Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: michail on June 05, 2021, 01:39:53 AM

Title: [0.95.1a-RC6] Trophy s-mods [0.7.2]
Post by: michail on June 05, 2021, 01:39:53 AM
s-modding the pirate way

0.7.x is not save-compatible with 0.6.x and earlier. Not safe to disable.

Features:

There's a few knobs in the config files to turn. Please refer to README.md or README.txt in mod's directory for all the gory details. You can change relative probabilities of s-modding any given hullmod, prevent s-modding of undesirable hullmods and s-mod numbers (and distribution).

Current version (https://gitlab.com/mpevnev/trophy-smods/uploads/b899ac388140730a15c92c0f4a7ae518/trophysmods.zip), sources (https://gitlab.com/mpevnev/trophy-smods), release history (https://gitlab.com/mpevnev/trophy-smods/-/releases).

Changelog:
Spoiler
0.7.2:
Spoiler
  • The mod now honors "no_build_in" tag, except for Safety Overrides.
  • Added "trophysmods_ignore" tag - modders who wish to make a hullmod non-s-moddable can put it on the hullmod and Trophy S-mods will skip it.
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0.7.1:
Spoiler
  • Compatibility settings for Apex Design Collective, preventing a crash (unless you're already screwed by 0.7.0).
[close]
0.7.0:
Spoiler
  • Proper 0.95.1a support - that is, configured weights of new hullmods.
  • A more stable s-mod selection for each ship
[close]
0.6.0:
Spoiler
  • 0.95.1a support.
  • New algorithm for selecting s-mods (every release has this line, doesn't it?). It allows customizing s-mod pool consumption down to individual hullmods.
  • Much smoother probability curves of receiving N hullmods given a varying share of s-mod pool.
  • Documentation (automatically generated) of all configuration files.
[close]
0.5.0:
Spoiler
  • Hullmod tags and categories (which are exactly the same thing, but are defined externally by the mod) can now influence hullmod weights when selecting hullmods to s-mod. There are two sides to this. The first is global settings in the root of "randomized_picks.json" ("tag_affinities" and "category_affinities"), which apply to all hullmods that have a corresponding tag/category. The second is per-hullmod settings under keys "categories" and "tags" in the "affinities" map, which examine the tags and categories of other hullmods on the ship and modify the weight if those match.
  • The mod can now merge several JSON files into its main config using about the same rules Starsector goes by when merging mod JSONs. Files providing compatibility with other mods now reside in `data/config/trophysmods/compat`. Please note that the list of files to merge is hard-coded, dropping an extra file there will not work.
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0.4.2:
Spoiler
  • Fixed unintentional rarity of s-modding common hullmods.
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0.4.1:
Spoiler
  • Automated Commands compatibility.
  • Fixed detection of fighter slots.
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0.4.0:
Spoiler
  • s-mod pool is calculated based on fleet's DP and d-mods, and distributed based on officer levels.
  • A different algorithm for s-mod selection. It should produce more varied and interesting loadouts. It is also aware of more s-moddable hullmods than the core autofit plugin.
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0.3.1:
Spoiler
  • Corrected version in mod_info
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0.3.0:
Spoiler
  • s-mods on enemy ships no longer disappear upon recovery. In other words the mod should finally somewhat work.
  • Fixed a crash when adding s-mods to Mess fleets from HMI (and similar fleets).
[close]
0.2.0:
Spoiler
  • Sensible s-mod combinations via piggybacking on the autofitter (thanks to Jahgaimo and BreenBB for the suggestion)
  • s-mod distribution across a fleet depends on each ship's DP (suggested by Arcagnello)
  • s-mod generation is a lot more aggressive. High-end fleets should have total s-mods in double digits
  • Config changes on an old save should actually work now
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[close]

Thoughts on mod's current state
Spoiler
I like it. The new s-mod distributing algorithm produces enough s-mods to make most fleets vaguely intersting, while also throwing in real eye-catchers every now and then. I think I'll experiment with raising the s-mod cap.
[close]

Ramblings Rationale:
Spoiler
I'm not entirely happy with s-mods costing story points. Adding them early is all right, since bonus XP helps getting them back in a reasonable time, and losses don't hurt too much. However, in the late game with each SP being worth a million XP bonus XP doesn't do much to alleviate the grind. Even worse, my playstyle late-game mostly focuses on exploration rather than combat, slowing the natural SP gain even more. I can go out of my way and fight, but I don't exactly have an incentive. It also makes me either overly cautious, never picking a fight I know I can't win without major losses, or sucker-punches me after taking a risk and being beaten (while still having a blast in-combat, mind you) by saying "now grind N million XP with a weakened fleet, mate".

This mod is not exactly a solution. It won't change the fact that losing battles sucks, and losing s-mods triples the suck. This mod is an experiment. I want to try and trigger my roguelike player's mentality of "RNG giveth and RNG taketh away" wrt s-mods by making them, essentially, loot. I also hope it'd give me an extra incentive to fight big human fleets and take risks.

(yes, I have just copied the README)
[close]
Title: Re: [0.95a-RC15] Trophy s-mods
Post by: Jaghaimo on June 05, 2021, 03:51:12 AM
I very much like this idea. Perhaps instead of random selection, have one of the existing mods become s-mod? Could tie it up to performance and difficulty of the battle.
Title: Re: [0.95a-RC15] Trophy s-mods
Post by: BreenBB on June 05, 2021, 03:56:14 AM
I think is good idea, built in existing hullmods and run autofit again on that ship so it spends that OPs on something usefull.
Title: Re: [0.95a-RC15] Trophy s-mods
Post by: Arcagnello on June 05, 2021, 04:21:32 AM
I have actually suggested something like this to death around the forum for a while now, I love this idea. As for what I suggested that could maybe apply to this mod:

Restrict AI fleet officer spam to not be absolutely overwhelming (especially concerning [Redacted]) and have AI fleets start applying Smods instead!

Example: randomly generated Pirate fleet has 16 officers totaling up to something like 90 officer skills, which we're going to call "Officer Points" from now on for ease of understanding.
This mod could cut the officer spam down to the maximum the player can obtain with human officers which 60 officer points (20 of potentially being elite skills thanks to both having Officer Training and Officer Management) and convert the remaining "skill points" into Integrated hullmods, at a rate of One Integrated Hullmod for every 4 Officer Points..

