Fractal Softworks Forum

Starsector => Mods => Topic started by: Yunru on June 09, 2021, 09:37:27 AM

Title: [0.95.1] Yunru Core +
Post by: Yunru on June 09, 2021, 09:37:27 AM
All download links can be found on my Patreon (https://www.patreon.com/posts/mod-links-60097706) (free of charge)

YunruCore
YunruCore is, in essence, a library mod for all my other mods. For me, it makes it easier to use programmes like the Ship and Weapon Editor, but for you the user, it allows you to enable and disable the other mods listed here at will without losing your saves. This mod must be enabled if you are or have used any of the other mods listed here.


Yunru's Pirates and Pathers
My first, and thus oldest mod. Formerly known as the Pirate Collection, this adds three capital ships, one cruiser, one destroyer, two frigates, and one tug to the Pirates' roster. It also adds two special somethings to the Luddic Path, one forged using techniques known only to them.

Here (will) be full descriptions, with images
Frigates
Chimera
(https://drive.google.com/uc?id=1zcWPrPwGQGOHb_MeZohpml9zQvALa-FL)
The Chimera is a fusion of multiple broken ships, forged into an entirely new creation. While its unorthodox design saddles it with a high upkeep cost, its oversized engines ensure that is one of the fastest ships in the sector, and its medium-sized universal mount grants it an appreciable level of versatility.

Monitor MkII
(https://drive.google.com/uc?id=13u7dIoQRHcsiBoABH6Ydmj0HpDL6YdN5)
By removing the complex fittings for the original Monitor's universal weapon mounts, and with a little creative restructuring of internal framework, the Monitor MkII is able to host a single fighter wing, while maintaining its formidable venting and shield systems.

Ox (P)
(https://drive.google.com/uc?id=1LL0N68gvGO-ORgzosmAGzfWacyacAQOO)
Pirates, as a whole, don't care much for rules; health and safety rules least of all. While shipyard officials may cry in horror, the modifications made to the Ox have a significant impact on its logistical profile.

Destroyers
Sunder (P)
(https://drive.google.com/uc?id=1nQNMcgknMhUvVG7_JEqAgxJKX2fDbKqz)
An interesting refit, the Sunder (P) rewires and reworks its weapon systems such that instead of medium energy mounts, it boasts two medium ballistic mounts. Likewise, its small ballistic mounts have been retrofitted into being small energy mounts.

Cruisers
Hippogriff
(https://drive.google.com/uc?id=1qllXb3-bqM96XveNFktug_WcFdAws6Rs)
For when combat is your main priority, but not your only priority. The Hippogriff boasts less cargo or fuel space than the likes of the Mule, and less combat capability than the likes of the Falcon (P), instead sitting in a comfortable middle ground between the two.

Capitals
Atlas MkIII
(https://drive.google.com/uc?id=1HG_SiBVrY-0HiC4zN1fIpPNtilSqo2di)
Not every pirate lord dreams only of big guns. The cargo bays on this Atlas have not so much been removed as renovated. Now, instead of goods and commodities, they host a near-endless supply of fighter hulls and parts, allowing the Atlas MkIII to field up to five wings of fighters without ever having to worry about replacement rates.

Citadel
(https://drive.google.com/uc?id=1UhsfKfJHhwVaH71GDlDxOXii2EX47jVI)
Born of the same design as might be found on a low tech station, the Citadel takes that firepower and makes it mobile. Technically. While slow, the Citadel's powerful targeting systems and favourable firing arcs makes it hard to escape from, should you be unlucky enough to find yourself within engagement range.
[close]


Yunru's Midline Expansion
A somewhat smaller mod, this adds one capital ship, two cruisers, one destroyer, and one frigate, all in the midline style.

Here (will) be full descriptions, with images
Frigates
Hornet
(https://drive.google.com/uc?id=1jO1bZAzjeao2JUFBJjMQgMSOaKK7aOk8)
The Hornet is a small and niche ship. It combines enough hanger space for a single fighter wing, and a dedicate support system in it's targeting feed.

Destroyers
Dart
(https://drive.google.com/uc?id=1nWb0kPiLeqyn8F5-vLJC_F110b-l0YKP)
The Dart is the smallest of the Destroyer category, barely qualifying due to its small size. Such size, however, is what allows it to possess formidable protection in terms of armour and hull durability, since it is able to be constructed with materials that would be unreasonable at a larger scale.

Cruisers
Armadillo
(https://drive.google.com/uc?id=1y199gEA_Sf0Z31J008hlkA05dww0T-UH)
While made from more conventional materials, the Armadilo, like the Dart, is geared towards durability over firepower.

Collumbus
(https://drive.google.com/uc?id=1K-lIgWhHbX9IGneTkOZuo_pEB3tGK3fD)
The Collumbus is a rather experimental ship, designed to test the viability of broadsides on ships smaller than a Conquest.

