Fractal Softworks Forum

Starsector => Mods => Topic started by: Dazs on October 14, 2021, 03:48:20 PM

Title: [0.97a] Junk Yard Dogs - V 3.1.0 - 04/13/24 - Yet another sprite update
Post by: Dazs on October 14, 2021, 03:48:20 PM
Junk Yard Dogs
A vanilla+ power level faction mod that focuses on exploration, mining, scrapping and survey

(https://i.imgur.com/w8mh0BB.png) (https://drive.google.com/uc?export=download&id=1OcljFuDNMzE8P2zC1HFzO7JOC0V6ngA5)


New system full of wrecks, mining opportunities and salvage
Upgradeable faction colony structure
43 faction ships
10 pirate ships
10 High Value Bounties tied into the faction's lore
25 mining weapons
Commissioned Crew hull mod
13 wings
20 custom portraits

DOWNLOAD (https://drive.google.com/uc?export=download&id=1OcljFuDNMzE8P2zC1HFzO7JOC0V6ngA5)

Requires
Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0), LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0), MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718)

To maximize mining profit potential I recommend:
Ore Refinery (https://fractalsoftworks.com/forum/index.php?topic=22882.0)

Mod integrations:
Commissioned crews (https://fractalsoftworks.com/forum/index.php?topic=16677.0)
Starship Legends (https://fractalsoftworks.com/forum/index.php?topic=15321.0)
Industrial Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011.0)
Better Colonies (https://fractalsoftworks.com/forum/index.php?topic=17103.0)
New Beginnings (https://fractalsoftworks.com/forum/index.php?topic=15280.0)
Vayra's Sector Bounty system (https://fractalsoftworks.com/forum/index.php?topic=16058.0)
Version Checker (https://fractalsoftworks.com/forum/index.php?topic=8181.0)

All assets are categorized under spoiler tags and can be seen below

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All Faction Ships Image

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(https://i.imgur.com/Gjtfsyl.png)
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Frigate Details

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(https://i.imgur.com/Jgw805i.png)
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Destroyer Details

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(https://i.imgur.com/HUFblD3.png)
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Cruiser Details

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(https://i.imgur.com/ZrQiIkg.png)
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Heavy Cruiser Details

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(https://i.imgur.com/TL1Gr4S.png)
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Capital Ship Details

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(https://i.imgur.com/oztWnIi.png)
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Weapon Details

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(https://i.imgur.com/ZDDtY6T.png)
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Fighter and Drone Wing Details

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(https://i.imgur.com/KJ3f4as.png)
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Custom JYD Portraits

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(https://i.imgur.com/7XNqbQd.png)
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Pirate Hulls: Technical information and identification redacted

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(https://i.imgur.com/W4PDVpa.png)
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CC Hull mod and Planetary Industry Summaries

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(https://i.imgur.com/biz33C0.png)
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Faction Lore

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The Junk Yard Dogs are comprised of working class independent miners that provide many raw materials for the core worlds through the mining and other work facilities built in the various asteroid belts across the sector. With pirates and other outlaw factions strategically attacking their initial low quality civilian ships and stealing their cargo and other supplies, they banded together and started commissioning their own designs from the Independent ship yards. After months of piecemeal fighting, the Independents formed a temporary alliance with their major buyers, Tri-Tachyon and the Hegemony, to eliminate their common threat.

The unlikely combined forces were able to track down the pirate base of operations in the Dogstar system. The battle was long and extensive, resulting in wrecks and scrap debris scattered across the system. Dogstar was granted to the newly formed JYD as a neutral buffer as it was located between both faction's space. They have set up their base of operations in the system taking over the former pirate planet Junkyard and using it as combination base of operations, smelting and ship-building repair service and resale. Their fleet is primarily comprised of carriers and support craft in a mix of Low Tech and Midline all focused on deep space exploration and exploitation.

They are allied with the Independents and have a close working relationship with Tri-Tachyon but their forays into automated mining has made the other factions suspicious and the Hegemony concerned.
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Mod technical vision and commissioned crews support

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  • Each ship has pre-installed faction custom drones that increase your mining stats under Nexerelin while also providing a little extra PD support. The ballistic weapons, fighters and missiles all increase your mining stats. The utility ships increase your mining and are equipped with both survey and salvage mods to consolidate fleet usage. Their power level is higher than vanilla ships and weapons.
  • The ship load outs are flexible in order to take advantage of this and to give players more options. Low tech designs have all composite slots so they can have a missile or a ballistic weapon in each one. Midline ships have hybrid (Energy/Ballistic) or synergy (energy/missile). They are designed to be durable with good hulls and armor but lower shields and fewer medium/large mounts for small mounts.
  • The added system is literally a bit of a junk yard. There are salvage areas, wrecked ships, supplies, weapons and some blueprints floating around Dogstar. Nothing too much, just enough to reward exploring. There is also a pirate planet with a strong battlestation so the faction fleets are always fighting them thus adding more wrecks and salvage. There are two asteroid rings and different types of planets for mining. 
  • The commission from crews adds a flat +20 armor bonus, maybe a bit op for the smaller ships but it would allow better wolf pack tactics which is on brand. It also lowers the replacement time of fighters and drones. I felt this hull mod was in line with the faction being mainly carrier centric and mining causes a lot of damage so the armor would mitigate that somewhat.
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My journey and vision

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I grew up reading science fiction from Heinlien, Azomov, Clarke, Banks and many others. I like both the space opera as well as hard science fiction. For a more recent example: The gritty well told stories of the Expanse versus the fun romps like Firefly.

I always envisioned the Independent faction as a hard scrabble lot that are taken advantage of by the other factions. I made this faction focused on building themselves on mining, scrapping and exploration rather than combat as a means of leveling. I added every type of ship I thought needed to form a fleet comprised solely from this faction.

The ships are designed with Nexerelin's mining mini-mod in mind and are able to better focus on the mining and exploration aspects of the game while also being able to take a punch without being overpowered (I hope). They are a mix of low tech and midline but the overall aesthetic I went for is a lived in quality that would reflect the hardscrabble life of a scrapper/miner. Every weapon, fighter and most ships have added mining strength. Their mining strengths will show up on the list when you ask while mining a planet or asteroid.

As a side note, I added some Easter eggs around Dogstar for a little tongue in cheek fun so I hope you enjoy exploring the system.
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Sources and Thank You Credits

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The mod runs fine and tested alongside multiple other mods. However, I have no experience with Java and wound up writing this in Notepad++ The last time I coded anything was a Lunar Lander clone on my Ti-99 4/a back in the 80's. :) I learned how to make this mod by a combination of going over all the online tutorials (sadly most are outdated), the templates hosted on the discord channel but mainly by reviewing the Java Script in every mod I play and piecing together how it all fits together. I have learned a lot from the varying styles used by the different modders and I now have mad respect for the work they have put in.

NOTE: If I have accidently plagiarized anyone's creative work it is not on purpose as I used a lot of code as examples to make my own. If any other mod author finds things that they believe are theirs please let me know and I will remove, give direct credit or rework it. I will work on formatting the mod as I learn more

Sources

All the ship, weapon and pirate portrait sprites were sourced from the forum page, Spiral Arms II https://fractalsoftworks.com/forum/index.php?topic=12896.0 (https://fractalsoftworks.com/forum/index.php?topic=12896.0) and the #spiraled-arms forum on the Spaceport Corvus discord. Some of the ships are untouched because I thought they were a great fit but most are kitbashed, adapted, resized and/or re-colored to have a more gritty lived in feel by me. I would like to personally thank all the contributors to those forums for their generosity and artwork. If you have not been to either one, I recommend you do if just for the great artwork.

The logo and associated graphics are free assets from the site Vectorportal.com.