I don't know if the core concept is even possible, let alone creating coding that applies Integrated Hullmods on the bigger, badder enemy ships first. But it would be hella cool, would it not?
Title: Re: [0.95a-RC15] Trophy s-mods
Post by: michail on June 05, 2021, 05:01:42 AM
I very much like this idea. Perhaps instead of random selection, have one of the existing mods become s-mod? Could tie it up to performance and difficulty of the battle.
I think is good idea, built in existing hullmods and run autofit again on that ship so it spends that OPs on something usefull.

Oh, this sounds really good, thanks for the suggestion! Right now the config file is an absolute mess of white- and blacklists, which doesn't work properly and requires some extensions. Yeah, I should just let the autofit do its job. Integration with other mods should also be much easier this way (assuming they modify the autopicker to be aware of new hullmods). There might be a problem with ships without any hullmods, but I'm not sure how often autofit generates them (gotta admit that I rarely check enemy fleet's hullmods, even if I probably should)

I have actually suggested something like this to death around the forum for a while now, I love this idea. As for what I suggested that could maybe apply to this mod:

Restrict AI fleet officer spam to not be absolutely overwhelming (especially concerning [Redacted]) and have AI fleets start applying Smods instead!

Example: randomly generated Pirate fleet has 16 officers totaling up to something like 90 officer skills, which we're going to call "Officer Points" from now on for ease of understanding.
This mod could cut the officer spam down to the maximum the player can obtain with human officers which 60 officer points (20 of potentially being elite skills thanks to both having Officer Training and Officer Management) and convert the remaining "skill points" into Integrated hullmods, at a rate of One Integrated Hullmod for every 4 Officer Points..

I don't know if the core concept is even possible, let alone creating coding that applies Integrated Hullmods on the bigger, badder enemy ships first. But it would be hella cool, would it not?

I think this is doable. I'd prefer not to make the threshold hard to keep s-mods obtainable before the player can fight maxed out fleets. Something like 0.0x s-mods per officer point below the threshold + 0.y per point above should help with that. And yeah, something should be done about lategame fleets, esp. once s-mods selection is fixed and sensible - it's a straight up buff.
Title: Re: [0.95a-RC15] Trophy s-mods
Post by: Arcagnello on June 05, 2021, 05:09:15 AM
I'm really looking forward to see the future of this mod now. Best of luck fighting the Coding demons!
Title: Re: [0.95a-RC15] Trophy s-mods
Post by: ModdedLaharl on June 05, 2021, 08:06:17 PM
A mod that sticks a big spiky shaft up the arse of story points and replaces them with something that actually makes in-game sense and bringing it closer to a mechanic that's fun to engage with? Why I do believe you just earned my love. I'll be including this in my stream loadout and will happily render testing aid if you need
Title: Re: [0.95a-RC15] Trophy s-mods
Post by: michail on June 06, 2021, 07:18:42 AM
TIL that asking the standard autofit plugin to cram 8 s-mods into an Onslaught is not a good idea and crashes the game. Darn, now I want to actually see this insanity in action. Also, I need to tone the numbers down.
Title: Re: [0.95a-RC15] Trophy s-mods [0.2.0]
Post by: michail on June 06, 2021, 02:25:11 PM
Updated the OP with new version. It actually generates good, if boring and similar, loadouts. No conversion of excess officers into s-mods or complicated curves for s-mod numbers though.
Title: Re: [0.95a-RC15] Trophy s-mods [0.2.0]
Post by: BreenBB on June 09, 2021, 12:21:24 PM
Got a crash in Opuntia system from HMI, seems like it caused by this mod judging from logs.

Spoiler
762587 [Thread-3] INFO  trophysmods.SmodAddingListener  - Inflating fleet Small Swarm
762588 [Thread-3] INFO  trophysmods.SmodAddingListener  - Fleet's s-mod pool: 9.88
762588 [Thread-3] INFO  trophysmods.SmodAddingListener  - Adding 0 smods (expected number: 1.6099999) to ship OBJ 1095 (Enforcer (Mess) class Machine Gun Medium Droneship)
762588 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [015.ogg]
762600 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [023.ogg]
762896 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [023.ogg]
762897 [Thread-9] INFO  sound.OooO  - Playing music with id [023.ogg]
763032 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:323)
   at trophysmods.SmodAddingListener$SmoddingInflater.forceFit(SmodAddingListener.java:151)
   at trophysmods.SmodAddingListener$SmoddingInflater.inflate(SmodAddingListener.java:138)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.hasEnoughStuffAround(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95a-RC15] Trophy s-mods [0.2.0]
Post by: michail on June 09, 2021, 01:51:38 PM
Got a crash in Opuntia system from HMI, seems like it caused by this mod judging from logs.

Spoiler
762587 [Thread-3] INFO  trophysmods.SmodAddingListener  - Inflating fleet Small Swarm
762588 [Thread-3] INFO  trophysmods.SmodAddingListener  - Fleet's s-mod pool: 9.88
762588 [Thread-3] INFO  trophysmods.SmodAddingListener  - Adding 0 smods (expected number: 1.6099999) to ship OBJ 1095 (Enforcer (Mess) class Machine Gun Medium Droneship)
762588 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [015.ogg]
762600 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [023.ogg]
762896 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [023.ogg]
762897 [Thread-9] INFO  sound.OooO  - Playing music with id [023.ogg]
763032 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:323)
   at trophysmods.SmodAddingListener$SmoddingInflater.forceFit(SmodAddingListener.java:151)
   at trophysmods.SmodAddingListener$SmoddingInflater.inflate(SmodAddingListener.java:138)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.hasEnoughStuffAround(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Interesting. I think this can happen if all ships in the fleet have TAG_NO_AUTOFIT on their hulls (even if I don't know what that is, exactly). For such fleet, DefaultFleetInflater will skip a loop in which it sets its "fighters" variable, which the standard autofit plugin attempts to query at line 323. I'll try to figure out a way to check this guess tomorrow. But at any rate, I believe I should stop abusing DefaultFleetInflater's implementation of AutofitPluginDelegate, it seems to be mostly to instruct the autofit in its own "inflate" and not for general-purpose usage.