Capitals
Ptero
(https://drive.google.com/uc?id=1inBa8R7xAdgkPOS4sulvyeqvTzCWPuSI)
Slow and yet graceful, the Ptero asserts its dominance on the battlefield in a hail of missiles. Specialised onboard nanoforges ensures that, provided enough flux capacity, the Ptero never runs out of missiles to fire.
[close]


Yunru's Hullmods
A small collection of assorted hullmods, ranging from logistical fuel saving to improved missile loading times.

Here (will) be full descriptions, with images
Ordinance Bay Conversion (3/6/9/15)
Running low on skilled pilots? Favour missiles over fighters? With Ordinance Bay Conversion, each fighter bay is retrofitted into additional missile storage, each increasing the total ammo your missile weapons can hold by 50%!

Drive Efficiency Tweaks (4/8/12/20)
Have you ever had that one ship that's got a burn just too high? Maybe it's one above the rest of your fleet, or only one below the cap. Have you considered installing Drive Efficiency Tweaks? By lowering the burn speed of your ship, DET reduces its fuel consumption by half!

Drive Field Optimisation (4/8/12/20)
By contrast, Drive Field Optimisation gets the most out of your engines in the other direction: Rather than lowering speed to increase efficiency, DFO tailor calibrates your drive fields to the ship, increasing burn speed by 1.

Automated Missile Racks (5/10/15/25)
A series of advanced servos and robotics increases the efficiency of missile preparation and loading, decreasing the time needed between firing by 50%.

Beam Shear (5/10/15/25)
By swapping out the focusing crystals on the ship's beam weaponry, a 25% boost to damage can be obtained, at the cost of a 25% reduction in range.

Fast Flux Conduits (5/10/15/25)
A more volatile mixture is used in place of the norm for flux conduits, capable of dissipating flux 50% faster, but holding 50% less capacity in exchange.

Retuned Wings (5/10/15/25)
Precision tuning increases the top speed and engagement range of your fighters. However, these adjustments need constant correction, increasing refit times by a corresponding amount.

Refined Propellant (5/10/15/25)
A higher quality propellant is used for missile propulsion, granting them a quicker acceleration and a higher top speed.

Ramburn Engines (6/12/18/30)
Bigger, stronger engines are fitted to the ship. These powerful engines increase the ships top speed and acceleration by 50%, however turn speeds decrease by 30% as a result.

HAM Module (10/20/30/50)
The Heavy Armour Micromesh Module, or HAM Module for short, strengthens the integrity of your ship's armour. Overall, the amount of damage from a single hit that armour can protect against is doubled, while the armour's increased durability ensures that twice as much armour remains to protect you, even in the worst of conditions.
[close]


Yunru's Misc Ships
A collection of low and high tech ships, not yet numerous enough to warrant their own packs.

Here (will) be full descriptions, with images
Frigates
Zeus (He was a good boy)
The Zeus is not so much a ship as a mobile artillery platform. Specialised parts tailor its large energy mount to being far more flux efficient than otherwise possible. While this 50% discount on flux build up do to weapon fire allows for more prolonged attacks, its shield leaves a lot to be asked of it, often preventing any form of attack while under fire.

Destroyers


Cruisers
Libra
Deep in Tritachyon's unofficial projects lies the origins of the Libra. Rather than focus on constraining and containing an AI core to enhance their ship's performance, the Libra takes a different approach. An advanced spinal cerebral interface physically connects the captain to the ship, utilising their very being for enhanced performance.

Sphyrnidae
A frontline brawler, the Sphyrnidae runs its weapons hot and unstable, trading a decreasing in range for a proportional increase in firepower. This, combined with an integrate flux shunt system throughout its hull, allows the Sphyrnidae to maintain a defensive presence that other high tech ships would find hard to match.

Capitals
Tiwaz
Older than the Onslaught, the Tiwaz is capable of solidly providing adequate amounts of damage. While an otherwise decent ship, its lack of rear coverage lead to it originally being discontinued after ships started becoming more mobile.
[close]


Yunru's (WiP) Arsenal
Slightly unfinished, this collection of weapons is nonetheless functional.

Here (will) be full descriptions, with images
Small Weapons

Medium Weapons
Shrapnel Cannon
In typical Pirate fashion, this weapon is armed with ship scraps. Ionised and magnetised, these pieces of scrap metal are then propelled in the general direction of a target. While prone to unpredictably scattering, these projectiles are nonetheless dangerous, putting severe strain on shields hit by them, and ionising unprotected hulls causing EMP damage.

Large Weapons
Ion Lance
Based on the same principles as the Ion Beam, the Ion Lance has reinforced and redundant conduits, capable of continuously channelling even larger amounts of energy towards the opponent.

