing Nexerlin with Yuri XP, I noticed that ships with D-mods barely have a purchase price reduction, like roughly 100 credits per D-mod for a 50k ship. Also, the variety of ships available for purchase was very limited, there's like 15 combat freighters and a handful of frigates. But almost entirely freighters. Furthermore, there are 3 missile launchers for sale, 2 fighters, and that's it, no other weapons. So I couldn't really try it out...The D-mods and their effects are handled by the Starsector engine and I have made no (conscious) input on how they work with YRXP. The same goes with the spawning of ships, though I guessed some time ago that they might have been tied to a planet's size and output of ship hulls. In which case with some patience, you might find your luck, because in the recent versions of YRXP, I added an event that fires, I think a year or so into a game, which upgrades the Yuri home system pretty much across the board. If my guess was right, it should help with spawning the higher-level ships, weapons and mods at greater frequency.
It's funny when a pirate base puts in an urgent request for J-POP CDs, though!
I'm having a bit of an issue with the void warfare doctrine mod. It says that it'll double the amount of missile ammo if you've got the commissioned crew mod installed and only use the mod's missiles on the ship but this doesn't seem to activate for me? Are there any other conditions that need to be met?
I don't have commissioned crews installed (so i just have the core-mod version of the missile rack hullmod) but: I've found that the hullmod sometimes stops giving the bonus missile ammo if *any* non-yuri weapon is mounted on the ship, not just missiles. Which might be a bug?
log.info("Check weapon name: " + stats.getVariant().getWeaponSpec(slot).getWeaponName());
spec = stats.getVariant().getWeaponSpec(slot);
checkForManufacturers = false;
for(String manufacturer: YRXPModPlugin.APPROVED_MANUFACTURERS) {
log.info("Check manifacturers for " + spec.getWeaponName() + "::" + spec.getManufacturer() +" vs " + manufacturer);
if(spec.getManufacturer().compareToIgnoreCase(manufacturer) == 0) {
// log.info("Setting ammo from " + Math.round(weapon.getAmmo()) + " to " + Math.round(weapon.getAmmo() * YRXPModPlugin.YRXP_MISSILE_AMMO_MULT));
log.info("found approved manufacturer");
// weapon.setMaxAmmo(Math.round(weapon.getAmmo() * YRXPModPlugin.YRXP_MISSILE_AMMO_MULT));
checkForManufacturers = true;
break;
}
}
if(!checkForManufacturers) {
hasFoundUnstandardWeapon = true;
log.info("Found substandard weapon: " + spec.getWeaponName() + "::" + spec.getManufacturer());
}
yrxp_engineering.java is spamming the log file at line 78, the weapon checks....Ah, thank you for this report! Sorry, I missed some logs from when I was making the function that doubles missile ammo when only using Yuri missiles (that turned out to be bugged anyway, haha).
I only have low tech ships :(. It is impossible to beat them. They spam those long range missiles non stop from all sides so if you don't have full shield cover you're screwed :/Yeah, it's quite difficult to win against YRXP without using energy weapons. You could probably bully them by spamming lots of big ships, if they don't have Shine Rays. Though perhaps you could also try a fast torpedo-armed corvette flown by the player to swoop in deep and hit the fragile carriers? It's probably suicide even if you succeed though.
Edit: There is an issue when Caparice ships retreat the leave their drones scattered all over the map, the battle can't end until all drones are destroyed. Is it possible to make the drone auto destruct when their parent ship leaves the map?I'm aware of this issue, just that I haven't figured out a good way to fix it. The fighters often cluster at the edges of the map too, sometimes beyond it... I'll try out your suggestion though, thanks!
Found an issue where if you enter a certain, uninhabited system with the hullmod interstellar mall the game crashes. Easily managed to bypass this by removing the given hullmod, just letting you know incase you'd prefer to have it fixed.Hmm, for some reason I recall already having fixed this, but I'll give it a look too!
on one hand its animeHaha, glad you liked it! Just a heads-up though, I'm planning to phase out the Yuri Mech Infantry line and their carriers from the main YRXP list. My current plan is to add the moon rabbit and dropship as special, player-only ships available at a Caparice Trade Co. start, much like the Scorched Lily supership start. There will also be no way to acquire new Mech Infantry LPCs apart from the start pick. This is because I want the mech-based gameplay to be centered around Aria.
on the other hand my god those fighters i managed to take out a station marked at 5 hazard to my fleet with two moon rabbits.
this has convinced me to do a yuri based fleet now
Since i have fallen into the Hololive Hole, this mod has become one of my favorites as of late.Glad you enjoy the mod! I'm not planning on adding any more portraits to this mod, however you could always replace them with your preferred portraits! All the images are openly available for edit in the folder structure.
I wish someone made a Hololive Portraits Pack, or the portraits of Hololive are added to this mod, it would make a lot of sense.
I'm fairly certain that's not it. Whenever I do a playthrough I tend to focus on the content form one faction mod, so I wasn't using any non-Yuri weapons at all, and I'm fairly certain it doesn't care about ship-mods, right?I think the bug in the code was that it didn't only check the missile mounts. Meaning if the ship had built-ins, it would probably fail either way. I *hope* I fixed that now, but I have yet to properly test it.