I haven't tried Hazard Mining yet, could you tell me which faction this fleet most likely belongs to? Could try spawning a few in with console commands.
Title: Re: [0.95a-RC15] Trophy s-mods [0.2.0]
Post by: BreenBB on June 09, 2021, 02:35:44 PM
That was "mess" boss faction, they spawn in HMI added Opuntia system.
Title: Re: [0.95a-RC15] Trophy s-mods [0.2.0]
Post by: ModdedLaharl on June 09, 2021, 11:20:45 PM
Definitely needs a big fat healthy injection of randomness shoved into it. Possibly also see if you can get it working with mod-added hullmods?
Title: Re: [0.95a-RC15] Trophy s-mods [0.2.0]
Post by: Deshara on June 10, 2021, 12:39:05 AM
the OP is not actually clear enough about what the mod does. It says s-mods are acquirable thru combat, but instead of describing what that means, u go on to talk about how the AI get s-mods which gives me the impression this mod might not do anything for the player at all but cause AI to bring s-mods to the field, but the responses of the commenters makes me think thats not the case & it does thing for the player too. Format of the OP should go, 1 sentence summary of what to generally expect from the mod, then a sentence describing what it does for players, then a sentence describing what it does for the enemy AI, then go into details (the details being bulleted preferably if only bc it helps u organize the thoughts in a way that is easily skimmable by a reader)
Title: Re: [0.95a-RC15] Trophy s-mods [0.2.0]
Post by: Amoebka on June 10, 2021, 10:55:19 AM
I'm guessing it adds S-mods to the enemy ships and allows to recover them without losing S-mods? But yeah, the OP does a rather poor job of describing the mod.
Title: Re: [0.95a-RC15] Trophy s-mods [0.2.0]
Post by: michail on June 10, 2021, 02:13:36 PM
Re: crash. Testing a bugfix for it. Out of sheer paranoia: are mess ships supposed to be pristine?

Re: mod description. Yeah, explaining things is not my strong suit. I write fairly slowly (this message took about 15 minutes, for instance), so I'll put off updating the description until weekend. Ludd knows how much time it'll take.

... and allows to recover them without losing S-mods?

Good grief, I'm an idiot. The thought of s-mods on enemy ships not being recoverable has never even crossed my mind. I simply didn't check that all those shiny s-mods flying around can actually be recovered. So the entire bloody mod is even more dysfunctional than I've thought. Well, back to coding. Thank you very much, you've just found the worst bug in this mess.
Title: Re: [0.95a-RC15] Trophy s-mods [0.3.0]
Post by: michail on June 14, 2021, 01:23:42 PM
Uploaded 0.3.0. s-mods are recoverable. Crash is gone. And I'm still not a clever person and have forgotten to update the version in mod_info before slapping a tag onto master and updating the OP. Thank you all for help.
Title: Re: [0.95a-RC15] Trophy s-mods [0.3.0]
Post by: IonDragonX on June 14, 2021, 05:00:55 PM
And I'm still not a clever person
Do Not say negative things about yourself like that. Even if you are being joking. You fixed the error and its great!
Title: Re: [0.95a-RC15] Trophy s-mods [0.3.1]
Post by: Amoebka on June 16, 2021, 02:10:51 PM
Played with the mod a bit, seems stable enough now? Makes the game surprisingly hardcore - most enemies have s-mods, and you have none.

My one complaint is how it ties the number of s-mods to officers. It means Hegemony will often have 4 s-mods on their patrols, but you have to be lucky to ever see a TT patrol ship with 2. So no high-tech s-modded ships until super late game, but plently of midline/lowtech. Maybe it should just scale with fleet points instead?
Title: Re: [0.95a-RC15] Trophy s-mods [0.3.1]
Post by: michail on June 16, 2021, 03:04:06 PM
Played with the mod a bit, seems stable enough now? Makes the game surprisingly hardcore - most enemies have s-mods, and you have none.

My one complaint is how it ties the number of s-mods to officers. It means Hegemony will often have 4 s-mods on their patrols, but you have to be lucky to ever see a TT patrol ship with 2. So no high-tech s-modded ships until super late game, but plently of midline/lowtech. Maybe it should just scale with fleet points instead?

I think it should be some combination of officer levels, numbers and maybe ship quality. Tri-Tach doesn't really stand out in either officer corps or fleet mass. Although with lower numbers and higher DP per ship TT's s-mod pools should be more concentrated, so maybe that'll work out? Some math and/or experimentation seem to be in order.

(Re difficulty: I have a macabre desire to sell pirates a few high-end blueprints once I get spare ones, just to see the sector burn)
Title: Re: [0.95a-RC15] Trophy s-mods [0.3.1]
Post by: Amoebka on June 16, 2021, 05:36:26 PM
TT fleet doctrine is basically ship quality at the expense of everything else. Which makes it even more weird that they get the least s-mods with this mod.
Title: Re: [0.95a-RC15] Trophy s-mods [0.3.1]
Post by: michail on June 17, 2021, 03:09:36 PM
Played a bit with different ways to calculate s-mod pool size and distribute it. Officers + DP for pool size feels bad: however many s-mods everyone else gets, Hegemony gets more. DP for both pool size and distribution is really bad: a Paragon can pretty much always provide itself max s-mods, and when it can't it can leech them off the rest of the fleet (see spoiler below). I think I'll go with DP for pool size and prioritize ships with officers when distributing - the reverse of the current scheme. It looks reasonable at a first glance at least. I won't make a new version out of this alone, I'd like to sort out the lack of variety as well for the next release. But here's an unversioned in-development archive if you wish to try it while I'm mucking about with other things: link (https://gitlab.com/mpevnev/trophy-smods/-/jobs/1356985051/artifacts/browse/out/mod/zip/dest/).