Fract-C Ram
This powerful coilgun fires metal slugs at a fraction of the speed of light. Despite its long charge up and cooldown time, the sheer kinetic energy it puts out makes it a weapon to be feared.

Pilum LRM Pod
The ultimate in missile suppression, the Pilum LRM Pod fires salvos of 12 Pilum missiles, generated from dedicated nanoforges housed within the weapon itself.

[close]
Title: Re: Yunru's Mod Megathread
Post by: Yunru on June 11, 2021, 05:28:31 AM
YunruCore now updated, in parallel with Pirate Collection.
For those with the Pirate Collection, added an unique Commissioned Crew bonus for those who don't like to (just) smuggle goods. Now those pirate engineers will use their history of working with junk to halve the negative impact of your D-Mods.
Title: Re: Yunru's Mod Megathread
Post by: Jaghaimo on June 11, 2021, 07:51:45 AM
While I can understand the need for shared sub-mod used by all mods (been there, done that) the way you split them looks very odd to me. For example, assets like graphics, which are used by a specific mod of yours should live in that mod - not in the core (pirates, midlines assets are in core, yet are not used by the core - only by specific mod of yours).
Title: Re: Yunru's Mod Megathread
Post by: Yunru on June 11, 2021, 07:55:02 AM
While I can understand the need for shared sub-mod used by all mods (been there, done that) the way you split them looks very odd to me. For example, assets like graphics, which are used by a specific mod of yours should live in that mod - not in the core (pirates, midlines assets are in core, yet are not used by the core - only by specific mod of yours).
Alas, that's a necessary evil, I believe. You have to have something present image-wise to avoid crashing, at which point it didn't seem worth it to simply not have the same art.

Everything that exists in any of the associated mods exists in the core in as minimalistic fashion as possible, in order to not break saves.
Title: Re: Yunru's Mod Megathread
Post by: tomatopaste on June 12, 2021, 07:08:45 AM
chimera and harrier are names already used by active mods
Title: Re: Yunru's Mod Megathread
Post by: Yunru on June 12, 2021, 07:35:13 AM
chimera and harrier are names already used by active mods
If we're being technical, one is already in use by a 0.91a mod, while Chimera as a name was first used by this mod.

But we're not going to be technical, because I don't care :P
(Harrier is still under revision for a name change though, because it's super generic.)
Title: Re: Yunru's Mod Megathread
Post by: Nym on June 12, 2021, 07:25:12 PM
I wasn't sure about the sales pitch first...
Then I got distracted by the pirates, and now I got the Hullmods.
 
I don't know how you did it, but you sold me on those good ol' hullmods set.

Looking forward to more from your local selection of goods.

...Ignore my shiny metal plating, it's just an ExoSuit or something.
Title: Re: Yunru's Mod Megathread
Post by: EmotionalSkyscrapers on July 10, 2021, 07:39:14 PM
Thanks for the mods. I really enjoyed Fast Flux Conduits. It's a nice hullmod that isn't quite as restrictive as SO or shield shunt but still allows for some fun stuff.
Title: Re: Yunru's Mod Megathread
Post by: Yunru on July 12, 2021, 01:02:35 PM
Apologies for the lack of formal announcement, or update to the OP (working on a full redesign for that if possible), but all listed mods have updated, now with new version numbering to put them all on the same page and balance passes to many ships. Every mod saw some love, with more hullmods for the hullmods mod, some better auto-resolve weight to the Pirate's secret weapon, a new ship for Midline, and the Ptero got bonked for being to missile horny.

Also, one of my other mods has entered the "done enough to release, hopefully" stage, Yunru Arsenal: https://drive.google.com/file/d/1V5703sTJdW-fGRBKAZ-XHXuB-iJECGj7/view?usp=sharing
Note that it's still in testing phase, so some weapons may be lacking OP, unique sprites or such.
Title: Re: Yunru's Mod Megathread
Post by: shpooky on July 15, 2021, 09:37:09 PM
HAM hullmod image is a delete!
Title: Re: Yunru's Mod Megathread
Post by: Yunru on July 16, 2021, 03:25:43 AM
A few have a dummy image until I can source a decent replacement, yes. Alas, I'm not graphically gifted, so that could be a wait.
Title: Re: Yunru's Mod Megathread
Post by: Spess Mahren on July 18, 2021, 05:35:54 AM
Do the hull mods have to be scavenged off fleets/derelict stations and such? I'm not seeing any at markets despite searching quite a bit.
Title: Re: Yunru's Mod Megathread
Post by: Yunru on July 18, 2021, 10:07:10 AM
They should be appearing similar to other hullmods you don't start knowing. Although the stronger ones vary in rarity, much like vanilla.

(Alternatively, it may be that I forgot to assign any factions to know them, and that causes them to not show up?)
Title: Re: Yunru's Mod Megathread
Post by: Spess Mahren on July 18, 2021, 07:09:12 PM
They should be appearing similar to other hullmods you don't start knowing. Although the stronger ones vary in rarity, much like vanilla.