Overall, I'm really enjoying the mod. I'm stil not entirely certain if its ridiculously OP or just differently balanced. There was a period in my playthrough where my fairly light fleet would cut through enemy fleets like a hot knife through butter, but that might just have been an artifact of the long-range and missile focus allowing for very effective focus-fire in the same way carrier-spam works, and by now I've found challenges that will do something similar to me, cutting through my fleet in fairly little time, with my fleet only knocking out a couple of light frigates.Yeah, I molded YRXP (and all the rest) precisely so that they played completely differently from vanilla (or most mods) factions. That inevitably means that there are scenarios that the base AI simply was not built to handle. For example, I've always had the problem in YRXP where my ships simply will not launch *any* missiles against enemy frigates. It's probably a failsafe by the engine, so you don't fire reapers at hounds, but YRXP simply doesn't work that way. Sparklers are built precisely *for* hounds. But I can't change the behavior since it seems to be hardcoded in. Well, you win some, you lose some. Apart from those fringe cases, most of the mod does behave the way I intend it to.
Been really liking the mod, one thing that feels kinda off, is the sprite for the Last Smile ICBM (pretty much my favorite weapon i've got my hands on) and checking the files i can see that it's basically just the aurora missile but scaled up to twice the size.Glad you like the mod! Apologies for the spritework! Minor edits is pretty much the depth and breadth of my artistic capacity!
The only other thing i'd like to see in the mod is some sort of medium and/or large kinetic missile pod, I do get that you might have not added such a weapon for balance reasons, but it could be a nice addition.
I wish someone made a Hololive Portraits Pack, or the portraits of Hololive are added to this mod, it would make a lot of sense.
I made an account just to say this is my favorite mod for this game. Absolutely perfect.Thank you very much! I'm glad you like the mod!
In the next update can there be a comm satelite thing a bit farther away from the stations? since its impossible rn to install a comm sniffer for missions and stuffSure! I'll note it down for the next update.
Also is it possible to actually terraform using the last smile, or is that just flavour text?Hm... maybe? I'll probably have to take a look at both Interstellar Imperium's titan wmd and the code of some of the terraforming mods out there.
itd be wicked if it was possible
Regarding the bug about the Yuri Void Warfare Doctrine not giving the 100% bonus to missile ammunition when combined with the Commissioned Crews hull mod, I can confirm that the bug happens even when the ship doesn't have any built-in modules. Tested on the Scorched Lily super destroyer, the Mythril Cloak cruiser, and a Cream-class freighter. In all cases, the ships were stripped bare save for a single Yuri-made missile weapon.Oh! Thank you for the thorough test data, perhaps empty slots are being counted? Interesting, in any case!
Best mod ever.Thank you very much!
I have a problem, though: using Nexerelin...
Hello! Longtime fan, first time poster here. I have massively enjoyed this mod, and have become addicted to the music that plays whenever i stop by Heisel Trading Post to pick up hit singles and fancy clothing to sell to luddic path subversives.Thank you very much for saying so! Very gutsy of you to be flogging idol cds to a bunch of religious fanatics!
yes hello it is me Not That AlexAh, thank you very much for the fix! I haven't done much with YRXP yet, and I'm currently focusing on the next update to RYAZ so I really appreciate it. To express my gratitude, please allow me to credit you for this fix, at least!
the thing about targeting lasers...
Would it be possible to get the patch right before 2.2.0? I saw 2.1.2 on page 17 but it gives a repository permissions error.Hi, here is the download link for 2.1.2: YRXP_2.1.2.zip (https://bitbucket.org/tanem_rin/tanemrin_yrxp_public/downloads/YRXP_2.1.2.zip)
IW-701-S Seraph Wings (and seemingly all "HELMUT" inspired designs) seem to be a bit odd, from a graphical standpoint, especially with their weapon mounts being ... stretched out, but apart from that, I'm a big fan as you know.Yeah, the _____ Wing-class ships are part of those I'm doing a rethink for. I don't have anything concrete in mind, but I do want to change something about them for the next update.
Do you think the bug that seems to be related to the Aether Shawl or whatever it was is going to be fixed next update, or was that never proven to be true for anyone else but that user?
EDIT: There seems to be one or possibly more variants of ships that have slot id's for weapons assigned to them that don't exist.
Any idea when the YRXP revamp will happen? I'm trying to decide whether to start a game with the new and improved Azalea 2.0.0 now or wait so I can enjoy it and Yuri at the same time.Ah, it won't be anytime soon! I've just started, actually.