Yeees, this is fine. This is perfectly fine. Nothing wrong with 5 s-mods on a Paragon in a random heavy patrol:
Spoiler
(https://i.postimg.cc/TwFVhSBm/screenshot-2021-06-17-T22-19-37-1.png)
[close]
Title: Re: [0.95a-RC15] Trophy s-mods [0.3.1]
Post by: Yunru on June 17, 2021, 03:12:51 PM
Officers + DP for pool size feels bad: however many s-mods everyone else gets, Hegemony gets more.
What if it was Officers + DP - D-Mods?
(Do Heg fleets even fly D-Modded ships? I'm presuming so because of an earlier comment about Tri-Tach's not.)
Title: Re: [0.95a-RC15] Trophy s-mods [0.3.1]
Post by: Amoebka on June 17, 2021, 03:38:29 PM
Hegemony has medium priority for ship quality IIRC. But since they have a pristine nanoforge they still get no d-mods. TT has to overcompensate with doctrine because they only have a corrupted one.
Title: Re: [0.95a-RC15] Trophy s-mods [0.3.1]
Post by: michail on June 18, 2021, 06:03:15 PM
Officers + DP for pool size feels bad: however many s-mods everyone else gets, Hegemony gets more.
What if it was Officers + DP - D-Mods?
(Do Heg fleets even fly D-Modded ships? I'm presuming so because of an earlier comment about Tri-Tach's not.)

Hegemony has medium priority for ship quality IIRC. But since they have a pristine nanoforge they still get no d-mods. TT has to overcompensate with doctrine because they only have a corrupted one.

For patrols I've observed during that run it wouldn't make much difference. IIRC they had at worst about 10-15% of their deployment cost cut due to d-mods. Pristine nanoforge really carries the Oranges. Admittedly, balance of officer and DP contributions in that run was out of whack (0.19 s-mods per level and 0.05 s-mods per DP) and it should be possible to find a much better one. It'd also require redoing or ditching the distribution bias: basing it on the same values as the pool size has proven to be a bad idea. Bias seems important, something needs to keep s-mods (mostly) on combat ships (crazy ahead or does it? a separate bias for trade fleets to prioritize s-modding freighters sounds cool - and useful. Ofc the mod has to learn to actually build logistic hullmods in first. Is it possible to detect that a spawned fleet is a trade fleet?)
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.0]
Post by: michail on July 11, 2021, 08:31:07 AM
0.4.0 is finally out. s-mod pool depends on fleet size now, not on officer levels. Those are used to distribute s-mods. Also switched to a new algorithm to select which s-mods to add. It produces more varied loadouts, and handles civilian ships much better. Flux distributors on Oxen are still on the menu, but so are auxiliary fuel tanks on Drams.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.0]
Post by: Amoebka on July 12, 2021, 05:49:29 PM
Crashes to desktop upon trying to start a new game (fatal: null).
Code
52578 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.0]
Post by: michail on July 12, 2021, 11:23:30 PM
Crashes to desktop upon trying to start a new game (fatal: null).
Code
52578 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException

Is it consistent? If so, could you please post a complete stacktrace? When exactly does the crash happen: when you click on "new game" in main menu, during character creation, or after?
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.0]
Post by: Amoebka on July 15, 2021, 02:44:50 PM
Alright, sorry for false reporting. Updating Starsector to rc15 from rc14 fixed the issue. Apparently, there were some undocumented bugfixes.

Loving the increased randomness a lot. Getting a Medusa with expanded deck crew and nav relay and trying to figure out what the hell to do with it is quite fun.  ;D Guess the downside is the decreased overall power level of player fleets, since most S-mods will be minor/situational/nonsensical.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.0]
Post by: LeoSCfan on July 15, 2021, 10:21:43 PM
Does this mod add extra S-mods?
Also what is an S-mod?
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.0]
Post by: michail on July 15, 2021, 11:26:30 PM
Getting a Medusa with expanded deck crew and nav relay and trying to figure out what the hell to do with it is quite fun.

Hm. This shouldn't have happened, expanded deck crew is configured to appear only on ships with fighter slots. Will check.

most S-mods will be minor/situational/nonsensical.

There is some logic that tries to produce halfway sensible loadouts, but aside of a few very specific hullmods it's configured with rather broad strokes. Any suggestions are more than welcome, I can't hope to find all problems and oddities alone, given the length of an average "complete" playthrough.

Also what is an S-mod?

A permanently built-in hullmod, made by spending story points in vanilla on fleet refit screen.

Does this mod add extra S-mods?

Not sure if you're asking if the mod adds any hullmods, or if it increases the number of possible built-in hullmods. No, it doesn't add any new hullmods. Yes, AI ships can have (by default, configurable) 5 built-ins compared to vanilla's cap of 2 for player (3 with a skill).
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.0]
Post by: Amoebka on July 16, 2021, 06:40:27 AM
I think having carrier hullmods on non-carriers is fine as long as they can mount converted hangars (so no frigates and no phase ships).

As for the loadout sensibility, it's a subjective thing, I guess. Personally, I would prefer ships to have lots of random s-mods rather than a couple always useful ones. On my end I will try tweaking some numbers, I think increasing the average number of s-mods without increasing the 5 max limit should do what I want.

For suggestions, perhaps very low OP hullmods, like flux conduits or repair unit should have less weigth. Or maybe hullmods should be logically separated into "game-changing ones" (safety overrides, converted hangar, shield bypass, etc) and "boring stat buffs", and the algorithm should try to get at least one game-changing hullmod before going back to random.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.0]
Post by: ModdedLaharl on July 20, 2021, 10:52:34 PM
You might want to include a blacklist. I threw it into my campaign and it mostly pulls from Automatic Orders and hullmods that are supposed to be exclusive to certain classes of ships.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.0]
Post by: michail on July 21, 2021, 10:22:40 AM
You might want to include a blacklist. I threw it into my campaign and it mostly pulls from Automatic Orders and hullmods that are supposed to be exclusive to certain classes of ships.

Ow, this is nasty. Here's a fix (https://gitlab.com/mpevnev/trophy-smods/-/jobs/1442235999/artifacts/file/out/mod/zip/dest/trophysmods.zip) (same version, I haven't merged it into mainline yet). There is a way to blacklist hullmods: just assign a non-positive weight to them. And that's not even a hack, it's 100% intended to work this way) A question just in case: did you coerce the original Automatic Orders to run on 0.95a, or do you mean its newer incarnation "Automated Commands"? The fix targets the latter, but if the former is still usable, I might include it as well.