(Alternatively, it may be that I forgot to assign any factions to know them, and that causes them to not show up?)

Pretty sure that is the issue, none of the hull mods are unlocked in the hull_mods.csv so they they aren't given by default to the player or any faction with base_bp in known hullmods. There is also no faction files to tell the game what faction knows what specific hull mod, they can only sell what they know.

Also after checking you are going to have to add faction files for your arsenal mod weapons that aren't attached to a vanilla blueprint package or faction tag and are simply a rare_bp if you want them to show in markets.
Title: Re: Yunru's Mod Megathread
Post by: dEVoRaTriX_LuX on July 18, 2021, 09:53:49 PM
What does Ramburn Engines actually do? It doesn't raise the ships top speed, is this intentional or a bug?
Title: Re: Yunru's Mod Megathread
Post by: Yunru on July 19, 2021, 04:34:08 AM
What does Ramburn Engines actually do? It doesn't raise the ships top speed, is this intentional or a bug?
Quite possibly a bug. Unless you're going from the stats on the refit screen, in which case what alters those and what doesn't can be quite... Random.

Ramburn should, and indeed when first tested did, raise max speed and acceleration, but reduce max turn rate and turn acceleration.
Title: Re: Yunru's Mod Megathread
Post by: dEVoRaTriX_LuX on July 19, 2021, 07:11:51 AM
What does Ramburn Engines actually do? It doesn't raise the ships top speed, is this intentional or a bug?
Quite possibly a bug. Unless you're going from the stats on the refit screen, in which case what alters those and what doesn't can be quite... Random.

Ramburn should, and indeed when first tested did, raise max speed and acceleration, but reduce max turn rate and turn acceleration.

I've tested it and yeah the top speed doesn't change when installing the Ramburn Engines in the refit screen it also doesn't increase top speed when in battle so the mod (for me) effectively does nothing.
Title: Re: Yunru's Mod Megathread
Post by: Yunru on July 19, 2021, 07:16:14 AM
Interesting. I tested by racing two otherwise identical ships between waypoints across the map. In each instance the one with Ramburn was noticeably faster.
Title: Re: Yunru's Mod Megathread
Post by: dEVoRaTriX_LuX on July 19, 2021, 09:08:43 AM
Interesting. I tested by racing two otherwise identical ships between waypoints across the map. In each instance the one with Ramburn was noticeably faster.

Might it be a mod conflict? I have a sizable number of mods.
Title: Re: Yunru's Mod Megathread
Post by: Yunru on July 19, 2021, 09:18:50 AM
It's possible. Currently they're all loose script files, so an easy way to check would be to open it in notepad+ and change the speed increase from 50f to 500f.

If it's working that'll make it a lot more visible.
Title: Re: Yunru's Mod Megathread
Post by: dEVoRaTriX_LuX on July 20, 2021, 02:53:25 PM
It's possible. Currently they're all loose script files, so an easy way to check would be to open it in notepad+ and change the speed increase from 50f to 500f.

If it's working that'll make it a lot more visible.

Yup fiddled around with the script files can confidently say that Ramburn Engines doesn't work (for me at least). I've probably got a mod conflict or something.
Title: Re: Yunru's Mod Megathread
Post by: Yunru on July 20, 2021, 03:02:36 PM
Once this heatwave's over I'll do some more thorough investigating my end too.
Title: Re: Yunru's Mod Megathread
Post by: SLFC on July 20, 2021, 03:32:00 PM
also the chimera is kind of uhhhh

ridiculously fast

like 300+ units fast
Title: Re: Yunru's Mod Megathread
Post by: Yunru on July 28, 2021, 02:30:20 AM
It's possible. Currently they're all loose script files, so an easy way to check would be to open it in notepad+ and change the speed increase from 50f to 500f.

If it's working that'll make it a lot more visible.

Yup fiddled around with the script files can confidently say that Ramburn Engines doesn't work (for me at least). I've probably got a mod conflict or something.
I tested it again now the heatwave is over, and it does nothing my end too.
So I scrapped most of the code and now there's a version that works (presented below for your C+P pleasure).
Code
package data.scripts;

import com.fs.starfarer.api.combat.BaseHullMod;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;

public class YunruRamburn extends BaseHullMod {

public static float YUNRU_SPEED_INCREASE = 50f;
public static float YUNRU_TURN_DECREASE_PERCENT = -30f;


public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getMaxSpeed().modifyPercent(id, YUNRU_SPEED_INCREASE);
stats.getAcceleration().modifyPercent(id, YUNRU_SPEED_INCREASE);
stats.getMaxTurnRate().modifyPercent(id, YUNRU_TURN_DECREASE_PERCENT);
stats.getTurnAcceleration().modifyPercent(id, YUNRU_TURN_DECREASE_PERCENT);
}

public String getDescriptionParam(int index, HullSize hullSize) {
if (index == 0) return "50%";
if (index == 1) return "30%";
return null;
}