Portraits: TY to Severian Void for hosting the Stable Diffusion Image AI Generation page on Huggingface

Credits

A special thank you goes to RationalPotato who kindly donated replacement icon graphics to replace my low rent versions :)
Timid, formerly known as Techpriest, for allowing me permission to modify their code to make the faction hull mod
Beta Testers: IonDragonX, Deageon, 6chad.noirlee9, Arthur_The_Ok, Scamper and exuvo  - Thank you all for your input and patience as I learn to code Java
balordezul for all his help post-beta testing and balance suggestions
Madbadger2 for being a good sounding board and contributor to all my mods
Alex and team Star Sector for their hard work making this game and keeping it up to date all these years
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If you enjoy my content, please consider buying me a coffee to keep me going! :) on Ko-Fi (https://ko-fi.com/dazs825110)!
(https://i.imgur.com/nYXN58D.png) (https://ko-fi.com/dazs825110)

Current Changelog

v3.1 - Save Compatible with V3.0.2 - You will need to re-outfit any Courageous in your currently saved fleet due to the change
   -Increased the number of ships that accompany JYD bounties by 30% - After testing the changes made in 3.0.1(2) I found them to be too easy based on their payouts
   -Lowered the OP on the Endurance from 95 to 75 and re-equipped the variant accordingly - One of my most OP discussed ships needed a nerf - Ty Maritusa for your discussion points
   -Wrote descriptions for the 10 bounty ships - After having written unique descriptions for literally hundreds of ships between my mods my brain was tapped - They are not the best but better than nothing :)
   -Raised the fleet points of the Courageous from 18 to 23 and lowered the wing count from 6 to 4 but kept the OP so it can be fitted with less but more powerful wings - Ty last_misadventure for your comments
      -Went though each ship sprite that has not been adjusted recently looking for things needing correction:
   -Empathetic: Removed some stray pixels, fixed the centering of the sprite and added missing exhaust graphics to the inner engines
   -Fluffy: Sharpened the image by 10%, erased some stray pixels, fixed a centering mismatch, realigned the weapon mounts to face the direction of the mount graphics
   -Industrious: Replaced some of the small mount graphics that were blurry and added a missing medium mount graphic on the right side
   -Intelligent: Fixed some minor blemishes, centered the medium turret mount position and changed the Thumper on the variant to a Flack Cannon
   -Intelligentmkq: Fixed some stray pixels and adjusted the right side to match the left for symmetry
   -Intense: Replaced the shiny medium turret mounts with bronzed ones and faced the rear ones to the side to correctly reflect the intended placement
   -Irksome: Remade the sprite using a game asset asteroid, replaced the fuzzy hazard stripe, replaced the mount sprites and swapped the PD weapon on the variant with a Shock Cannon 
   -Knowledgeable: Replaced the turret sprites with ones that faced the intended gun placement direction and widened the firing arcs from 90 to 125 degrees for better coverage
   -Obedient: Replaced one front facing small mount sprite with the correct side facing one
   -Peppy: Replaced the shiny weapon turret mounts with bronzed ones
   -Relaxed: Added a missing small turret mount and touched up the ship graphic
   -Stalwart: Replaced the bottom medium turret mount sprite with one that correctly faces backward
   -Trusty: Removed some stray pixels, correctly centered the sprite, replaced some of the weapon mount graphics, realigned the weapon mounts to face according to the mount graphics
   -Vicious Front Module: Added proper medium mount graphics
   -Replaced all the visually changed ships on the "all ships image" as well as the class specific images found on the forum OP
   -Note: I decided to not make a comparison image this time as though the changes were time consuming to do, they were multiple small details not readily identifiable in a comparison

Past Changelogs

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V3.0.2 - Save Compatible with V3.0.1 - Quick hotfix
   -Fixed an issue where JYD bounties would sometimes show up as blank - TY VikStahl for letting me know

V3.0.1 - Save Compatible with V3.0 - A quick fix
   -In 2.9.2 I stated that I implemented an adjustment to the Adaw and apparently I forgot to actually do it  :-[
         -Reduced the wing count on the Adaw from 6 to 4 and OP cost from 20 to 18 - The balance was OP vs large ships with that many bomblets most of them hit
   -Remade the Downtown sprite to look more like the heavy cruiser that it is - Received a couple messages that it looked like a destroyer
   -Updated the pirate ships image on the forum OP and the previous patch's comparison image (Third one down if interested) with the updated sprite
   -Ty to Cenbes for their help in this and the previous patch for being a good sounding board for ideas - I neglected to put that in 3.0 sorry :(   

V3.0 - Save Compatible with v2.9.3 - You may need to rearm some of the ships that were changed in this update if you have them in your current fleet
   -Replaced the sprite for the Loyal,increased the drone count to 5, replaced two small turrets with mediums
   -Replaced the sprite for the Courageous, changed two small turrets to medium, removed 1 small turret and added 1 hanger
   -Replaced the sprite for the Continental, downsized the middle large missile to a medium composite and added a hanger in the rear
   -Replaced the sprite for the Downtown, removed one small turret and used the spare OP to equip typhon torpedoes on the variant
   -Desaturated the sprite for the Slim and re-armed the variant to be more DPS orientated
   -Lowered the frequency that the stronger JYD ships will appear in Independent markets and fleets - TY SSchorik0101 for brining this to my attention
   -Increased the frequency the Industrious will appear in JYD markets and fleets - Ty Cenbes for messaging me about never seeing them
   -Increased the HP of the Asteroid Launcher's shot - Being so slow it was frequently getting shot down in long range engagements which it is designed for
   -Adjusted the player levels that JYD Bounties will appear on a scaling system - Prevents them from spamming the board on a new game
   -With the newest version of magicLib, JYD bounties now show properly on the bounty board - Horray!
   -Replaced the old ship images with the updated ones on the Forum OP and added a comparative image

v2.9.3 - Save Compatible with v2.9.2
   -Updated wings_data.csv for a more complete list of wings the game uses when a player is autofitting JYD ships - Shadow Rune to the rescue yet again!
   -Increased the energy per second of the Particle Emitter from 70 to 90 and turn rate from 30 to 50 - TY to "a player who will remain unnamed by choice" for pointing out it was in need of adjustment
   -Increased the refit of the Heavy Drone from 15 to 20 - Ty 5ColouredWalker for pointing out it needed some balance adjustment
   -Separated the JYD BP into three parts: ships, weapons and wings - All three will be in a JYD commissioned start's inventory
   -Updated the sprite for the Endurance, increased it's DP from 7 to 10 and added advanced gyros to the variant using some unused op - My response to a discord discussion on how ugly it looked :)
   -Updated the respective images on the forum OP for the Endurance - Take a peek if you are interested   
   -Updated the game version to RC-11 to alleviate your OCD triggering mod manager yellow warning :)

v2.9.2 - Save Compatible with v2.9.1
   -Fixed a grammar oopsie that would prevent the Heavy Drone to autofit - TY Shadow Rune for letting me know
   -Reduced the wing count on the Adaw from 6 to 4 and OP cost from 20 to 18 - The balance was OP vs large ships with that many bomblets most of them hit
   -Restricted the Asteroid Launcher making it not recoverable or buyable - The graphic and balance is specific to the Industrious
   -Updated to 0.97a

v2.9.1 - Save Compatible with v2.9 - Quick compression hotfix bundled with some WIP changes that I had already done
   -Changed the weapons on the Tick wing to match the description - Now has all JYD weapons as intended
   -Added a ballistic analog of the 1 OP mining laser, the Mining Plinker - For captains that specialize in ballistic weapons and want the skill modifier that the mining laser lacks
   -Replaced the mining laser with the Mining Plinker on the following variants: Exuberant, Intelligent, Knowledgeable, Lean, Mosquito, Spirited, and Splendid - Keepin' it JYD ya'll :)
   -Replaced the PD weapons on the Lean Variant to the Mining Plinker, the Salamander to a Drill SRM and a Flux Distributor hull mod - Noted the OP was overbudget and this balances it
   -Added the Mining Plinker weapon and description to the forum OP "Weapon Details" image - For your viewing pleasure ;)
   -Fixed a compression issue with the mod, accidently downloaded as Junk Yard Dogs.rar.zip (Google Drive Nonsense)- Ty MnHebi for noticing it