I think having carrier hullmods on non-carriers is fine as long as they can mount converted hangars (so no frigates and no phase ships).

As for the loadout sensibility, it's a subjective thing, I guess.

It's not really this particular hullmod being where it shouldn't that bothers me, but rather a possibility of blacklisting via weights being unreliable in general. As for sensibility, "would refit screen allow this" is a good lower bound. Granted, the mod already violates it: s-modded SO in the wild is perfectly possible.

Or maybe hullmods should be logically separated into "game-changing ones" (safety overrides, converted hangar, shield bypass, etc) and "boring stat buffs", and the algorithm should try to get at least one game-changing hullmod before going back to random.

Yes, the mod needs to be able to factor in hullmod categories and tags. It'd open many interesting possibilities - including the kind of tiering you suggest - as well as make things like the above fix a lot easier.

A related neat idea is to make the portion of s-mod pool each hullmod consumes when applied variable. So a pool of, say, 2, can provide heavy armor with ITU or 4 lesser hullmods. It'd allow more flexibility when configuring smods-per-DP: the formula is linear and has to be tuned to avoid both "small fleets got nothing" and "large fleets are insane" extremes.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.0]
Post by: IonDragonX on July 21, 2021, 07:12:06 PM
There is a way to blacklist hullmods: just assign a non-positive weight to them. And that's not even a hack, it's 100% intended to work this way)
Please write the instructions to blacklist into your documentation. At least on the OP but also consider a README.txt in the main folder.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.0]
Post by: michail on July 22, 2021, 11:01:52 PM
Getting a Medusa with expanded deck crew and nav relay and trying to figure out what the hell to do with it is quite fun.

Hm. This shouldn't have happened, expanded deck crew is configured to appear only on ships with fighter slots. Will check.

Found an Afflictor with EDC yesterday evening. It is a bug, and the silliness just made my morning: the mod believes universal mounts are also fighter bays.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.0]
Post by: Amoebka on July 23, 2021, 04:43:56 AM
Speaking of bugs, I'm currently flying a converted hangar Astral. And yes, the penalties apply to all 7 bays, not just the added one.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.0]
Post by: michail on July 23, 2021, 11:16:35 AM
0.4.1 with fixes for Automated Commands and carrier stuff is out. Thank you everyone for suggestions and bug reports.

Speaking of bugs, I'm currently flying a converted hangar Astral. And yes, the penalties apply to all 7 bays, not just the added one.

This is so horrible. What'd you fit it with to salvage this mess?

There is a way to blacklist hullmods: just assign a non-positive weight to them. And that's not even a hack, it's 100% intended to work this way)
Please write the instructions to blacklist into your documentation. At least on the OP but also consider a README.txt in the main folder.

Updated the OP, will add a readme to the archive later. Time for a celebration, it seems. Very few of my projects reach the state when documentation is not only necessary, but also asked for.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.1]
Post by: Amoebka on July 23, 2021, 12:25:52 PM
7 mining pods and went all-in on missiles. It also has a built-in unstable injector, so salvaging it as a carrier was never an option.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.1]
Post by: IonDragonX on July 23, 2021, 06:48:10 PM
7 mining pods and went all-in on missiles. It also has a built-in unstable injector, so salvaging it as a carrier was never an option.
This is why I love this mod. :)
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.2]
Post by: michail on July 25, 2021, 11:33:15 PM
Got an inkling yesterday there might be a bug preventing hullmods AI loves from being s-modded. There was. If you want to see s-modded Heavy Armor on Onslaughts more than once in a blue moon, please update. A whole bunch of other useful hullmods got hit by this, I'd imagine.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.2]
Post by: SenSayed on July 26, 2021, 01:42:09 AM
Hello! Very great mod. I have a good idea to mod. Lets say that market N has 145% quality and opposite market, the M, has 50% quality. Then s-mod calclulator will determine how often s-mod will occur based on quality. So, for 145% it would be (145-100)/2= 22% of additional s-mod. And for market M, whic has less than 100, it would be (100-50)/2=25% less s-mods based on quality. Then "quality doctrine" would play equal role to "officer doctrine". It makes sense as Tach fleets maxed out quality have to be "better but smaller in quantity" than luddite fleets, which is "many d-modded shuttles", is literally d-modded trashcans
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.2]
Post by: Amoebka on July 26, 2021, 02:02:29 AM
It sort of doesn't make sense, in-universe. The only markets that make spaceships are the ones with orbital works. Everyone else imports ships, so their local quality shouldn't matter. Most factions only have one ship building planet, too, so that planet's quality will effectively apply to the whole faction.