2696793 [Thread-4] INFO data.scripts.hullmods.yrxp_engineering - Check weapon name: Rosethorn SAM
2696793 [Thread-4] INFO data.scripts.hullmods.yrxp_engineering - Check manifacturers for Rosethorn SAM::Alto Research Labs vs Illusion Works
2696793 [Thread-4] INFO data.scripts.hullmods.yrxp_engineering - Check manifacturers for Rosethorn SAM::Alto Research Labs vs Alpina Weapons Factory
2696793 [Thread-4] INFO data.scripts.hullmods.yrxp_engineering - Check manifacturers for Rosethorn SAM::Alto Research Labs vs Yuri Sapper Corps
2696793 [Thread-4] INFO data.scripts.hullmods.yrxp_engineering - Check manifacturers for Rosethorn SAM::Alto Research Labs vs Alto Research Labs
2696793 [Thread-4] INFO data.scripts.hullmods.yrxp_engineering - found approved manufacturer
2696793 [Thread-4] INFO data.scripts.hullmods.yrxp_engineering - Check weapon name: Rosethorn SAM
2696793 [Thread-4] INFO data.scripts.hullmods.yrxp_engineering - Check manifacturers for Rosethorn SAM::Alto Research Labs vs Illusion Works
2696793 [Thread-4] INFO data.scripts.hullmods.yrxp_engineering - Check manifacturers for Rosethorn SAM::Alto Research Labs vs Alpina Weapons Factory
2696793 [Thread-4] INFO data.scripts.hullmods.yrxp_engineering - Check manifacturers for Rosethorn SAM::Alto Research Labs vs Yuri Sapper Corps
2696793 [Thread-4] INFO data.scripts.hullmods.yrxp_engineering - Check manifacturers for Rosethorn SAM::Alto Research Labs vs Alto Research Labs
2696793 [Thread-4] INFO data.scripts.hullmods.yrxp_engineering - found approved manufacturer
2696793 [Thread-4] INFO data.scripts.hullmods.yrxp_engineering - Found NO substandard weapon, applying bonus
Help! I'm a few years into my current campaign with YRXP (and bunch of other mods), specifically in cycle 212 now. Caparice and the yuri faction are still intact, and everything seemed fine until a few months of in-game time ago, when I would get a lot of micro-stutters every couple in-game days. I'm talking a 1/2 second stutter every second on the campaign layer (but not in combat!), which gets annoying fast. Alt-tabbed out of the game and opened up the logfile, and the whole thing is swamped with YRXP notifications like the following:Hi! Sorry, this error is caused by the Yuri Void Warfare Doctrine hullmod all yuri ships have. I've fixed it on my side, but I can't actually release the fix for you anyway because the mod is already incompatible with older saves even in its WIP state... If you wish to be rid of this problem, I'm afraid you will have to remove all YRXP ships in your fleet. I'm not sure if it also causes a slowdown on the overworld, but if it does, it'll come from YRXP fleets... my apologies for the inconvenience.
Hi! Sorry, this error is caused by the Yuri Void Warfare Doctrine hullmod all yuri ships have. I've fixed it on my side, but I can't actually release the fix for you anyway because the mod is already incompatible with older saves even in its WIP state... If you wish to be rid of this problem, I'm afraid you will have to remove all YRXP ships in your fleet. I'm not sure if it also causes a slowdown on the overworld, but if it does, it'll come from YRXP fleets... my apologies for the inconvenience.
The unique aesthetic and playstyle of this faction really speaks to me. I know you've mentioned previously that YRXP is sort of on the backburner and that's completely understandable with all the effort you've put into it and your other mods. I never knew about the hullmod slowdown, I guess my games haven't gone on long enough for it to affect it to a noticeable degree. I'm still running the old starsector version with YRXP 2.1.2 while I wait for issues with the new starsector update to be smoothed out.Thank you very much! I'm glad you enjoyed it! But I'd also like to say that YRXP is not on the backburner anymore! In fact, it'll be the first of my mods that will be compatible with the new version!
Just wanted to chime in that I am also looking forward to the fixed/updated version. Thanks for all your hard work.
The unique aesthetic and playstyle of this faction really speaks to me. I know you've mentioned previously that YRXP is sort of on the backburner and that's completely understandable with all the effort you've put into it and your other mods. I never knew about the hullmod slowdown, I guess my games haven't gone on long enough for it to affect it to a noticeable degree. I'm still running the old starsector version with YRXP 2.1.2 while I wait for issues with the new starsector update to be smoothed out.Thank you very much! I'm glad you enjoyed it! But I'd also like to say that YRXP is not on the backburner anymore! In fact, it'll be the first of my mods that will be compatible with the new version!
Just wanted to chime in that I am also looking forward to the fixed/updated version. Thanks for all your hard work.
...that said, this coming update is much, much more comprehensive than any I've released before. You could probably even call it a remake at this point! But also owing to that, it'll be a good while before it's ready, so I hope you can patiently look forward to it! ;D
soooo, any chance of a 9.5a update?
Any idea when the YRXP revamp will happen? I'm trying to decide whether to start a game with the new and improved Azalea 2.0.0 now or wait so I can enjoy it and Yuri at the same time.Ah, it won't be anytime soon! I've just started, actually.
Heck yeah! Anime girls, Pink ships, fireworks, And single digit frame rates. Cant wait mans ;DWith any luck, single-digit frames shouldn't be too much of an issue moving forward! The missile AI is slightly more optimized and and each weapon's burst potential is still reduced in comparison to pre-2.0. But most significantly, the changes to ship layout will definitely put a cap on how many missiles you can have on screen at the same time. In short, you can look forward to 12 fps rather than 8!
1: the yellow smiley on the Sapphrites armour plate looks a little out of place to me.I dunno, I like it. But I could add an alt-skin in the folder without it that players can swap in if they like!
2: With YRXP not having any shields (and likely no phase ships either) it brings a (slight) issue with the 0.95 skill tree, that being how you have to pick the shield/phase skill to get to the missile skill (which is blatantly going to be a high value skill on YRXP ships). Have you thought about any way to make combat 4 (shield/phase) not a wasted skill point if piloting YRXP ships?Nope! I can't be helped! I've seen how crazy the missile specialization bonus is for YRXP though... I wonder if it'll be nerfed in the near future? Otherwise, I'll have to balance around it....
2: With YRXP not having any shields (and likely no phase ships either) it brings a (slight) issue with the 0.95 skill tree, that being how you have to pick the shield/phase skill to get to the missile skill (which is blatantly going to be a high value skill on YRXP ships). Have you thought about any way to make combat 4 (shield/phase) not a wasted skill point if piloting YRXP ships?Also this "issue" i had is now redundant, with the upcoming changes to skills, which is nice.