}

also the chimera is kind of uhhhh

ridiculously fast

like 300+ units fast
Uh... no?
It's certainly fast, at 225 without its system engaged, and 275 with, but it doesn't even hit the 300 barrier unless you also install an Unstable Injector for that last 25 (SO might also work, but that leaves you with less than a minute PPT).
Title: Re: Yunru's Mod Megathread
Post by: megabot on August 02, 2021, 02:33:00 PM
so umm, the yunru's hullmods mod apparently needs Yunru core 1.0, while the current version of the core is 1.1
Title: Re: Yunru's Mod Megathread
Post by: Yunru on August 03, 2021, 01:04:07 AM
That should be fine, as long as the core is of equal or higher version.

Unless the game refuses to let you enable it, in which case... ***.
Title: Re: Yunru's Mod Megathread
Post by: megabot on August 03, 2021, 04:26:35 AM
Unless the game refuses to let you enable it, in which case... ***.
exactly why i came here lol. that one mod that allows capital ships to have safety override would probably work too but is of a different version so...
Title: Re: Yunru's Mod Megathread
Post by: Yunru on August 03, 2021, 04:59:34 AM
If you go to the hullmods folder and open the mod info file in notepad, you can manually change the required version number.
Title: Re: Yunru's Mod Megathread
Post by: megabot on August 03, 2021, 02:05:54 PM
may i ask you to change the verison of your mod anyways, if you did not do it yet? it will prevent everyone having to edit it in the future, untill a new version of either drops
Title: Re: Yunru's Mod Megathread
Post by: Yunru on August 03, 2021, 02:09:32 PM
I would, but I'd have to walk back a lot of progress first.
It's probably easier to just finish this damn station already for Midline and update everything at once, but if that fails I'll download the current release versions and alter it.

Edit: I just checked, they all already use the same version. Currently every mod is version A.1.0 and requires Core to be as such, although I don't actually remember why I changed the numbering system (I think letter change was going to indicate save brakes).
Title: Re: Yunru's Mod Megathread
Post by: Hiroyan495 on August 03, 2021, 03:45:14 PM
Good luck with that. Also, love your ship designs, very clear and true to the vanilla art. :) And since I love the color red, you can guess which one of your mods is my favorite.
Title: Re: Yunru's Mod Megathread
Post by: shpooky on October 25, 2021, 01:50:12 PM
what version are we on with these mods? ( i suggest adding version numbers for each mod in the original post please )
Title: Re: Yunru's Mod Megathread
Post by: Yunru on October 26, 2021, 06:49:39 AM
They should all be starting with A at this moment.
I'm tinkering away with background stuff, but most of my time right now is... kinda being eaten by Factorio.
Title: Re: Yunru's Mod Megathread
Post by: Yunru on November 30, 2021, 06:54:36 AM
This capital ship was kicking my ass for so long, but finally finished the sprite work:
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/9d676854-ca16-4cea-9099-fd954e997e6d/devh9qa-457f0f22-e3bd-49b8-b4a3-5cfa5834ae13.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzlkNjc2ODU0LWNhMTYtNGNlYS05MDk5LWZkOTU0ZTk5N2U2ZFwvZGV2aDlxYS00NTdmMGYyMi1lM2JkLTQ5YjgtYjRhMy01Y2ZhNTgzNGFlMTMucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.A4sBl9ZsgEWCbUj_bTfsFIvop-YxDtyBE3SMjVxkyAQ)
Title: Re: Yunru's Mod Megathread
Post by: Yunru on December 04, 2021, 02:49:05 PM
All mods updated! Make sure that YunruCore is at least as up-to-date as the most recent version of the other mods!

To summarize the changes:
Hullmods - Vanilla factions now actually know some relevant hullmods, meaning they can be found via more than just exploration.
Midline Expansion - Switched the Ptero from being used by the Persean to Diktat (both still know it though). Added some flavour text where there was previously just placeholder.
Pirate Collection - The long-awaited release of the Atlas Mk III, a five bay carrier with reserves so deep they never deplete, and the Hippogriff now gets to see the light after having been basically finished for several years.
Title: Re: Yunru's Mod Megathread
Post by: Yunru on December 07, 2021, 01:54:09 PM
Minor updates to Pirate Collection (the added ships now actually appear in fleets), major updates to YunruCore and a new mod; Yunru's Misc Ships.