From a modding perspective, some fleets don't have a market of origin associated with them.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.2]
Post by: SenSayed on July 26, 2021, 02:53:32 AM
Markets with shipmaking industry benefits all planets equally, including planet itself. Other things that could manipulate quality is instability or/and destroyed heavy industry and orbital works. As in-game lore  "low-tier" material equiped into export and small patrols (if player started colony without heavy industry, there will debuff to quality -25% and called crossfactions imports). As i think, s-mod should be the quality measure other than "simply s-mod all you can". My point of view is that officered ships has to be more s-modded than others so you can accumulate large s-mods on important ships quickly (hegemony's officered ships would be great case because of "officer quality doctrine"). And Tach fleet that lack officer skills and nubmer of ships has to overcome officered hegemony onslaught to make "superquality" ships (as it seems like quality over quantity).
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.2]
Post by: SenSayed on July 26, 2021, 03:58:09 AM
Also, lets say that over all "pool" of s-mods per imaginary detachment is 15. there is detachments with 15 s-mods: hegemony and tach, luddite (which about we will talk later). So hegemony has level 7 with quantity of 5 officers and they sit in onslaughts and legions. So 5 ships will get around 2 s-mods while unofficered ships will not get their s-mod or get a little (idea here is to make most combat-capable ships most efficient). Then goes Tach with 3 officers and 4 level averege. Then, logically, dooms and paragons would get around 3 and others ships in fleet would distribute around 1-2 s-mod per ship (excluding civilian ships)(idea here is to make all ships best of the best)(edited: yes, there will be little more than 15 s-mods as there would be much larger quality with pristine nanoforge). And there is luddite which is inconsistent as their d-mods in averege is two. So s-mods would actually be not 15 but 12, because 2 of 5 possible d-mods in fleet already (or 40% less quality than 100% and then 20% less s-mods)(idea here is to NOT compensate d-mods with equally s-mods so nanoforges will play a giant role. for instance pristine nanoforges will have proper implementations as quality over 100% will matter). Also you will be able to change ratio of s-mods/quality in config files and vanilla settings would be like now.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.2]
Post by: SenSayed on July 26, 2021, 04:59:43 AM
Also second idea is to make able make s-mods with credits. For example, lets say that there is base cost of ship, ordnance points it costs and multiplier to cost of s-mod. So it be like restoring hull for hefty amounts of credits but s-modding instead. I think if it ever come to existing version then it'll be able to collect some playtesting. Idea here is that s-mod made with story points is completely free and that's analogy of bar event with delivery contract (you can earn more if you spend story point and get additional xp). so lets say that paragon costs around 1mil. then 1mil devided by multiplier and magically it becomes base cost of s-mod (lets say that it will be 200k). and then ordanance points multiplied by nubmer which determined by size of hull. lets say that for capitals it would be 5k for each ordnance points of hull s-modding. So s-modding hardened shield on paragon would be 200k + 35*5k= 375k per s-modding. Also good idea to make special modifications get discounts on base cost, so denominator will be higher
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.2]
Post by: Yunru on July 26, 2021, 07:56:24 AM
Okaaay...
but why?

What you're suggesting (at least, the second idea) is massively outside of the scope of this mod, and the previous suggestion just reads like something that's already been covered.
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.2]
Post by: SenSayed on July 26, 2021, 10:06:19 AM
Yes, but also no. My point of view is to be quality-dependent rather "two d-mods and one s-mod" or "DP dependable quality of fleet". I already tweaked config file and pretty happy with results. It is suggestion about revamping mechanism of s-mods. Revamped s-mods comes from story points and it would be cool to see it revamped almost entirely s-mods mechanics as whole new system. And for me, story points is thing that add something optional. But with this mod i'd locked into s-modding everything, so i could keep equality between fleets. As s-mods come from story points it logically (personal to me) that mercs and other militaries would buy them rather than do magic
Title: Re: [0.95a-RC15] Trophy s-mods [0.4.2]
Post by: michail on July 26, 2021, 10:51:52 AM
Hello! Very great mod. I have a good idea to mod. Lets say that market N has 145% quality and opposite market, the M, has 50% quality. Then s-mod calclulator will determine how often s-mod will occur based on quality. So, for 145% it would be (145-100)/2= 22% of additional s-mod. And for market M, whic has less than 100, it would be (100-50)/2=25% less s-mods based on quality. Then "quality doctrine" would play equal role to "officer doctrine". It makes sense as Tach fleets maxed out quality have to be "better but smaller in quantity" than luddite fleets, which is "many d-modded shuttles", is literally d-modded trashcans

The mod does take ship quality into account. It's not dramatic: a 100DP 5-d-mods-per-ship fleet would only get on average 3 s-mods fewer than a pristine one (6-ish vs 9).

Markets with shipmaking industry benefits all planets equally, including planet itself. Other things that could manipulate quality is instability or/and destroyed heavy industry and orbital works. As in-game lore  "low-tier" material equiped into export and small patrols (if player started colony without heavy industry, there will debuff to quality -25% and called crossfactions imports). As i think, s-mod should be the quality measure other than "simply s-mod all you can". My point of view is that officered ships has to be more s-modded than others so you can accumulate large s-mods on important ships quickly (hegemony's officered ships would be great case because of "officer quality doctrine"). And Tach fleet that lack officer skills and nubmer of ships has to overcome officered hegemony onslaught to make "superquality" ships (as it seems like quality over quantity).
Also, lets say that over all "pool" of s-mods per imaginary detachment is 15. there is detachments with 15 s-mods: hegemony and tach, luddite (which about we will talk later). So hegemony has level 7 with quantity of 5 officers and they sit in onslaughts and legions. So 5 ships will get around 2 s-mods while unofficered ships will not get their s-mod or get a little (idea here is to make most combat-capable ships most efficient). Then goes Tach with 3 officers and 4 level averege. Then, logically, dooms and paragons would get around 3 and others ships in fleet would distribute around 1-2 s-mod per ship (excluding civilian ships)(idea here is to make all ships best of the best)(edited: yes, there will be little more than 15 s-mods as there would be much larger quality with pristine nanoforge). And there is luddite which is inconsistent as their d-mods in averege is two. So s-mods would actually be not 15 but 12, because 2 of 5 possible d-mods in fleet already (or 40% less quality than 100% and then 20% less s-mods)(idea here is to NOT compensate d-mods with equally s-mods so nanoforges will play a giant role. for instance pristine nanoforges will have proper implementations as quality over 100% will matter). Also you will be able to change ratio of s-mods/quality in config files and vanilla settings would be like now.

I fear there is some failure in communication here, quite likely caused by a vague wording in the OP. It already works like this, even if not necessarily with the same numbers. Lower quality fleets have a smaller s-mod pool, officered ships receive a bigger share of it.

Also second idea is to make able make s-mods with credits. For example, lets say that there is base cost of ship, ordnance points it costs and multiplier to cost of s-mod. So it be like restoring hull for hefty amounts of credits but s-modding instead. I think if it ever come to existing version then it'll be able to collect some playtesting. Idea here is that s-mod made with story points is completely free and that's analogy of bar event with delivery contract (you can earn more if you spend story point and get additional xp). so lets say that paragon costs around 1mil. then 1mil devided by multiplier and magically it becomes base cost of s-mod (lets say that it will be 200k). and then ordanance points multiplied by nubmer which determined by size of hull. lets say that for capitals it would be 5k for each ordnance points of hull s-modding. So s-modding hardened shield on paragon would be 200k + 35*5k= 375k per s-modding. Also good idea to make special modifications get discounts on base cost, so denominator will be higher

Hard "no" on just buying s-mods. Money means little mid-game and nothing late-game. S-modding is a big source of power, so big that vanilla has to put it into a very rigid box of s-mods costing story-points, having very low limit and straight up forbidding s-modding some. As it is now, the mod has a lot more leeway with it, because the player no longer has any choice in selecting what gets s-modded beyond "take it or leave it". The mod happened because I wanted to do two main things: make losing s-modded ships suck less and make combat more appealing. While letting the player to buy s-mods would solve the first problem brilliantly, it would fail completely at the second.