Are this mod ready for 095?
Looking really cool, one comment is that the dreamland torpedoes look virtually identical to the Tearstorm missiles, (in terms of engine flare/trail) which is not really a great thing in gameplay terms to have something so powerful look more or less the same as something much weaker. (although this could just be placeholder trail effects in which case all is good)2: With YRXP not having any shields (and likely no phase ships either) it brings a (slight) issue with the 0.95 skill tree, that being how you have to pick the shield/phase skill to get to the missile skill (which is blatantly going to be a high value skill on YRXP ships). Have you thought about any way to make combat 4 (shield/phase) not a wasted skill point if piloting YRXP ships?Also this "issue" i had is now redundant, with the upcoming changes to skills, which is nice.
All three of the Author's mods are a must have. They are just that unique. I still haven't moved from 9.1 because of them....
I'm excited for when this mod gets updated. I just refuse to start a new save on starsector 0.9.5 without this, and Aria...
611289 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull [yrxp_fleet_carrier] variant [yrxp_fleet_carrier_sf]: slot id [WS0027] not found for weapon [yrxp_targeting_laser]
java.lang.RuntimeException: Ship hull [yrxp_fleet_carrier] variant [yrxp_fleet_carrier_sf]: slot id [WS0027] not found for weapon [yrxp_targeting_laser]
at com.fs.starfarer.loading.specs.oooo.super(Unknown Source)
at com.fs.starfarer.title.Object.OO0O.o00000(Unknown Source)
at com.fs.starfarer.title.Object.OO0O.render(Unknown Source)
at com.fs.starfarer.title.Object.OO0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.D.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
So my game crashed.Heya, this is an error that AlexTheos posted a solution for a few pages back, let me quote that for you:
Found this in the staresctor.log
yes hello it is me Not That Alex
the thing about targeting lasers in WS0027 in variant yrxp_fleet_carrier_sf is a known bug and i guess creature hasn't gotten around to fixing it
in the mean time just delete these from YRXP/data/variants/yrxp_fleet_carrier_sf and everything SHOULD be fineSpoiler(https://i.imgur.com/bLK2YQ0.png)[close]
- An issue with the Commissioned Crews integrated mod, where you don't actually get the faction hullmod when entering a market - if this happens please add the "Commissioned Crews" hullmod to your ships, and this issue will be corrected.
This has been fixed in the CC's latest release. You no longer have to do this.Thanks! Removed it from known issues.
Heya, this is an error that AlexTheos posted a solution for a few pages back, let me quote that for you
Any news on an update?
Been waiting for like a year lol, the game just isn't the same without all those missiles and fireworks around
A unofficial updated version of a mod but good luck finding it.Oh, I don't think I'll be coming back to modding starsector anytime soon, so if someone has a link to this update, I'm sure people would appreciate it!
Is there a source anywhere? I'd happily keep it working for you until (if) you decide to return.
Is there a source anywhere? I'd happily keep it working for you until (if) you decide to return.
Edit: Until then, I've found this bootleg version: https://drive.google.com/file/d/1YX7kueLXVEwYhfaDwc95bVcMJ5vHIU6U/view?usp=sharing
Yes and they work surprisingly well. I only noticed one major bug where Caparice and the Aria home system got stacked on top of each other. That said, Arian/Azalean weapons are pretty overpowered compared to YRXP and 0.95 balance in general, so use with care.Is there a source anywhere? I'd happily keep it working for you until (if) you decide to return.
Edit: Until then, I've found this bootleg version: https://drive.google.com/file/d/1YX7kueLXVEwYhfaDwc95bVcMJ5vHIU6U/view?usp=sharing
Nice! Do you know if there are bootlegs of the other 2 mods? Royal Azalea and Aria The Escalation?
Yes and they work surprisingly well. I only noticed one major bug where Caparice and the Aria home system got stacked on top of each other. That said, Arian/Azalean weapons are pretty overpowered compared to YRXP and 0.95 balance in general, so use with care.
Publicly posting links to unofficial builds is heavily frowned upon in this forum. If anything, you should make these requests through private messages.I don't mind if people want to post links to custom builds of my mods, no worries.
Publicly posting links to unofficial builds is heavily frowned upon in this forum. If anything, you should make these requests through private messages.I don't mind if people want to post links to custom builds of my mods, no worries.
it won't let me enable the mod. says it requires a different version of the game pls help.The mod author decided to leave modding, for a while or forever I don't know.
Is there a source anywhere? I'd happily keep it working for you until (if) you decide to return.Or you could just look on the last page :P
Edit: Until then, I've found this bootleg version: https://drive.google.com/file/d/1YX7kueLXVEwYhfaDwc95bVcMJ5vHIU6U/view?usp=sharing
it won't let me enable the mod. says it requires a different version of the game pls help.The mod author decided to leave modding, for a while or forever I don't know.
This version of the mod is meant for version 9.1 of Starsector, the current latest game version is 9.51.a.
A crude workaround is to modify mod_info.json and set it to the latest version
However I'm not sure if something that simple will cause the mod to work correctly, the better choice is to ask someone who made a workaround....
If you want I can send you links to the updated versions I use, but I'm not responsible for making those....
it won't let me enable the mod. says it requires a different version of the game pls help.The mod author decided to leave modding, for a while or forever I don't know.