v2.9 - Save Compatible with v2.8 NOTE: Any 2.8 ship with the exploration refit hull mod needs to have it removed before updating
   -Removed the exploration refit hull mod and added it to my CJHM mod - Load a 2.8 save, remove the hull mod, save, exit and update to prevent a conflict
   -Changed the loadout of the Happy Variant by replacing the front two asteroid breakers with shock cannons - Gives it some armor piercing damage
   -Fixed an error with one of the loading tips -Accidently had it doubled typed oopsie!
   -Removed the COMBAT,NO AUTO ESCORT hint from the Fluffy - Though it could be configured as a combat carrier it does not have the stats to be AI effective
   -Cleaned up all the "noise" on the Cute - The graphic was very busy so I smoothed out many of the breaking lines
   -Removed some of the red pigment from the Happy to make it more JYD brown and removed some stray pixels
   -Cleaned up the Fetching (2nd time, maybe I'll get it right) by removing some breaks and sharpening up the blurry areas
   -Shifted the green tint on the Exuberant to a JYD brown - Varya did a great job with this one but it stuck out as the only green JYD ship
   -Darkened the shade of the Empathetic from a tan to a brown and added some kitbash elements
   -Darkened the shade of the Commanding and added a kit bashed bridge section - Was a bit bright and I've been meaning to add a bridge to it
   -Widened the firing arcs of the two rear turrets on the Cute - Narrow as it was it made engagement too limited
   -Replaced the Harpoon with a Shard on the Exuberant variant and filled in the missing OP - Must have overlooked this one when I ported all the JYD hull mods
   -Replaced the built in wings on the Fetching from the Malinois to the Gnat - The former made it too OP so I replaced it with the weaker PD drone
   -I've read numerous complains on discord regarding JYD's aggression so I deiced to make the following changes to their doctrine:
      -Officer Quality from 3 to 2 - Their AI officers will have less skills
      -Ship Quality from 3 to 2 - Lowers the power level of their AI controlled ships
      -Aggression from 3 to 2 - Makes them less likely to attack unprovoked
      -Punitive Expedition vs Competitors from True to False - They are a neutralist faction after all
      -Note these changes will be more noticeable on a new 2.9 game since your 2.8 faction setting are already loaded
   -Added "voices" to to the JYD AI - I matched the Independent faction settings as they were formerly that faction
   -Added "A vanilla+ power level faction mod" to the mod description on the forum OP - TY gladius2metalfor the suggestion
   -Replaced all the old ship images with the updated ones on the Forum OP and added a comparative image   

v2.8 - Save Compatible with v2.7.3
   -Fixed an issue with the left rear small turret on the Smart facing the wrong direction
   -Raised the energy/sec of the Phase Emitter from 120 to 210, a dyslexic typo on my part that made it way too OP - Thank you Tapkomet for pointing that out
   -Fixed several issues with the Cordelia being off center and added two missing built in mining drones to the flight bays on the top sides
   -Rearmed the Cordelia standard variant with JYD weapons to fit the new layout
   -Fixed a misaligned front hardpoint on the Curious
   -Changed two small turrets on the Viscous to medium to match the sprite image and re-armed the variant - fixing a lingering mistake
   -Added descriptions to the asteroid fields in Dogstar - TY LukeTasrook for reminding me to fix that
   -Fixed a few spelling/grammar mistakes in the descriptions
   -Included the JYD portraits I added in v2.7 to the list of portraits used in character creation - oversight on my part - oops   

v2.7.3 - Nex is back! edition - Not save compatible with prior versions - Sorry, if I had only waited another day before releasing 2.72 :(
   -Re-enabled Nexerelin interactions and features

v2.7.2 - Not save compatible with prior versions
   -Updated the mod to work with 0.96a
   -Disabled Nexerelin interactions - I will re-enable them once a stable patch for that mod is released by Histidine
      -NOTE: mod integrations will be re-enabled as they are made 0.96a compliant   

v2.7.1 - Save Compatible with v2.7 - Just a teenie tiny little change
   -Changed the tooltip on supply use in new hullmod that reported the amount increased by instead of the percentage for consistency sake - TY AKAJIA for pointing it out
   -Replaced the image of the new portraits on the forum OP with one you can actually see - No idea why Imgur shrunk it previously
   -Fixed a small typo in the description of the Exploration Refit hull mod

v2.7 -Save Compatible with v2.6
   -Fixed a typo in the Particle Emitter - Ty madbadger2 for noticing and letting me know
   -Added a new unlocked JYD hullmod for civilian ships - Exploration Refit - Similar to militarized subsystems in removing civ penalties but increases sensor range and cargo space
   -Lowered the Pather interest in the Scrapyard from 3 to 1 - It was above the Workshop's interest level of 2 which did not make sense
   -Added introduction text if you start as JYD - requires a new game start to see this (duh?) :) - Ty Timid for showing me how to do this
   -Replaced the 10 old portraits with all new ones that better fit the JYD and game aesthetic - Previous ones were from another game and did not really fit the Star Sector style   
   -Added 10 new portraits to the lineup giving them a total of 20 - 10 female and 10 male all in JYD brown and gold - Gives them more variety so you do not see faces doubled up   
   -Replaced the Massive with an entirely new size appropriate image - One of my first attempts at kitbashing and my most complained about ship - About time that bloated mess was replaced ;)
      -Same weapon and fighter loadout but now midline using the parts that the Reliable and Fluffy are made from - they now have a big sister!
   -Touched up the Fetching's color palette and reduced it's size- I want JYD ships to look a bit battered since they are a mining faction but it needed some corrections
   -Raised the DP and supply use of the Irksome to 6 - Should have done that when I added the burn drive since it far more offensive now
   -Changed the hullmod on the Industrious variant from dedicated targeting core to missile racks and one Asteroid Breaker to a Shard AF - As a missile platform, no idea why I had a core on it
   -Added a new weapon exclusive to the Industrious, the Asteroid Launcher - Using electrometric force along it's rails it launches an asteroid that conveys Kinetic as well as EMP damage - TY Hopefall for the idea
   -Added 20 more loading tips from the Culture series, really read more Ian M banks. - TY FrownTown for the kind words on discord and inspiring me to add more
   -Added 10 more ship names - because who doesn't like a dad joke? - Well Timid likes them at least :)
   -Added an image to the forum OP of all the new portraits
   -Added the new hull mod summary to the image on the forum OP
   -Updated the respective images on the forum OP for the Fetching and Massive - Take a peek if you are interested

v2.6 -Save Compatible with v2.5 but you may need to re-equip the changed ships if you have them in your fleet   
   -Widened the boundary lines on the Sixfootfour bounty ship - Ty darkwarrior1000 for notifying me of the issue
   -Improved the Heavy Drill MIRV Launcher to now have a slow regen - Madbadger2 made the case that is uses the same tech as the LRM
   -Changed the image used for the SRM missile to be a little longer than the AF  - I had used the same image for the Shard Anti-Fighter missile in the past
   -Redesigned the Shard Anti-Fighter missile to have a slow regen and a custom missile graphic - TY Madbadger2 for noting it spammed out it's ammo supply too fast to be useful   
   -Changed the image used for the MRM missile to be thicker and a little longer - TY Kendris, the *** Knight for noting JYD missiles looked too similar to micro missiles
   -Removed the built in drones on the JYD dedicated Carriers - Kendris, the *** Knight and Madbadger2 made a good point that the short range drones interfere with the other fighters
      -Courageous: removed one drone hanger, opened the other hanger, added 5 OP to the hull and placed a Midge on the variant in the formerly closed hanger
      -Eager: removed the drone hanger, added 5 op, widened the turret arcs to 360 for better PD coverage and changed the variant to a heavy drone, shard missile and drone pd
      -Fluffy: opened up the two drone hangers, added 10 OP to the hull and placed a Mite and a Midge on the variant in the formerly closed hangers
      -Lean: removed the drone hanger and increased the OP by 5 to increase the types of wings it can equip
   -Increased the DP and supply use of the Spirited to 6 - was a little low for a destroyer - TY Madbadger2 for making the case
   -Increased the DP and supply use of the Muscular to 12 - having it the same as the Prometheus didn't make sense as it is objectively a more robust ship
   -Replaced the damper ship system on the Protective with maneuvering jets - Allows it to better bring it's PD turrets to engage
   -Replaced the increased maintenance d-mod on the Eager with high maintenance - makes it cheap to deploy but expensive to maintain as was intended
   -Increased the OP on the Gambler from 70 to 75 and reduced it's supply use from 14 to 12 - For a bounty ship it needed a little buff to make it worthwhile to go after
   -Fixed an engine exhaust mismatch on the Justbeware bounty ship - had one low tech that I changed to midline like the rest
   -Fixed a spelling error is the description of the Mining Recoilless Blaster - Sorry SteelSirokos for enflaming your OCD :)
   -Added a direct download link to the Version file that mod managers can use to auto-update - Ty Timid for showing me how
   -Added a direct download link to the forum d/l link that bypasses the google drive preview - one less step to get to the good stuff :)
   -Increased the size of the download link on the forum op from 10pt to 14pt - Makes it a stand out a little more