I'm not averse to adding a "mad scientist offers you to modify one of your ships" bar encounter, though. Could be fun, especially if said scientist didn't have quite the same idea what makes a good combat ship as a space captain, hehe...

Yes, but also no. My point of view is to be quality-dependent rather "two d-mods and one s-mod" or "DP dependable quality of fleet". I already tweaked config file and pretty happy with results. It is suggestion about revamping mechanism of s-mods. Revamped s-mods comes from story points and it would be cool to see it revamped almost entirely s-mods mechanics as whole new system. And for me, story points is thing that add something optional. But with this mod i'd locked into s-modding everything, so i could keep equality between fleets. As s-mods come from story points it logically (personal to me) that mercs and other militaries would buy them rather than do magic

I am confused. The mod disables s-modding by spending story-points unless you get "Special Modifications". You can't be locked into s-modding everything if you can't s-mod anything.
Title: Re: [0.95a-RC15] Trophy s-mods [0.5.0]
Post by: michail on September 26, 2021, 06:37:00 AM
0.5.0 is out. Had to rush this out somewhat - there's still things I want to do, but Automated Commands has rolled out a release, and the old logic preventing AC hullmods from s-modding was brittle and would not handle the new hullmods.

The release mostly changes internals and how configuration files work, not much in terms of new features.

Hullmod tags and categories (which are exactly the same thing, but are defined externally by the mod) can now influence hullmod weights when selecting hullmods to s-mod. There are two sides to this. The first is global settings in the root of "randomized_picks.json" ("tag_affinities" and "category_affinities"), which apply to all hullmods that have a corresponding tag/category. The second is per-hullmod settings under keys "categories" and "tags" in the "affinities" map, which examine the tags and categories of other hullmods on the ship and modify the weight if those match.

The mod can now merge several JSON files into its main config using about the same rules Starsector goes by when merging mod JSONs. Files providing compatibility with other mods now reside in "data/config/trophysmods/compat". Please note that the list of files to merge is hard-coded, dropping an extra file there will not work.
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.6.0]
Post by: michail on January 14, 2022, 03:18:32 PM
0.6.0 is out. This is the final release for the foreseeable future (I will be fixing any crashes, though). I kind of run out of steam somewhere in the early autumn, but hate to just let the stuff I'd already finished by that point to go to waste.

There's compatibility with 0.95.1a-RC6, documentation of configuration files, a somewhat fine-grained ability to configure how much s-mod pool a hullmod is worth, and a nicer relationship between pool share and expected number of s-mods (see the plot below).

Spoiler
This plot assumes 5 s-mods max, 0.21 s-mod pool per DP, and that the ship is the entire fleet, so its pool share is exactly DP * 0.21. An interesting thing about this is that none of the probabilities are ever zero (well, except at 0 DP). You can crank the max to 10 or 20 and it won't become a godmod playthrough automatically, only with a 0.1% probability. The old function was less smooth and with a hard cutoff.
(https://i.postimg.cc/NFKgfn0C/0-21-per-dp.png) (https://postimg.cc/ctNqFXwf)
[close]
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.6.0]
Post by: AppleMarineXX on January 16, 2022, 05:18:03 PM
Thanks for updating this, I was waiting for it to be save compatible before started a new run. I love the concept behind it, it really makes every ship I scavenge on my bounty runs a little more special!
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.0]
Post by: michail on April 14, 2022, 10:47:21 AM
0.7.0 is out.

The hullmods added in 0.95.1a now have properly configured weights. Fixed partially destroyed fleets rerolling their s-mods after the battle.
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.0]
Post by: ModdedLaharl on June 03, 2022, 03:33:48 PM
Got a crash with  Apex Design Collective.

java.lang.NullPointerException
   at com.fs.starfarer.settings.B.setCenter(Unknown Source)
   at data.hullmods.ApexSpectrumFuel.applyEffectsAfterShipCreation(ApexSpectrumFuel.java:73)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)

Also happens with Apex' cargo variation. This keeps happening despite me setting the weight of the hullmod to -1000 in the config, regardless what kind of ID I used to identify the hullmod.
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.0]
Post by: michail on June 03, 2022, 05:05:15 PM
Hm. Really not sure why those two hullmods cause the crash when s-modded (specifically by my mod, I've checked and normal s-modding works fine). For now, disabling them in config (ids are "apex_spectrum_cargo" and "apex_spectrum_fuel") should help, provided none were already s-modded - the mod checks weights only once per ship and sticks with the chosen hullmods. These leftovers are probably causing the crash you get after config edits. Can't suggest anything short of editing the save file to remove or un-s-mod them, unfortunately.

I'll debug this later this weekend, or at least will try to.
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.1]
Post by: michail on June 12, 2022, 09:17:04 AM
0.7.1 is out.

It fixes the crash (unless 0.7.0 has already screwed your save), but I couldn't find a decent way to do it and simply banned about half of Apex Design's hullmods from being s-modded. As far as I can tell, not all of them would cause a crash, but who wants to see "HULLMOD CONFLICT" in hullmod lists?