This version of the mod is meant for version 9.1 of Starsector, the current latest game version is 9.51.a.
A crude workaround is to modify mod_info.json and set it to the latest version
However I'm not sure if something that simple will cause the mod to work correctly, the better choice is to ask someone who made a workaround....
If you want I can send you links to the updated versions I use, but I'm not responsible for making those....
it won't let me enable the mod. says it requires a different version of the game pls help.The mod author decided to leave modding, for a while or forever I don't know.
This version of the mod is meant for version 9.1 of Starsector, the current latest game version is 9.51.a.
A crude workaround is to modify mod_info.json and set it to the latest version
However I'm not sure if something that simple will cause the mod to work correctly, the better choice is to ask someone who made a workaround....
If you want I can send you links to the updated versions I use, but I'm not responsible for making those....
Hey im sorry but could I also get a link for those two as well? Ive been looking all over but so far no dice for me!
i'm running on the latest version of stasr sector: 0.95.1A-RC6 how do I get this mod to work?Look on pages 30, 31. Unfortunately I can't help more than that....I can send you a pm to link you to a place where you can download unofficial patches?
Said place has patches for Aria and Azalea too? I'd be interested in it.i'm running on the latest version of stasr sector: 0.95.1A-RC6 how do I get this mod to work?Look on pages 30, 31. Unfortunately I can't help more than that....I can send you a pm to link you to a place where you can download unofficial patches?
Said place has patches for Aria and Azalea too? I'd be interested in it.i'm running on the latest version of stasr sector: 0.95.1A-RC6 how do I get this mod to work?Look on pages 30, 31. Unfortunately I can't help more than that....I can send you a pm to link you to a place where you can download unofficial patches?
I received a request to clarify my stance on unofficial or bootleg updates of my mods so here it is:What's the status of the preview ships featured in the last couple videos? I don't know too much about Starsector modding but maybe someone could slap them into the current working build somewhere?
- I fully allow anyone to make any changes or updates to all of my mods.
- I also allow anyone to post these (download links and the like) anywhere they like, including the official threads of the respective mods.
What's the status of the preview ships featured in the last couple videos? I don't know too much about Starsector modding but maybe someone could slap them into the current working build somewhere?Most of them are either completely new or full overhauls of existing ships (sprites and all) that I have not released yet, so unless someone tries to reverse-engineer what they saw in the videos into a full ship, it wouldn't be possible.
Oh, I meant that if you decided to release the assets and code, someone else might be able to finish them up. Or at least get them working.What's the status of the preview ships featured in the last couple videos? I don't know too much about Starsector modding but maybe someone could slap them into the current working build somewhere?Most of them are either completely new or full overhauls of existing ships (sprites and all) that I have not released yet, so unless someone tries to reverse-engineer what they saw in the videos into a full ship, it wouldn't be possible.
Oh, I meant that if you decided to release the assets and code, someone else might be able to finish them up. Or at least get them working.Sorry, I'm not up for the responsibility of debugging the mod and addressing player feedback at the moment, and pushing it off onto someone else would be unfair.
i'm running on the latest version of stasr sector: 0.95.1A-RC6 how do I get this mod to work?Look on pages 30, 31. Unfortunately I can't help more than that....I can send you a pm to link you to a place where you can download unofficial patches?
Said place has patches for Aria and Azalea too? I'd be interested in it.i'm running on the latest version of stasr sector: 0.95.1A-RC6 how do I get this mod to work?Look on pages 30, 31. Unfortunately I can't help more than that....I can send you a pm to link you to a place where you can download unofficial patches?
I'd like to have those as well, been too long since I've played SS and I wanted to try the mods out on new version.
could I grab a link too?i'm running on the latest version of stasr sector: 0.95.1A-RC6 how do I get this mod to work?Look on pages 30, 31. Unfortunately I can't help more than that....I can send you a pm to link you to a place where you can download unofficial patches?
That. Is. Awesome!Thank you very much!
don't kill us with too much anticipationSorry for the wait, but I would like to proceed at my own leisurely pace this time to avoid a quick burn-out.
Neat! Will manufacturing bay hullmods have additional effects for carriers and missile ships?Ah, at the moment, no, Manufacturing Bay, from YREX is still the same as it always has been - but you mentioning carriers does give me the idea to add in a replacement buff for carriers with a manufacturing bay. It makes sense after all.
Sorry for the wait, but I would like to proceed at my own leisurely pace this time to avoid a quick burn-out.No worries man, quality and polish takes time. Nice job on the missile tuning and optimizations btw
So glad this mod is coming back!
So, how's the Interstellar Mall hullmod? Have you fixed the uninhabited system error?Uhh, I believe I have. Thanks for reminding me, I'll give that a test too.
could I grab a link too?i'm running on the latest version of stasr sector: 0.95.1A-RC6 how do I get this mod to work?Look on pages 30, 31. Unfortunately I can't help more than that....I can send you a pm to link you to a place where you can download unofficial patches?
I don't know if you will have this fixed for the next version, but something yuri can crash the whole computer if it's done on the main menu.Hi! I checked the class and it seems it's something I can remove since it's basically redundant (the same class already appears in MagicLib, which is already a requirement to run YRXP).
273556 [Thread-3] INFO data.scripts.everyframe.yrxp_moduleRetreatCleaner - Clearing orphaned modules from deployed list for side PLAYER: 2
Yuri ship combat on the main menu blue screened my computer.