v2.5 - Save Compatible with v2.4 but you may need to re-equip the changed ships if you have them in your fleet
   -Changed the Phase Emitter damage to 300, the EMP to 1500, 0.33/1.0 up/down and beam speed to 7k - That long chargedown confused the AI and it would not fire
   -Removed the text on the Phase Emitter that stated it would arc to engines and shields as part of the balancing change
   -Increased the range on the Particle Streamer to 500 - Matches the Particle Emitter for better synergy using them both on a ship
   -Fixed an issue with the Mining Recoilless Blaster changing it's BP to "jyd_bp" from a typo that had it as "jyd.bp" - Will now show up on the weapon bp
   -Added the Drone PD gun to the JYD PD - It was originally drone only but I missed putting on the bp when I made it player available a couple patches back
      -Thank you Madbadger2 for all your help with the above changes
   -Fixed punctuation in the descriptions for JYD assets - I wrote them at different times as I released new content and there was inconsistency between the old and the new      
   -Replaced the vanilla weapons on the Adorable standard variant with JYD weapons - More in line with JYD lore
   -Added a second large composite hardpoint mount to the Industrious and equipped a Squall Mlrs on the variant - adds some more support when deployed
   -Widened the side missile mounts on the Rambunctious from 180 to 275 - The AI was having trouble lining up shots
   -Widened the side small mounts on the Troublesome from 10 degrees to 25   - same as above
   -Changed the ship system on the Irksome from Burn drive to the JYD Ram drive - With it's heavy armor and durability it made sense
   -Sharpened and lighted up the image for the Sharp - I like my mining ships dinged up but it was too dirty for a midline
   -Changed the images on the forum op with the new Sharp
   -Had some leftover Op on most ships from removing the JYD hull mod last patch so I made the following changes to JYD variants:
      -Added advanced turret gyros to the Courageous variant
      -Added Flux coils to the Cute standard variant
      -Added Resistant flux coils to the Empathetic standard variant
      -Added advanced turret gyros to the Fluffy standard variant
      -Added advanced turret gyros to the Happy standard variant
      -Added ECM package to the Hardy standard variant
      -Changed the mining laser to a JYD particle emitter on the Intelligent Variant
      -Added Flux distributor to the Intelligentmkq standard variant
      -Added Flux distributor to the Intense standard variant and changed the weapon layout to all JYD weapons
      -Added advanced turret gyros to the Irksome standard variant
      -Changed the machine guns on the Knowledgeable standard variant to Asteroid Breakers - Gives it more mining strength and keeps it JYD
      -Added advanced turret gyros to the Loyal standard variant
      -Added Resistant flux coils to the Massive standard variant
      -Changed the mining lasers on the Protective standard variant to JYD particle emitters - Better pd coverage and slightly more mining stats
      -Added advanced turret gyros to the Rugged standard variant
      -Changed the weapon mounts on the Sharp standard variant to all JYD weapons and added advanced turret gyros - Lore and mining strength       
      -Changed the Shard missiles to SRM on the Short Standard Variant - gives it more offensive power
      -Added a small composite mount to the Spirited and changed one of the small turrets to medium - armed it with 1 SRM and 1 LRM missile on the variant
      -Changed the weapons on the Stalwart standard variant to all JYD weapons - lore friendly and more mining strength
      -Changed the missiles on the Troublesome standard variant from Shard to SRM and LRM to MRM - less defensive to more offensive
      -Changed the two rear Vulcans on the Trusty standard variant to Asteroid Breakers - Lore and mining strength
      -Added armored weapon mounts to the Viscous front standard

v2.4 - Save Compatible with v2.3
   -Added a new mining drone, the Tsetse which acts as a hardy and nimble PD support with armored weapon mounts and equipped with six side mounted drone guns
   -Added a second built in drone bay to the Obedient equipped with the new Tsetse drone - Was underperforming after the nerf
   -Changed the front hardpoints on the Obedient variant from railguns to Drill Missiles - Now uses all JYD weapons and also allows more points to cap the Vent and Capacitor
   -Added a Tsetse drone wing to the Endurance and Gnat wing to the Curious -They lacked a drone and with the new commissioned crew mod only effecting fighter bays I felt they needed it
   -Added reinforced bulkheads to the Endurance Variant - It has left over points from removing the JYD hull mods last patch
   -Added drone bay graphics to the Endurance and Curious ship sprites and updated their images on the forum OP
   -Added the new drone to the drones image on the forum OP
   -Changed the name of the commissioned crew hull mod from Armor & Fighter Support to Drone and Fighter Support - should have done that last patch when I removed the armor buff
   -Replaced all instances of kite_Interceptor being used in JYD bounties with kite_pirates_Raider - MVP of this update is darkwarrior1000 for his constant vigilance in helping me get JYD bounties correct!

v2.3 -The great JYD nerfing edition - NOT save compatible - New game required due to removed/changed content
   -Removed all JYD hull mods with the exception of the commissioned crews mod and added them to the new CJHM mod (link in my forum signature)
   -Removed the former JYD hull mods from the following JYD ships and variants:
      -fetchdeck built-in hull mod from the Commanding, Fetching,
      -fetchdeck and auxsensor built-in hull mods from the Eager
      -pdext built-in hull mod from the Malinois
      -reinforcedhull built-in hull mod from the Reliable
      -auxsensor hull mod from the confident_standard variant
      -pdext hull mod from the continental_lincoln, courageous, curious, downtown,fluffy, gambler, happy, intense, irksome, peppy, protective, reliable, troublesome standard variants
      -brawlermissiles hull mod from the cordelia_standard variant
      -pdext and ablativearmor hull mods from the cute_standard variant
      -cargocarver and engineeringsection hull mods from the empathetic_standard variant
      -brawlermissiles, pdext, and reinforcedhull hull mods from the endurance_standard variant
      -engineeringsection, auxsensor and brawlermissiles" hull mods from the fetching_standard variant
      -ablativearmor, reflectivearmor and fetchdeck hull mods from the hardy_standard variant
      -pdext, fetchdeck, reinforcedhull and auxsensor hull mods from the industrious_standard variant
      -cargocarver hull mod from the intelligent_standard,knowledgeable_standard variants.
      -pdext and brawlermissiles hull mods from the intelligentmkq and spirited standard variants
      -reinforcedhull and pdext hull mods from the loyal_standard variant
      -pdext",reinforcedhull and brawlermissiles hull mods from the massive_standard variant
      -engineeringsection hull mod from the muscular and rambunctious standard variants
      -pdext, reinforcedhull hull mods from the rugged_standard variant
      -reinforcedhull and engineeringsection hull mods from the short_standard variant
      -pdext and engineeringsection hull mods from the stalwart_standard variant
      -brawlermissiles and auxsensor hull mods from the vicious_front_standard variant
      -pdext and auxsensor hull mods from the vicious_standard variant
   -Changed the Commissioned Crews mod to no longer increase their armor - The fighter buff is already good and it also gives their combat strength a little nerf