On the flipside, the other half of the ADC hullmods got a somewhat reasonable weight config.
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.1]
Post by: BreenBB on June 20, 2022, 03:47:00 AM
Hello, interesting how your mod chooses hullmods to build in? Its causes incompatibility with one my own minimod which people tested, its have one hullmod, which should not be built in at all and be player-only, its have no_built_in tag, and your mod seems to cause crashes when its adds my hullmod to NPC fleets.
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.1]
Post by: Dwarden on June 20, 2022, 08:09:28 AM
as i was the one reporting that crash, here is how i solved (manually)

to blacklist `cswp_remnants_derelict_bps` in the trophysmod based on

Quote
> **Note**: the weight must be positive for a hullmod to be s-modded, you can use this to blacklist certain hullmods if you wish.
with file `trophysmods\data\config\trophysmods\compat\cswp_remnants_derelict_bps.json`
containing
Code
{
  "tag-affinities" : {
    "cswp_assume_direct_control" : {
      "base" : -1000
    }
  }
}

posting this just in case someone else runs into same problems but of course i would prefer some more universal compatibility for hullmods and mods utilizing them
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.1]
Post by: michail on June 20, 2022, 08:42:29 AM
Hello, interesting how your mod chooses hullmods to build in? Its causes incompatibility with one my own minimod which people tested, its have one hullmod, which should not be built in at all and be player-only, its have no_built_in tag, and your mod seems to cause crashes when its adds my hullmod to NPC fleets.

The candidates are all hullmods known to the faction + "common-pool" from the config file, which have a positive weight. The problem is, it doesn't honor "no_build_in", which is definitely a bug/oversight on my part.

as i was the one reporting that crash, here is how i solved (manually)

to blacklist `cswp_remnants_derelict_bps` in the trophysmod based on

Quote
> **Note**: the weight must be positive for a hullmod to be s-modded, you can use this to blacklist certain hullmods if you wish.
with file `trophysmods\data\config\trophysmods\compat\cswp_remnants_derelict_bps.json`
containing
Code
{
  "tag-affinities" : {
    "cswp_assume_direct_control" : {
      "base" : -1000
    }
  }
}

posting this just in case someone else runs into same problems but of course i would prefer some more universal compatibility for hullmods and mods utilizing them

Are you sure this helped?. "compat" is not really scanned for all files in it (I'm reasonably sure Starsector disallows this, but I can be wrong), the list of files to merge is hardcoded and doesn't include this one. I need to make it clearer in the OP.

If you don't mind, could you check if this version (https://gitlab.com/mpevnev/trophy-smods/-/jobs/2613823877/artifacts/browse/out/mod/zip/dest/) fixes the problem? It honors "no_build_in" (with the exception of SO, because it's just too cool). If it works out I'll roll out a bugfix release. I've tested it with SO (before giving it an exception), but it doesn't hurt to check the original problem as well.
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.1]
Post by: Dwarden on June 20, 2022, 09:04:15 AM
i'm confused ... i used exactly steps you had in your readme.txt  :o
yet to get the crash again ... so ... puzzled

but ye i get it, it's in the compiled jar ...  so it must be either recompiled or added to existing json
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.1]
Post by: Valikdu on June 25, 2022, 06:59:36 AM
I have the problem that I often get built-in mods that shouldn't be built in. Like, the "Alliance sensor array" mod from the Commissioned crews mod or the "Install confirmation" mod from Yunru's mods.

Maybe it is an incompatibility with Exotica Technologies?
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.2]
Post by: michail on June 25, 2022, 08:12:37 AM
Yep, the Commissioned Crews hullmods get s-modded for the same reason - trophy s-mods didn't check for "no_build_in" tag. Fixed in 0.7.2, which incidentally has just rolled out. Can't say about "Install confirmation" without checking it more closely - which mod is it from? Yunru is an extremely prolific modder.
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.2]
Post by: Amoebka on June 28, 2022, 10:41:25 AM
Could you maybe extend the no_build_in ignoring to all vanilla hullmods, not just SO?

Also found a minor "bug" - Recovery Shuttles can occur on ships with built-in drone wings (Tempest, Venture, etc), where it does nothing (no crew losses with drones to begin with).
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.2]
Post by: michail on June 28, 2022, 12:42:09 PM
Could you maybe extend the no_build_in ignoring to all vanilla hullmods, not just SO?

Neural Interface & Integrator - yeah, probably. I don't see much of a downside to this, but then again, I never use those two.

Phase Anchor - I need to think about it. My knee-jerk reaction was "no, robbing the player of its once-per-battle effect and control over it would be bad and annoying". I don't mind the mod ruining some ships by giving them nonsensical loadouts, but interfering with other ships is a bit too much for my taste. The real question is whether anybody actually cares about the emergency phase.

Shield Shunt - just to see the world burn? Maybe with a very low weight it wouldn't get too old too quick. It's a borderline d-mod for many ships

Also found a minor "bug" - Recovery Shuttles can occur on ships with built-in drone wings (Tempest, Venture, etc), where it does nothing (no crew losses with drones to begin with).

Hardly an elegant solution, but I can make the mod consider ship's variant. Has some meme potential too.
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.2]
Post by: Amoebka on June 29, 2022, 07:39:49 AM
Does the mod tend to clump some hullmods together? I can swear I see heavy armor + solar shielding + RFC combo all the time.

If it doesn't that could be interesting to explore too. Shield Shunt would be less of a d-mod if you were highly likely to get heavy armor and bulkheads with it. Although personally I would prefer the full random "deal with it" shield shunts.  ::)
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.2]
Post by: Agalyon on March 24, 2023, 12:00:49 PM
Is there a way it can be configured so there is just the feature of enemy fleets having s-mods without keeping them on recovery or the restrictions on my own s-mods?
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.2]
Post by: Justinx931 on March 25, 2023, 07:39:13 AM
idk if i fiddled with something but the only hullmod enemies seem to have is safety overrides.
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.2]
Post by: Insolent Peon on March 26, 2023, 08:32:40 PM
idk if i fiddled with something but the only hullmod enemies seem to have is safety overrides.

I had a peek at the readme and followed that to randomized_picks.json. For some reason, safety overrides was given a vastly higher base probability than any other mod. So just drop that way down, and it should give you better distribution.
Title: Re: [0.95.1a-RC6] Trophy s-mods [0.7.2]
Post by: michail on May 06, 2023, 07:56:27 AM
Thought I'd announce it properly.

I won't be maintaining this mod anymore (or any other). Anyone is welcome to fork if you so wish. Starsector was fun for a while, but its exploration is too shallow to keep my attention. Yeah, there's a new patch, but I don't have high hopes for it in terms of my own enjoyment and too burned out to try it.