Will redo the main page shortly.
Title: Re: Yunru's Mod Megathread
Post by: Yunru on December 10, 2021, 05:53:47 AM
Updated YunruCore, to add compatibility with certain IndEvo industries.
Title: Re: Yunru's Mod Megathread [0.95.1]
Post by: Yunru on December 11, 2021, 07:06:01 AM
Now updated!
Mostly just moving to the new version, but Pirates and Pathers now also introduces a new Frigate to the Pather line-up; the Koko Missile.
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: Yunru on December 12, 2021, 05:18:11 AM
(Finally) updated hullmods such that each has a unique icon!
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: shpooky on December 15, 2021, 09:01:52 PM
Yunru's (WiP) Arsenal not clickable/no link
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: Yunru on December 16, 2021, 02:57:06 AM
Alas, I don't feel it's 0.95.1 ready, as I've yet to rebalanced around the new pilums. The 0.95 version still works in 0.95.1 though.
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: Yunru on December 16, 2021, 03:46:05 PM
YunruCore and Yunru's Midline update!
Added a couple of MagicLib bounties, and Midline has a new ship in the Corkscrew Missile Support destroyer (pictures coming sometime tomorrow)!
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: Yunru on December 18, 2021, 01:18:36 PM
Updates across the board (except hullmods and arsenal)!

YunruCore:
Added more bounties, fixed some bounties that would result in crashes.
Added a unique bounty for those running Pirates and Pathers, Midline Expansion, and Misc Ships.

Pirates and Pathers:
AI fix for the Koko so they don't keep dying.

Midline Expansion:
AI fix for the Ptero so it doesn't try and engage in melee when it has more sensible options.
Added the Corkscrew class Destroyer, that provides missile support on a budget.

Misc Ships:
Added a new cargo freighter Destroyer, heavily armored and protected by damper fields.
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: Yunru on December 19, 2021, 05:20:34 AM
Updates to Core, Pirates and Pathers, and Misc Ships:

Core:
Fixed issue where ships wouldn't appear in NPC fleets.

Pirates and Pathers, Misc Ships:
Added more variants to existing ships.
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: shpooky on December 19, 2021, 06:55:35 PM
fyi ur patreon link no work good
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: Yunru on December 20, 2021, 02:14:05 AM
Ffff-

-ixed, thank you!
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: facc00 on December 20, 2021, 05:47:20 PM
erm... cant seem to get a download to include patreon
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: Yunru on December 21, 2021, 02:08:00 AM
Actually if you're on about version checker or auto-update, that's a Google Drive thing, and why I'll be switch to something like GitHub just as soon as I can wrap my head around it.
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: Arthur_The_Ok on December 30, 2021, 12:48:31 PM
Every time I try to access the "Byting the Core" bounty, the game crashes

18754583 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException

java.lang.NullPointerException

at data.scripts.util.MagicCampaign.createFleet([MagicCampaign.java:824](https://MagicCampaign.java:824))

at data.scripts.bounty.MagicBountyCoordinator.createActiveBounty([MagicBountyCoordinator.java:327](https://MagicBountyCoordinator.java:327))

at data.scripts.bounty.MagicBountyBarEvent.optionSelected([MagicBountyBarEvent.java:162](https://MagicBountyBarEvent.java:162))

at com.fs.starfarer.api.impl.campaign.intel.bar.BarEventDialogPlugin.optionSelecte d([BarEventDialogPlugin.java:53](https://BarEventDialogPlugin.java:53))

at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)

at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)

at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)

at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)

at com.fs.starfarer.ui.oooO.processInput(Unknown Source)

at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)

at com.fs.starfarer.ui.Q.processInput(Unknown Source)

at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)

at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)

at com.fs.starfarer.ui.newui.B.processInputImpl(Unknown Source)

at com.fs.starfarer.ui.Q.processInput(Unknown Source)

at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)

at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)

at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)

at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)

at com.fs.starfarer.ui.Q.processInput(Unknown Source)

at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)

at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)

at com.fs.starfarer.ui.Q.processInput(Unknown Source)

at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)

at com.fs.starfarer.BaseGameState.traverse(Unknown Source)

at com.fs.state.AppDriver.begin(Unknown Source)

at com.fs.starfarer.combat.CombatMain.main(Unknown Source)

at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)

at [com.fs.starfarer.StarfarerLauncher$1.run](https://com.fs.starfarer.StarfarerLauncher$1.run)(Unknown Source)

at [java.lang.Thread.run](https://java.lang.Thread.run)([Thread.java:748](https://Thread.java:748))
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: Yunru on December 30, 2021, 01:44:10 PM
I'm guessing you're running the latest version of MagicLib?
They had a big change to how bounties are setup with no backwards compatibility. I'll upload a new version shortly.

Hotfix live, try redownloading YunruCore (and updating MagicLib) and see if that solves the issue.
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: Zoro89 on January 01, 2022, 04:07:35 AM
Thank you for your mod and work :)

Can you check the stats of the "Dart" Destroyer?
1. It has default better flux-stats than the Falcon (14 maintenance/supplies)
2. Same hull/armor like the hammerhead (10)
3. But it cost only 8 and is faster.