v2.2 Save Game compatible with v 2.1 - If you have a Cute or Lean in your fleet they will need to be re-armed
   -Added a new ship system for the Rambunctious, the Ram Drive - As the name states, it is a burndrive that turns off shields and greatly increases speed to ram opponents @balordezul :)
   -Increased the DP and Supply Use of the Trusty from 15 to 20 - TY DeusVault on discord for pointing out that is was out of synch with other JYD cruisers
   -Increased the flux capacity and dissipation of the Tick - Ty again DeusVault for pointing out that it did not have the flux capacity or dissipation to use its autocannons
   -Simplified and widened the boundary lines on the Lean - TY darkwarrior1000 for noting it was needed
   -Added a missing small turret mount graphic on the Lean, added a small missile mount and increases it's op by 5 - Noted the graphic mistake while working on it's boundary lines and that it had a small hardpoint on the front
   -Changed the standard variant for the Lean to accommodate the changes
   -Simplified and widened the boundary lines on the Adorable, Confident, Exuberant, Flea, Fluffy, Gnat, Heavy Drone, Intense, Irksome, Knowledgeable, Massive, Mite, Obedient, Relaxed, Short, Smart, Spirited, Splendid, and Tick
   -Fixed the misaligned weapon mounts on the Exuberant, Fluffy, Muscular, Obedient, and Relaxed
   -Fixed the misaligned engine trails on the Commanding and Intense
   -Removed the graphic for the unused front small turret on the Smart, added three missing turret images and changed the launch bays to emerge from the front hanger graphic
   -Touched up the graphics of the Continental  -A little less blurry and a slightly darker tint to the body and less red in the weapon mounts - IDK not my best sprite but a little better
   -Re-designed the Cute with a larger sharper graphic, changed the middle turret to medium, re-classed it a Heavy Destroyer, increased supply use to 6 and increased the OP by 10 - Was underperforming and ugly :)
   -Changed the standard variant for the Cute to accommodate the changes   
   -Updated the respective forum OP images with the new ship sprite

v2.1 Save Game compatible with v 2.0  - Happy 1 yr birthday JYD edition
   -Flagged El Dorado as a Freeport - Ty N3ophobe for pointing out that having a free market w/out that "can be a bit awkward" :)
   -Removed an extra population setting on Junkyard - Ty N3ophobe for pointing that out
   -Added a TY on the previous patch notes to Stormy Fairweather for their bounty spellcheck idea - credit where credit is due
   -In 1.99 I added custom Tech/Manufacturer tags to ships but apparently forgot about midline - Fixed that my bad :)
   -Replaced the graphic for the Eaglefang - TY darkwarrior1000 for noticing that the same sprite was used by Dark Revenant in SWP
   -Upgraded the Eaglefang to Heavy Cruiser by adding two medium turrets, +20 OP, +60 venting and +80 armor - Already had a pirate cruiser
   -Added JYD as well as it's two industries (Scrapyard & Workshop) to the Better Colonies mod Age of Innovation feature whitelist
   -Increased the burn of the Puzzle to 8 - TY darkwarrior1000 for pointing out that 7 was a bit low for a cruiser
   -Replaced the front two small missile mounts on the Puzzle with medium and increased the OP by 10 - In further testing I found it to be underperforming
   -Increased the DP and supply use of the Puzzle from 15 to 22 and the FP from 10 to 20  - I had not changed them when I upgraded from a light to a heavy cruiser - TY Pixicode for noticing
   -Increased the DP and supply use of the Gambler from 10 to 14 - Ty flute fetishist for noting it had the same stats as a Condor but is superior
   -Reduced the DP and supply use of the Sixfootfour to 40 and the Treetop for 55 - flute fetishist made a good point that they were a bit too much versus their vanilla counterparts
   -Added a new hullmod, Ablative Armor - Reduces explosive damage taken at the cost of acceleration and maneuverability    
   -Added a new drone, the Manticore missile pod - Equipped with a jamming system and armed with Drill LRM missiles to escort the carrier that deploys it   
   -Added the auto fighter AI tag to the Midge - missed that when I introduced it last patch and noticed when I made the Manticore   
   -Added a new ship, the Hardy - A destroyer sized pod tender equipped with two Manticore missile pods - probably don't need another JYD ship but idk I like it :)
   -Added all new assets to their respective images on the forum OP

v2.0 - Save Game compatible with 1.99 - Note if you have the Combat Adjustment hull mod installed you may find yourself with some extra OP (see below)
   -Added the PD UI tag to the drone PD gun - Ty Madbadger2 for catching that
   -Increased the range of the Particle Emitter back to 500 - Ty Madbadger2 for your commentary
   -Increased the range of the drone pd gun from 350 to 450 and the damage per shot to 50 - TY Madbadger2 for making the point they were underpowered when I switched them to frag damage
   -It was brought to my attention on discord that ship sprite for the Puzzle was being used in SWP so to avoid confusion I replace it with a new one of my design - TY Morphine_Blues for the ping
   -The new version of the Puzzle has been upgraded from light cruiser to cruiser with better stats - The sprite I made was thicker and it seemed a better fit
   -Replaced the pristine nanoforges on Junkyard and the Processing station to Corrupted nanoforges - It is a junkyard after all
   -Edited the shortened description of the fetch deck hull mod to reflect that is JYD only
   -Edited the Combat Adjustment hull mod by halving the OP needed to install - I see complaints regarding the pre-installed drones on JYD ships and this mod alleviates that
   -Added a new weapon, the Shock Cannon - JYD was lacking a small ballistic explosive weapon and added some EMP damage to stand apart - Think HE version of the Hypervelocity Driver
   -Added a new drone wing, the Midge - Mounts the new Shock Cannon and is good against unshielded targets
   -Added the new weapon and drone to the list of mining assets and assigned them mining strength
   -Added the new images of the Puzzle, Shock Cannon and Midge to their respective forum OP images
   -Moved the bounty portraits into the main portrait folder in order to save load time and potential issues - TY darkwarrior1000 for the suggestion
   -Reduced the player fleet point requirement for all JYD bounties to appear down to 1 - One less requirement to acquire them
   -Replaced the basic CSV for Vayra Bounties with the extended version  - may eventually make them tiered bounties once (if?) I figure out the portrait issue
   -Fixed some spelling corruption in the descriptions of the bounties - some weird characters where replacing contractions
   -Matched capital vs lower case naming on the bounty portraits for Linux compatibility
   -Note: After hours of research and trial/error I am still stumped as to why bounty portraits no longer show after a save load - Maybe I'll convert to magic bounty in the next update

v 1.99 - Save Game compatible with 1.98
   -Changed the firing sound of the Ion Burst Cannon to have more OOMPH - TY Yohll on Discord for the suggestion
   -Added custom Tech/Manufacturer tags to all JYD weapons and Ships - TY Hexxod for suggesting the QOL idea, sorry I forgot to do it in the last update
   -Added all JYD Pirate HVB ships to the blacklist for prism freeport so they will no longer show up there for sale
   -Removed all HVB ships from the pirate faction lineup - You will no longer see them in use by random pirate fleets
   -Changed the blueprint used for all JYD Pirate HVB ships from Pirate.bp to Rare.bp - TY Stormy Fairweather for making the point that HVB's should be rare
   -Increased the hit points and armor rating of all JYD HVB ships by 20% - Makes them more of a challenge as well as a more desirable capture
   -Fixed an oopsie with the Curious being on the lowtech.bp by changing it to the jyd.bp where it belongs - Just noticed it while I was playing with the pirates :)
   -Went though the descriptions of JYD weapons and ships and fixed 4 spelling error and 3 grammar errors - Some of those have been around since release
   -Added a new hull mod, Cargo Filler - Essentially the opposite of Cargo Carver (reduces cargo for more hull) - as requested by a PM on discord
   -Changed the description on the hull mod Fetch Deck to reflect that it is only installable on JYD hulls - Been meaning to fix that
   -Changed the animation on the Asteroid Buster Cannon from glow to barrel recoil - It is a cannon after all
   -The Shard Anti-Fighter Swarmer now properly animates it's missile graphic
   -Updated the Massive with weapon turret and side engine sprites, fixed the hanger launching and centered the weapon mounts - Ty to Tassyr for noticing it on discord
   -Updated the Happy with turret and rear hanger graphics and widened the front turrets to 75 degrees - Another original that needed a touch up
   -Added a new weapon, the Twin Rail Cannon - JYD was lacking a ballistic large mount kinetic weapon so here you are! :)
   -Added the new hull mod, ship images and weapon graphics to their respective forum front page images