Glad to see this lovely mod is being worked on again!
The v3 update progress looks really promising, I can't wait for its release!
Though by all means do take your time, and enjoy :D
Surprised and excited, but confused as to why you didn't name this mod Touhou for all the Danmku when you made it lol
The first download link had a problem with the images, if you're having problems like missing sprites, please redownload; I have reuploaded the relevant files.Thanks for the quick response I was about to reinstall Starsector when the sprites weren't showing up.
Thanks for the quick response I was about to reinstall Starsector when the sprites weren't showing up.Ah, sorry about that! I hope it works fine now. Enjoy! I'm also playtesting at the same time as you btw haha.
Tere is still no sprites.The first download link had a problem with the images, if you're having problems like missing sprites, please redownload; I have reuploaded the relevant files.Thanks for the quick response I was about to reinstall Starsector when the sprites weren't showing up.
Tere is still no sprites.Ah, I forgot to update the mirror if that's what you were using. Here is an updated link (https://mega.nz/file/EphTCD4b#cwl_o_6mLva4q_MTq5H0iSmclUxIK8y4Vuwge_eE2x4)
My being is hype made manifest. I have a button called "Is YRXP updated?" on my desktop and for the last 2+ years I have been pressing it once every day. I haven't played the game in a while but this is the day. We are so back.
(https://cdn.discordapp.com/attachments/985529493894606879/1188791381704052827/image.png?ex=659bcf40&is=65895a40&hm=09e38c0c2ca5b9bb4ba7efd1c411bfdda70aa7f460c92f79f80b6d174d172ada&)
Rejoice! A (post) Christmas Miracle! An update to one of my must-have mods! Maybe the other two will also be updated? Eventually? Royal Azalea and I know the mod creator isn't allowed to post content about their "forbidden" mod, but will it be updated on nexus?Yes, ARIA and RYAZ will both be updated soon. I will begin work on updating ARIA to 0.96 next. Unlike YRXP, they will not receive any content updates yet, but instead release in their previous forms only updated to the latest version of starsector.
Nice to see the update out (even if the AI-assist stuff looks visually a little funky imo), though I'm fairly certain HVBs can be messed about with to work in tbe magicbounty system pretty easily, if you wanna get that going.Yep, that's the idea! But more importantly than the engine I'll be using, I more wanted to bring the looks of the ship themselves more in-line with the new roster, since most of the HVBs are still based around the old look.
Everytime I try to generate a world this error appearsOh, I inadvertently inserted a dependency on nexerelin. I'll fix this now. Hang tight
exerelin/campaign/PlayerFactionStore
And this is what appears in the log
java.lang.NoClassDefFoundError: exerelin/campaign/PlayerFactionStore
at data.scripts.YRXPModPlugin.onGameLoad(YRXPModPlugin.java:408)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.public.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.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)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.PlayerFactionStore
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 17 more
Is my PC the problem?
Alright, I think I love the new bolter weapons WAY too much... https://imgur.com/a/fVO72gcEnough dakka, or, at least, almost! xD
Oh, I inadvertently inserted a dependency on nexerelin. I'll fix this now. Hang tightI am impressed that you work on holidays, especially year end, hope this isn't too much.
I am impressed that you work on holidays, especially year end, hope this isn't too much.I've updated the links in the opening post, as well as the mirror, which is here: https://mega.nz/file/51IwiapB#szkaMM5wLSFvxWihcaIuEEFnqN6TZ5Sz2gVDD7qjtqA And no worries! It isn't work, it's my hobby. I only do it whenever I feel like it; you just happened to catch me at a very favorable time!
THX, I expect this would be fix at least after new year, guess all my good luck hasn't spent yet after C2 NaviaI am impressed that you work on holidays, especially year end, hope this isn't too much.I've updated the links in the opening post, as well as the mirror, which is here: https://mega.nz/file/51IwiapB#szkaMM5wLSFvxWihcaIuEEFnqN6TZ5Sz2gVDD7qjtqA And no worries! It isn't work, it's my hobby. I only do it whenever I feel like it; you just happened to catch me at a very favorable time!
Homing lasers fly without homing. ???Ah, are you using them on a ship without yrxp commisioned crews (if you have that mod, commissioned crews, installed)? Homing lasers can only be guided by Yuri crews (because they do so telepathically -- lore)
How to use this Sparkler missile storm on Crystallize FA? It doesn't shoot no matter what I doTtry again with broken front armour piece.
This is correct. You can see that the top pods themselves remain covered while the armor is on (or they should be), while the side pods are covered by the armor itself. They open once the armor is destroyed.How to use this Sparkler missile storm on Crystallize FA? It doesn't shoot no matter what I doTtry again with broken front armour piece.
This is correct. You can see that the top pods themselves remain covered while the armor is on (or they should be), while the side pods are covered by the armor itself. They open once the armor is destroyed.How to use this Sparkler missile storm on Crystallize FA? It doesn't shoot no matter what I doTtry again with broken front armour piece.
Yes it worls with crews.Homing lasers fly without homing. ???Ah, are you using them on a ship without yrxp commisioned crews (if you have that mod, commissioned crews, installed)? Homing lasers can only be guided by Yuri crews (because they do so telepathically -- lore)
Idk it works for me fine after front armour falls off.This is correct. You can see that the top pods themselves remain covered while the armor is on (or they should be), while the side pods are covered by the armor itself. They open once the armor is destroyed.How to use this Sparkler missile storm on Crystallize FA? It doesn't shoot no matter what I doTtry again with broken front armour piece.