Yes it has limited loadout with only 3 mounts but when I played with it, it feels like a little bit unfair :D What do you think? My loadout is heavy autocannon, 2x small light assault guns and converted hangar. I think the dart is my new Tempest. Not so fast but much better survivability against cruisers or heavy destroyer.
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: heh on January 03, 2022, 05:30:36 PM
20795 [Thread-3] INFO  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Applying data from ship_data.csv to [yunru_steve]
20795 [Thread-3] INFO  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Applying data from ship_data.csv to [yunru_nyx]
20795 [Thread-3] WARN  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull [oxp] from ship_data.csv not found in store
20805 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.ShipHullSpecLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


got this crash even though there is no mention of the [oxp] ship in the ship_data.csv file
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: Yunru on January 03, 2022, 06:09:10 PM
Yeah, I'm at a loss. The Ox (P) is a skin, it shouldn't be looking for it in ship_data!
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: heh on January 05, 2022, 07:19:09 AM
Yeah, I'm at a loss. The Ox (P) is a skin, it shouldn't be looking for it in ship_data!
i found out why it crashed, i forgot to update the "pirate and pather" mod
Title: Re: [0.95.1] Yunru's Mod Megathread
Post by: Yunru on January 05, 2022, 07:58:47 AM
Ah! That would do it, as it'd be a ship in one and a skin in the other.
Title: Re: [0.95.1] Yunru Core +
Post by: SpiegelGeist on January 06, 2022, 10:53:58 AM
Thank you for the wonderful mods, but for some reason, I keep getting a crash error. I updated every one of your mods to the latest version, but whenever I enter into battle during the "The Celestial Forge" (part 1) I keep getting the same error:

[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fighter wing spec with id [hopolon_wing not found
java.lang.RuntimeException: Fighter wing spec with id [hopolon_wing not found
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeOPCost(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getMemberStrength(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager$O0.getMemberStrength(Unknown Source)
   at com.fs.starfarer.combat.ai.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.D.Object(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

I tried figuring out what the cause was, and how to fix it, but I had no luck. Any assistance would be appreciated.
Title: Re: [0.95.1] Yunru Core +
Post by: Yunru on January 06, 2022, 10:59:42 AM
Weird, the hopolon is the Khopesh, so for it to not be found...

I'm tempted to say "reinstall Starsector", but that's a bit extreme.
Title: Re: [0.95.1] Yunru Core +
Post by: SpiegelGeist on January 06, 2022, 11:11:14 AM
Weird, the hopolon is the Khopesh, so for it to not be found...

I'm tempted to say "reinstall Starsector", but that's a bit extreme.

It really is quite odd, because looking through the logs, starsector does successfully load and apply the data from the various hopolon files in starsector-core, and I double checked and the hopolon's files are there.....I haven't had any mod conflicts or any other issues besides this. I'm really stumped. Sorry for bothering you with this, and I appreciate your response.
Title: Re: [0.95.1] Yunru Core +
Post by: Yunru on January 06, 2022, 11:54:02 AM
Okay, I've had pointed out deduced the source of the error:
The hopolon doesn't exist in vanilla (or indeed, my mods), the hoplon is Khopesh.

The only thing I can think of (since none of my ships have "hopolon" in their loadout) is that one of your other mods has a typo in it, and when the bounty fleet is being populated, that ship's being inserted into it.
Title: Re: [0.95.1] Yunru Core +
Post by: SpiegelGeist on January 06, 2022, 12:11:10 PM
Okay, I've had pointed out deduced the source of the error:
The hopolon doesn't exist in vanilla (or indeed, my mods), the hoplon is Khopesh.

The only thing I can think of (since none of my ships have "hopolon" in their loadout) is that one of your other mods has a typo in it, and when the bounty fleet is being populated, that ship's being inserted into it.

Thank you very much for the assistance, it really is appreciated. And sorry once again for bothering you with this. Time to go through my enabled mods and see which one screwed up. I'll report back if I can find it. If not I guess I'll just have to avoid that bounty for now.
Title: Re: [0.95.1] Yunru Core +
Post by: grinningsphinx on January 13, 2022, 08:48:31 AM
Fatal Error loading phasefloat.png in new version of core.