v1.98 - Save Game compatible with 1.97
   -Reformatted and slightly edited the forum page for an easier read based on a good suggestion by Liral, TY!
   -Changed the AI code for the Irksome combat freighter to be more aggressive - It was always intended to be a combat freighter but I had it set as a normal freighter - TY 5ColouredWalker for pointing it out
   -Changed the built-in wing on the Exuberant, Cute, Happy, Irksome and Relaxed from the Borer to Termite drone -They are all JYD ships after all
   -Changed the built-in wing on the Courageous, Intense, Knowledgeable, Obedient and Sharp from Mining to Mosquito drones - See above^
   -Changed the built-in wings on the Fetching, Reliable, Peppy, Trusty and Viscous from the Gnat to the Malinois - Being heavier ships I felt they deserved the upgraded version of the energy based PD drone
   -Changed the Standard Variant for the Irksome to mount a Medium Asteroid Blaster instead of a Drill LRM and the hull mod from Resistant coils to PD pep - A mix more in line with it's updated code
   -Changed the code for the Troublesome troop transport by removing it's civilian status - As 5ColouredWalker pointed out, it is possible to kit it as a weak destroyer and will now engage in battle
   -Reduced the EMP damage of the Phase Emitter from 5500 to 3000 and increased the damage from 300 to 350 - It is still one of the best suppression beams for it's size but not as OP
   -Reduced the EMP damage for the Ion Burst Cannon from 10k to 6k and increased the damage from 600 to 650 - Same as above
   -Reduced the range of the Particle Emitter and Particle Streamer from 500 to 400 - Was a little too OP when combined with the PD Pep Hullmod - TY again 5ColouredWalker for pointing that combination out
   -Changed the AI code for the drone gun used in the Termite and Mosquito wings by changing it from Kinetic to Fragmentation and flagging it as a PD weapon - TY 5ColouredWalker for your comments
   -Added the re-designed drone gun for ship use to the JYD lineup of weapons - Figured since I already had it made, may as well offer it as a low budget mining PD weapon
   -Reduced the rebuild time for the Termite and Mosquito drones by 1 second each - They seem to be getting targeted more often due to the above change in code   
   -Fixed some grammar errors on the description for the Armored MRM - 5ColouredWalker to the recue yet again!
   -Removed the missile auto forge text from the Loyal's description - Accidently left it in when I removed it from the ship last patch - TY power12359 for catching that
   -Changed the ship system on the Sharp from Maneuvering Jets to Microburn - As darkwarrior1000 pointed out, it was bumping into everything being so maneuverable
   -Widened the boundary lines for the Sharp to prevent it from taking unnecessary damage - *Should* prevent the hull damage issue darkwarrior1000 noted
   -Adjusted the Standard loadout for the Knowledgeable to include Expanded Cargo Holds
   -Added two built-in Anti-Fighter missiles to the Gambler pirate ship - I captured one in a playthrough and found it underwhelming for it's deployment
   -Added a new weapon, the Light Asteroid Buster Cannon - a direct analog for the light mortar but Kinetic - I was outfitting a ship in game and it occurred to me there was no 2 OP Kinetic I could find
   -Added mining stats to the Light Asteroid Buster Cannon and the Drone PD to keep them in line with JYD lore
   -Added mining stats to the Malinois Wing - Noticed I hadn't added it to the list as I was adding the above weapons
   -Replaced the drone gun with the new Light Asteroid Blaster on the Adaw, Botfly, Mite and Heavy Drone
   -Added a new Hullmod, Cargo Pods, that increases cargo capacity based on hull size at the cost of speed, maneuverability and fuel cost - TY to [email protected] on Spiral Arms II for the PNG used
      - I was inspired while re-watching (for the xth time) the Expanse and how their cargo ships are designed - Google Barbapiccol for example - Stay safe rockhoppers

v1.97 -
   -Changed the Viscous front module to MRM missiles - Made more sense to range reasons
   -Changed the loadout of the Viscous Variant to Kinetic Drills in the large turrets and SRM missiles in the front two small - Balances out the Kinetic and Explosive armaments
   -Fixed an error with the Confident in the Starship Legends config file  - TY to Fumeiryo for findting it and Tim, IRS Mommy notifying me on discord

v1.96 - Save Compatible with 1.95
   -Fixed an error with the Courageous variant not being flagged as the default autofit - TY Cookein for noting it on discord
   -Removed the Missile auto forge from the Loyal - was a leftover from when I had the weapons set to built-in plus it already has 3 other built in mods - TY Usgiyi for pointing it out
   -Updated the graphic for the Loyal by sharpening the outlines and embedding proper weapon mounts - just a slight touch up I noted when I was removing the auto forge
   -Fixed a mistake with the Reflective Armor hull mod - Essentially I thought the MutableShipStat involved did the opposite of what it actually does - Ty to Bigwheel for the bug report.
   -Fixed an error in the Heavy Asteroid Blaster - Due to an error on my end it was not draining flux as was intended - TY AKAJIA for pointing it out and Usgiyi for posting a fix while I got some sleep
   -Re worked the Drill LRM by reducing the range from 9k to 3k, damage from 550 to 450, flight time from 80 to 50 and increased speed from 175 to 200 and the HP from 60 to 80 - TY AKAJIA for your comments
   -Removed the nanoforge from the light industry on Scrapyard - Ty Usgiyi for brining my attention that light industry does not benefit from having a forge
   -Made an edit to the description to the Particle Emitter replacing the suppression claim to disable - The EMP damage will disable targets not suppress and push them back like the Graviton
   -Added a new medium energy PD weapon, the Particle Streamer - Essentially a medium version of the Particle Emitter - Just filling in a gap in the JYD energy weapon lineup
   -Added the Particle Streamer to the weapons image on the forum OP
   -Added the new image for the Loyal on the forum OP ship image and the heavy cruisers image