It's cause crash when I try it
20358235 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.shipsystems.yrxp_CrystalRainStats.apply(yrxp_CrystalRainStats.java:110)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
It's cause crash when I try itThanks for the crash log. Though I wasn't able to personally replicate the crash you're experiencing, I added a failsafe to the area of the code where that crash is happening. I've updated the download links in the OP again with this update, hope it fixes your issue!
20358235 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.shipsystems.yrxp_CrystalRainStats.apply(yrxp_CrystalRainStats.java:110)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
11419407 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException: null
at particleengine.ParticleAllocator.allocateParticles(ParticleAllocator.java:174) ~[?:?]
at particleengine.Particles.burst(Particles.java:475) ~[?:?]
at particleengine.Particles.burst(Particles.java:438) ~[?:?]
at data.scripts.utils.yrxp_SpellcastUtils.spawnPEHitSpray(yrxp_SpellcastUtils.java:216) ~[?:?]
at data.scripts.ai.projectiles.yrxp_ChainmineBombletAI.explodeFX(yrxp_ChainmineBombletAI.java:210) ~[?:?]
at data.scripts.ai.projectiles.yrxp_ChainmineBombletAI.advance(yrxp_ChainmineBombletAI.java:103) ~[?:?]
at com.fs.starfarer.combat.entities.Missile$MissileAIWrapper.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]
got this one about chain mine
I want to report a crash
8191502 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Texture [yrutl_icon_boarding] from category [ui] not found
java.lang.RuntimeException: Texture [yrutl_icon_boarding] from category [ui] not found
at com.fs.starfarer.settings.StarfarerSettings.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
at data.scripts.everyframe.yrutl_BoardingPlugin.advance(yrutl_BoardingPlugin.java:255)
at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
A couple of quick fixes while we wait for an official update.
yrutl_icon_boarding error:Spoilerdiff --git a/mods/YRUTL/data/config/settings.json b/mods/YRUTL/data/config/settings.json
index 4d291b5e..dd1efa77 100644
--- a/mods/YRUTL/data/config/settings.json
+++ b/mods/YRUTL/data/config/settings.json
@@ -74,7 +74,7 @@
"graphics":{
"ui":{
- "icon_boarding":"graphics/icons/hullsys/yrutl_icon_boarding.png",
+ "yrutl_icon_boarding":"graphics/icons/hullsys/yrutl_icon_boarding.png",
^M
},
}
}[close]
yrxp_fleet_carrier_2 error:Spoilerdiff --git a/mods/YRXP/data/hulls/yrxp_fleet_carrier_2.ship b/mods/YRXP/data/hulls/yrxp_fleet_carrier_2.ship
index d1f4c578..cdcc40e5 100644
--- a/mods/YRXP/data/hulls/yrxp_fleet_carrier_2.ship
+++ b/mods/YRXP/data/hulls/yrxp_fleet_carrier_2.ship
@@ -67,6 +67,126 @@
"angle": -0,
"locations": [-12.5, -167]
},
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0005",
+ "locations": [
+ 47.5,
+ 56.5
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0006",
+ "locations": [
+ 47.5,
+ -56.5
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0007",
+ "locations": [
+ 49.5,
+ 48
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0008",
+ "locations": [
+ 49.5,
+ -48
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0009",
+ "locations": [
+ 51.5,
+ 40.5
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0010",
+ "locations": [
+ 51.5,
+ -40.5
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0011",
+ "locations": [
+ 53.5,
+ 33
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0012",
+ "locations": [
+ 53.5,
+ -33
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0013",
+ "locations": [
+ 55,
+ 25
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0014",
+ "locations": [
+ 55,
+ -25
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
{
"id": "WS0015",
"size": "SMALL",[close]
A couple of quick fixes while we wait for an official update.
yrutl_icon_boarding error:Spoilerdiff --git a/mods/YRUTL/data/config/settings.json b/mods/YRUTL/data/config/settings.json
index 4d291b5e..dd1efa77 100644
--- a/mods/YRUTL/data/config/settings.json
+++ b/mods/YRUTL/data/config/settings.json
@@ -74,7 +74,7 @@
"graphics":{
"ui":{
- "icon_boarding":"graphics/icons/hullsys/yrutl_icon_boarding.png",
+ "yrutl_icon_boarding":"graphics/icons/hullsys/yrutl_icon_boarding.png",
^M
},
}
}[close]
yrxp_fleet_carrier_2 error:Spoilerdiff --git a/mods/YRXP/data/hulls/yrxp_fleet_carrier_2.ship b/mods/YRXP/data/hulls/yrxp_fleet_carrier_2.ship
index d1f4c578..cdcc40e5 100644
--- a/mods/YRXP/data/hulls/yrxp_fleet_carrier_2.ship
+++ b/mods/YRXP/data/hulls/yrxp_fleet_carrier_2.ship
@@ -67,6 +67,126 @@
"angle": -0,
"locations": [-12.5, -167]
},
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0005",
+ "locations": [
+ 47.5,
+ 56.5
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0006",
+ "locations": [
+ 47.5,
+ -56.5
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0007",
+ "locations": [
+ 49.5,
+ 48
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0008",
+ "locations": [
+ 49.5,
+ -48
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0009",
+ "locations": [
+ 51.5,
+ 40.5
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0010",
+ "locations": [
+ 51.5,
+ -40.5
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0011",
+ "locations": [
+ 53.5,
+ 33
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0012",
+ "locations": [
+ 53.5,
+ -33
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0013",
+ "locations": [
+ 55,
+ 25
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0014",
+ "locations": [
+ 55,
+ -25
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
{
"id": "WS0015",
"size": "SMALL",[close]
How do i use this? thankies
A couple of quick fixes while we wait for an official update.