\mods\Yunru - Midline Expansion,E:\StarSector 9.5.1A\Starsector\starsector-core\..\mods\Yunru - Misc Ships,E:\StarSector 9.5.1A\Starsector\starsector-core\..\mods\UnpackBlueprints,E:\StarSector 9.5.1A\Starsector\starsector-core\..\mods\YunruCore,E:\StarSector 9.5.1A\Starsector\starsector-core\..\mods\prv Starworks,E:\StarSector 9.5.1A\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.String(Unknown Source)
   at com.fs.graphics.TextureLoader.String(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.oOoO.o00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)


Restored previous version, still works.
Title: Re: [0.95.1] Yunru Core +
Post by: Yunru on January 13, 2022, 10:50:00 AM
Fixed, thanks!
This is why you don't code while asleep.
Title: Re: [0.95.1] Yunru Core +
Post by: Yunru on January 13, 2022, 01:19:58 PM
Fixed! So many problems I created myself by splitting it up like this.
Title: Re: [0.95.1] Yunru Core +
Post by: dotdotdotSS on January 13, 2022, 01:21:06 PM
Updating Yunru - Hullmods fixed the issue.
Title: Re: [0.95.1] Yunru Core +
Post by: Dazs on January 14, 2022, 09:57:22 AM
Just updated your mods and I am getting some errors and crash at start.

 INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/hullmods/yunru_pd_boost.png (using cast)
 ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/hullmods/yunru_ok.png] resource, not found

I believe the issue stems from hullmods.csv in your hullmod mod's last line:

Install: Confirmation   yunru_install_confirm   0   1      no_build_in   Installation, Requires Dock   0   TRUE         0   0   0   0   data.scripts.hullmods.YunruBlank         graphics/hullmods/yunru_ok.png

There is no png named ok in your graphics and it seems to be called for. I fixed that one by taking a hullmod icon from JYD moving it to Core graphic hullmod and renaming it yunru_ok.png

Now the second crash I get is:

 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [yunruArsenalVersion.version]
 ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [yunruArsenalVersion.version] resource, not found


Thing is, I have never installed your Arsenal mod so I have no idea why this crash is occurring.

Hope this helps
Title: Re: [0.95.1] Yunru Core +
Post by: Yunru on January 14, 2022, 11:34:55 AM
Just updated your mods and I am getting some errors and crash at start.

 INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/hullmods/yunru_pd_boost.png (using cast)
 ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/hullmods/yunru_ok.png] resource, not found

I believe the issue stems from hullmods.csv in your hullmod mod's last line:

Install: Confirmation   yunru_install_confirm   0   1      no_build_in   Installation, Requires Dock   0   TRUE         0   0   0   0   data.scripts.hullmods.YunruBlank         graphics/hullmods/yunru_ok.png

There is no png named ok in your graphics and it seems to be called for. I fixed that one by taking a hullmod icon from JYD moving it to Core graphic hullmod and renaming it yunru_ok.png

Now the second crash I get is:

 INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [yunruArsenalVersion.version]
 ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [yunruArsenalVersion.version] resource, not found


Thing is, I have never installed your Arsenal mod so I have no idea why this crash is occurring.

Hope this helps
My blood pressure is not helped :P
I'll check and see if I've already fixed it, if not I'll fix it.

Okay, update YunruCore to fix the first issue. The second is I copy and pasted the version check info because it's a pain in the ass to set up, and clearly forgot to change one... and now I have to figure out which.

Checked on my end, everything works fine. All I can say is update everything again, your versions must be from before I fixed them (roughly some time this morning iirc).
Title: Re: [0.95.1] Yunru Core +
Post by: Dazs on January 14, 2022, 01:19:24 PM
Sorry for the high blood pressure. All fixed on my end thank you for the quick response!
Title: Re: [0.95.1] Yunru Core +
Post by: grinningsphinx on January 15, 2022, 08:25:11 AM
Is there a section with changelogs?
Title: Re: [0.95.1] Yunru Core +
Post by: Yunru on January 15, 2022, 11:26:32 AM
Is there a section with changelogs?
Sadly no, I don't keep a changelog as I make changes, and I don't have the memory for it afterwards.
Title: Re: [0.95.1] Yunru Core +
Post by: grinningsphinx on January 15, 2022, 09:32:09 PM
Is there a section with changelogs?
Sadly no, I don't keep a changelog as I make changes, and I don't have the memory for it afterwards.


np:)  As of the last slightly better techmining, ive received nothing to storage in the last 3 game months.. reverting to previous version.
Title: Re: [0.95.1] Yunru Core +
Post by: grinningsphinx on January 15, 2022, 09:34:30 PM
Is there a section with changelogs?
Sadly no, I don't keep a changelog as I make changes, and I don't have the memory for it afterwards.


np:)  As of the last slightly better techmining, ive received nothing to storage in the last 3 game months.. reverting to previous version. I prefered the one with less weapons, as weapons are the least of my needs tbh.


Title: Re: [0.95.1] Yunru Core +
Post by: Yunru on January 16, 2022, 01:50:43 AM
Is there a section with changelogs?
Sadly no, I don't keep a changelog as I make changes, and I don't have the memory for it afterwards.


np:)  As of the last slightly better techmining, ive received nothing to storage in the last 3 game months.. reverting to previous version.
Fix up for that, I hope.