v1.95 - Save Compatible with 1.9 however the El Dorado change will only take effect on a new game sector generation
   -Removed several old unused art assets from the mod - Makes it load a tad a faster and it was unneeded bloat
   -Re-worked the SRM, MRM and LRM to both be more visible and to load their missiles rather than be static -TY Usgiyi for the idea and most of the code to boot!
   -Replaced the Heavy Industry on El Dorado with Orbital works and removed the pristine nanoforge -Reduces the production of heavy weapons while increasing the amount of pirate ships
   -Added a new small kinetic energy weapon, the Blaze Energy Blaster - I felt there was lack of low OP kinetic energy weapons for small mounts, it's essentially the light mortar of kinetic energy
   -Added a new medium kinetic energy weapon, the Blaze Energy Array - A low OP medium kinetic weapon, mainly for frigates with limited overall OP - same reason as above
   -Added a new frigate sized combat tanker, the Curious - Filling a need for exploratory wolfpack captains to have a tanker they can deploy in combat
   -Added a new support drone, the Malinois is an advanced version of the Gnat with hardened shields and more PD mounts - The Gnat has it's place as a low OP fill in but JYD needed a true support drone
   -Combined the chargeup and chargedown for the Planet Buster Torpedo for an overall chargedown of 15 seconds - A QOL suggestion as posted by Usgiyi, ty for the idea
   -Did the same for the Phase Emitter for an overall chargedown of 9
   -Ditto for the Armored MRM for an overall chargedown of 3.2
   -Added a code line to the Planet Buster Torpedo that disables interrupt burst - received a couple complaints about it's performance when left to the AI to fire it. I've seen the AI use it more often now
   -Changed the AI code for the Gnat drone so it will fly around it's carrier rather than run off chasing targets - When I was designing the Malinois, I noticed I had the Gnat set as an interceptor instead of support
   -Re-worked the Long Range Kinetic Drill, Heavy Asteroid Blaster & Mining Recoilless Blaster to now show a recoiling barrel and added a turret image - They sit better on turret mounts and go pew pew!
   -Re-worked the Asteroid Blaster PD to now show a recoiling barrel and tuned down the smoke particles - My first four weapons finally updated, yea me!
   -Added a turret image for the Long Range Asteroid Blaster and a glow effect to both the hardpoint and turret - Sits better when on a turret mount and just me getting fancy
   -Reduced the smoke when the Mining Recoilless Blaster fires - it was a bit ridiculous and needed a trim
   -Increased the chargedown of the Mining Recoilless Blaster from 0.3 to 1 and changed the accuracy from very poor to poor - Balance change to keep it in line with similar weapons
   -Increased the supplies per month and post combat recovery of the following ships that serve as combat logistics:
      Troublesome 5 to 8 / Relaxed 2 to 3 / Intelligent 5 to 8 / Obedient 6 to 9 / Knowledgeable 10 to 12 / Confident 14 to 16 - TY Regularity and Usgiyi for making the case
   -Replaced the missile auto forge on the Fetching with surveying equipment and high resolution sensors - Auto forge made it OP TY Usgiyi for pointing it out. The replacements fit with it being an Apogee variant
   - Added the UI tag of ALWAYS_PANIC to the JYD freighters & tankers which makes them really free with missiles if equipped - Forces them to fire missile when fleeing, less ideal for core combat though
   -Fixed an error with the Relaxed UI tag that had it incorrectly flagged as a carrier instead of a civilian tanker - An initial mistake that I just caught, should stop the auto-deploy picking it as well
   -Fixed an error with JYD markets not listing the Gnat and Heavy drones for sale as frequently as they should - Just a fixed oversight on my part
   -Replaced the Borer drones on the Splendid to Termite drones - Replacing vanilla drones with JYD drones makes more lore sense
   -JYD will no longer go hostile for atrocities and no longer engages in hostilities - Based on comments on discord about their aggression and lore wise they are a neutral faction
   -Changed the color of the outline on the Splendid from red to bronze - More in line with the JYD color scheme and I had a couple complaints it looked too much like the Mudskipper it is based off of
   -Updated the Splendid ship sprite and added the Curious on the forum OP ship image and the frigates spoiler image
   -Updated the weapons image on the forum OP by adding the two new energy weapons
   -Updated the wings image on the forum op with the new drone
   -Updated the ship image on the forum OP by reformatting it to fit the screen - Idk what happened but it used to fit and I noticed it on a couple other mod pages as well
   -Cleaned up the forum OP by putting all those individual spoiler tags under one master spoiler tag - It was getting too busy
   -Added embedded download and reference links to the JYD flag image, DOWNLOAD, required mods and recommended mods on the Forum OP - TY so much Alex for showing me how to do it!
   -Added a Buy me a Coffee tip link to the forum OP - By no means do I expect anyone to use it :) but it was requested by travhill20

v1.9 -Save Game compatible with v1.85 - Yet another graphic update based on discord "feedback" - Changed ships in your save may need to be re-outfitted
   -Added Nexerelin and lib dependencies to the mod files - TY Avanitia, drunk test pilot and Tim, IRS Mommy for the idea and solution
   -Re-made the sprite for the Empathetic freighter and changed it's loadout - Similar kitbash but the previous graphic was a bloated blur
   -Doubled the OP on the Empathetic from 55 to 110, widened the firing arcs of the side mounts and changed the imbedded borer drone to the termite drone - a needed overhaul for a cruiser sized ship
   -Touched up the sprite for the Protective by lightening it up a bit and replacing the weapon mounts with better graphics - just some light cosmetic work
   -Touched up the sprite for the Fetching by lightening the edges and changing the blue highlights to tan - brings it more in line with other JYD ships
   -Re-drew the boundaries of the Fetching - lowers load time and one of the lines was intersecting potentially causing a crash
   -Touched up the sprite of the Sharp by lightening the edges and replacing the green tint with bronze - color scheme more in line with JYD aesthetic
   -Added weapon mount sprites to the turrets on the Sharp - previous sprite just had the weapons placed on the hull
   -Touched up the sprite for the Rambunctious by widening it and better defining the outline - The middle was a little too skinny and lacked definition
   -Touched up the sprite for the Short by sharpening the detail and darkening the tan to a light brown - Same sprite, just an aesthetic change
   -Increased the OP on the Short from 29 to 30 and added an engineering hull mod to the variant - because odd numbers are odd
   -Touched up the sprite for the Peppy by making it less saturated and fixed the gun layout on the variant - It was a little too shiny for an asteroid miner logistics ship
   -Touched up the sprite for the Courageous giving it a darker tint and added missing weapon mounts - So many missing mounts, what was I thinking?
   -Re-drew the boundary lines for the Courageous and widened the firing arc of the two rear turrets - WAAAY too many boundaries again, what was I thinking? :)
   -Touched up the sprite for the Lively by changing the peach side hull to yellow and trimmed the background waste - Minor cosmetic change and will load slightly faster
   -Touched up the sprite for the Heavy Blaze Laser making it less janky and re-positioned the beam to emit from the front instead of the center
   -Re-positioned the beam on the Light and Medium Blaze Laser to emit from the front instead of the center
   -Re-positioned the glow effect for the Heavy Blaze Laser - Wasn't centered correctly
   -Added a turret image for the Shard Anti-Fighter Swarmer - It now sits correctly on turrets, my bad for not adding it in the first place
   -Replaced all changed images on the forum OP spoiler tagged pictures
   -Added a new master JYD ship image to the forum OP - Pirate ships are still under spoiler tags because F those guys :)

v1.85 - Save compatible with version 1.8 but some updates require a new game to take effect
   -Updated the starting relationships with the vanilla factions to more neutral and inline with JYD lore - Ty N3ophobe for your thoughts.
   -Changed the size of the pirate planet, Eldorado, in Dogstar and lowered their core usage from beta cores to gamma cores - This should balance their economy vs other pirate planets.
   -Updated the UI tags for JYD hull mods by replacing the special tag with the correct UI tags - Correctly categorizes them and fixes some minor GUI lag when using multiple mods that add hull mods
   -Changed the output for JYD industries to no longer provide ore and rare ore and reduced the demands to balance - Ty Holy for pointing out that it did not make sense and invalidated the need for the mining industry.
   -Updated the CSV that interacts with Vayra's bounties with MagicLib's HVBs conversion, *should* fix conflicts with other bounties - Ty Armadir for not only pointing it out but also providing a fix.

v1.8 - Requires a new game start for all changes to take effect. FYI: My 1.75a save crashed on load after I changed the bounty code and had to start a new game, experiences may vary.
   -Removed all bounties related to Magic bounty, Vayra's Sector HVB are unaffected - Addressing complaints that the code I was using was interfering with other bounties
   -Fixed an issue with the Vicious' front armor only showing up in simulation but not in actual battle - TY to Abim and Dreamsteal sorry it took me so long to figure that one out
   -Adjusted the size and clarity of all three Blaze Lasers - A little less blurry and due to a pixel error they were not properly centered
   -Added turret sprites to the Medium and Large Blaze Lasers  - An oversight on my part, they will now show better when mounted on a turret
   -Adjusted the brightness and contrast of the Phase Emitter - shows up cleaner in game now
   -Touched up the JYD faction flag and added the image to the forum OP
   -Re-made the JYD faction crest to match the faction flag - One of the first images I made for the mod finally updated
   -Increased the max flux on the Smart from 13k to 17k and flux regen from 900 to 1k - Being a capital sized ship it was easily overwhelmed at it's previous flux settings
   -Added two small turrets and redesigned the body of the Troublesome - It needed more PD coverage and I wasn't happy with the side by side look so two birds one stone
   -Updated the forum main page Cruiser Picture to reflect the new version of the Troublesome
   -Adjusted the JYD faction relationships to have a more neutral stance - Ty to Flying Pepperoni on discord for pointing out their Tri-Tac love being a bit off brand
   -Widened the rear small turret firing arcs of the Eaglefang - The coverage was was too limited, should help
   -Increased the OP of the Jealous by 15 and added a targeting core to the variant - makes it more of a contender
   -Desaturated the sprite work for the pirate ship, Downtown - was a saturated mess, still not great but much cleaner than it was
   -Remade the pirate ship, Sixfootfour - OH my what a mess that one was - Same size and style, just less early JYD bleck :)
   -Touched up the sprite work on the pirate ship, The Continental, changed the medium turrets to large and OP from 350 to 360 - Less messy for now, I'll probably replace it when I have time
   -Cleaned up the pirate ship, Slim - Less glaring and cleaner weapon mounts - Added a targeting core to the variant and increased the OP by 15 - Better but not my best
   -Sharpened the sprite work on the pirate ship, Gambler - Darkened the runway and replace the turrets with less blurry ones
   -Cleaned up the graphics on the pirate ship, The Treetop - Changed the weapon loadout and widened the firing arcs to make it more of a contender
   -Re-worked the boundaries of the above pirate ships, essentially they will render and load a little bit faster - Just fixing up some of my first ships
   -Added built in operation center hullmods to all the JYD pirate ships - Lore wise they are all flagships for the JYD high value bounties
   -Replaced all the pirate ships sprites on the Forum OP picture with the new versions this patch - Kind of ashamed the old picture had over 14k views
   -Added brief descriptions to all the JYD pirate ships - TBH the previous "Redacted" description was just plain laziness on my part ;)
   -Added a JYD emoji to the SS discord, you can now show your love JYD style - Ty to Timid for suggesting it and Avanitia for adding it!