yrutl_icon_boarding error:Spoilerdiff --git a/mods/YRUTL/data/config/settings.json b/mods/YRUTL/data/config/settings.json
index 4d291b5e..dd1efa77 100644
--- a/mods/YRUTL/data/config/settings.json
+++ b/mods/YRUTL/data/config/settings.json
@@ -74,7 +74,7 @@
"graphics":{
"ui":{
- "icon_boarding":"graphics/icons/hullsys/yrutl_icon_boarding.png",
+ "yrutl_icon_boarding":"graphics/icons/hullsys/yrutl_icon_boarding.png",
^M
},
}
}[close]
yrxp_fleet_carrier_2 error:Spoilerdiff --git a/mods/YRXP/data/hulls/yrxp_fleet_carrier_2.ship b/mods/YRXP/data/hulls/yrxp_fleet_carrier_2.ship
index d1f4c578..cdcc40e5 100644
--- a/mods/YRXP/data/hulls/yrxp_fleet_carrier_2.ship
+++ b/mods/YRXP/data/hulls/yrxp_fleet_carrier_2.ship
@@ -67,6 +67,126 @@
"angle": -0,
"locations": [-12.5, -167]
},
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0005",
+ "locations": [
+ 47.5,
+ 56.5
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0006",
+ "locations": [
+ 47.5,
+ -56.5
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0007",
+ "locations": [
+ 49.5,
+ 48
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0008",
+ "locations": [
+ 49.5,
+ -48
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0009",
+ "locations": [
+ 51.5,
+ 40.5
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0010",
+ "locations": [
+ 51.5,
+ -40.5
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0011",
+ "locations": [
+ 53.5,
+ 33
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0012",
+ "locations": [
+ 53.5,
+ -33
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": 10,
+ "arc": 20,
+ "id": "WS0013",
+ "locations": [
+ 55,
+ 25
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
+ {
+ "angle": -10,
+ "arc": 20,
+ "id": "WS0014",
+ "locations": [
+ 55,
+ -25
+ ],
+ "mount": "HIDDEN",
+ "size": "SMALL",
+ "type": "MISSILE"
+ },
{
"id": "WS0015",
"size": "SMALL",[close]
How do i use this? thankies
The stuff in the spoilers show what has been changed where. e.g.
--- a/mods/YRUTL/data/config/settings.json
+++ b/mods/YRUTL/data/config/settings.json
in the first case, the difference is in "/mods/YRUTL/data/config/settings.json" "a" was the original, "b" is the new one.
In between the @@, it tells you where the section underneath is referencing. e.g.
@@ -74,7 +74,7 @@
in the first case, it is referencing lines 74 onwards.
"-" prefix means that line has been deleted
"+" prefix means that line has been added
e.g.
- "icon_boarding":"graphics/icons/hullsys/yrutl_icon_boarding.png",
+ "yrutl_icon_boarding":"graphics/icons/hullsys/yrutl_icon_boarding.png",
in the first case, that means the line
"icon_boarding":"graphics/icons/hullsys/yrutl_icon_boarding.png",
was replaced with
"yrutl_icon_boarding":"graphics/icons/hullsys/yrutl_icon_boarding.png",
When you update your file, you do not have to include the "+" prefix. That's just the output of the diff command. With that first example, you should be able to work out the other one as well :)
Any eta on 0.97 update?
Any eta on 0.97 update?
No, but you can change the version in mod info json
It will works
What kind of error is it? Visual, game breaking?Someone had posted it earlier, it's
Seems to happen the most with Sparklers. I believe I've used Last Smiles with zero issue.And that includes usage by any ship I'm guessing?
What kind of error is it? Visual, game breaking?Someone had posted it earlier, it's
648681 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.missiles.yrxp_LRMissileAI.doThirdStageBehavior(yrxp_LRMissileAI.java:205)
at data.scripts.ai.missiles.yrxp_LRMissileAI.advance(yrxp_LRMissileAI.java:94)
at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Seems to happen the most with Sparklers. I believe I've used Last Smiles with zero issue.
What kind of error is it? Visual, game breaking?Someone had posted it earlier, it's
648681 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.ai.missiles.yrxp_LRMissileAI.doThirdStageBehavior(yrxp_LRMissileAI.java:205)
at data.scripts.ai.missiles.yrxp_LRMissileAI.advance(yrxp_LRMissileAI.java:94)
at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Seems to happen the most with Sparklers. I believe I've used Last Smiles with zero issue.
I haven't encountered any problems using any Yuri missiles, I looked in the code and none of the Yuri missiles even used that script as far as I can tell.
The only thing using that script is the subsystem of the Seraph NEXT and the built-in weapon of the valkyrie superfighters (both the frigate and the LPC versions).
I also tested both the Seraph NEXT and the valkyrie superfighter frigate and both works fine without crashes. However I couldn't test the LPC versions since I do not have them and the game crashes if I tried to spawn it via console commands. So maybe the problem is with the LPC?