v1.75a
   -Fixed an error in the Hullmod UI tag from special to Special - Fixed a potential issue with Linux users - Learned about it in discord from Phantasia and my biggest hull mod fan Kintsu.
   -Tuned the Phase Emitter with the following changes: Increased charge down from 1 to 3, increased the energy per second from 80 to 120, and reduced the EMP damage from 7000 to 5500 - TY Screech9791 for your insights

v1.75
   -Changed the two rear turrets on the Endurance from ballistic to Hybrid (ballistic/energy) - Mistake on my part since every other JYD midline is Hybrid or Synergy
   -Reduced the max speed of the Commanding to 40 and increased the acceleration to 40 - After reviewing the concern by TheSpruceMoose, I agreed that it was too fast but felt that by increasing the acceleration it would make it more tactical
   -Reduced the max speed of the FLuffy to 50 and increased the acceleration to 30 -same as above, ty again to TheSpruceMoose for their insight
   -Increased the deployment of the Peppy to 20, fleet points to 18, supply use to 16, removed the shielded cargo hold mod and added the increased maintenance mod- TY Hexxod for your well thought out points
   -Removed the drone gun from JYD markets - Mistake on my part, it was never meant to be purchasable - TY Screech9791 for the call out
   -Added a trade liner designation "Entrepreneurial Fleet" to NPC JYD fleet lists
   -Added a food relief designation "Relief Convoy" to NPC JYD fleet lists
   -Adjusted the Planet Buster torpedo by increasing the OP to 5, the chargeup to 3 and the chargedown to 12 - Took some advice from Screech9791 and balordezul TY both for your detailed analysis
      Turns it into a tactical weapon that requires some planning as it now takes 3 seconds from pressing the fire button before it launches and 12 seconds until the next torp can start it's launching sequence
   -Adjusted the Flea bomber: Separated the missile and torpedo firing to be independent of each other rather than linked and changed the shield from Omni to Front (as was intended)
   -Added a new Large energy weapon -the Ion Burst Emitter as a large scale variation of the Ion Beam by taking the core technology and converting it to a dual barrel burst-fire configuration
   -Added a new Medium energy weapon - The Phase Emitter, an emp weapon used for suppression that has mining stats
   -Added a new Small energy weapon - An advanced hybrid PD/Suppression weapon that ignores flares, can disrupt fighter navigation making them spin out of control and can be used as a suppression beam when not engaging enemy fighters or missiles
   -Added a new hull mod - Reflective armor - Faced with the threat of Ordo fleets, JYD developed this coating to ship armor that reduces damage taken from beam weapons, interferes with shield flux generation and slows shield unfolding
   -Added a new Midline Cruiser - The Reliable - An EMP hardened cruiser equipped with hybrid turrets designed to be a suppression ship
   -Added a new Midline Destroyer - The Rugged - Designed as a command ship for JYD admirals that prefer fast wolfpack fleet compositions
   
v1.7
   -Increased the deployment of the Protective and the Intelligent MKq - just fixing two mistakes on my part, trying to keep it balanced
   -Added the tag that if JYD are used in random mode they will get a bonus Orbital Works and Fuel production to give them a decent start in that mode
   -Increased the amount of planets given to JYD when starting in random mode - Puts them on parity with other factions
   -Added several ships to the list of ships to form JYD mining fleets
   -Increased the deployment and supply use of the Massive from 40 to 45 - With the Viscous at 50 it seemed more in line with them being on parity for dps if not durability
   -Removed two small front turrets on the Commanding, increased the deployment from 27 to 29 and reduced the OP by 10 - balordezul had a point that it needed a little adjustment for it's class
   -Fixed a mistake with the Irksome being at 9 fleet points lowering it down to 5 which is more in line for a frigate
   -Reduced the turn rate and turn acceleration on the JYD destroyers and frigates - They are still nimble but they were a little too OP as pointed out by balordezul
   -Balanced the Large Planet Buster Torpedo - Took some suggestions from balordezul and reduced the burst and increased the refire delay. I also reduced the range and increased the speed and armor a little
   -Balanced the Long Range Kinetic Blaster - Took some suggestions from balordezul and turned it from a small damage rapid fire weapon to a slow heavy hitter. I also increased the speed of the projective as well as the impact.
   -Reduced the range of the Medium Blaze Laser - Was a little too far reaching for a medium weapon
   -Reduced the range and turn speed of the Large Blaze Laser - Was a little too OP but still a competitor
   -Changed some stats on the Medium Asteroid Buster - I wanted to get it to an OP of 11 which I believe is a spot that very few mediums occupy
   -Redesigned the Viscous - Simplified the boundaries, removed the two front hardpoints, changed the middle medium turrets to large, and added a front module with two medium hardpoints - My first try at a module ship, I'd appreciate feedback
   -Reduced the armor and hull on the Adaw drone and slightly increased it's speed to it can properly drop it's bombs on the correct target better but stay on par with other 20 OP drones
   -Fixed an error on the Adaw Drone - Reduced the crew count from 3 to zero, it is a drone after all, my bad
   -Changed the chargeup on the Drone gun from 0.3 to 0.2 and reduced the range from 350 to 300 - This will allow the JYD drones to do a little more dps but force them to engage closer to enemy PD weapons
   -Simplified the boundaries of the Botfly Drone and increased it's wing count to 2 - Made the drone before I knew that complicated boundaries area a bit of a no no
   -Reduced the cost, built time, and monthly maintenance of the JYD workshop - Makes it more of an early colony jump start building - Ty Algoul for the suggestion
   -Added an upgraded industry slot version of the JYD workshop that increases the output, requires more Heavy Machinery, Supplies and Ship Hulls, and has higher maintenance - TY balordezul for the idea
   -Added a new original ship, the Endurance - A destroyer equipped with an auto-forge and one large missile mount - Got the idea from a post by SethMK on the SS suggestions forum

v1.65a
   -A quick hotfix for a bonehead mistake on my part regarding the Faraday Cage hull mod. Ty to Fuzzlewhumper and Ovid for their tech support while I slept :)

v1.65 - I want to start with a hearty TY to balordezul for all his help beta testing and balance suggestions!
   -Changed the wording on Faraday from Flux to EMP resistance and reduced the resistance from 75% to 50% also fixed a typo from -5 hull to -5% hull- ty to Demto on discord for the suggestion
   -Increased the range of PD pep back to 50% but added a 5% CR loss dmod to compensate - Stemmed from a request from LinWasTaken and others to revert from 30 to 50 and my need to balance it - let me know if the dmod is balanced
   -Added a new Hull mod, Improvised Sensor Cloak - Reduces sensor profile by 60% at the cost of also reducing sight range and sensor strength by 60% -TY LinWasTaken for the suggestion (I went with 60%, 80% seemed too op)
   -Updated the mining strength for ships and weapons from the depreciated .csv method to the magic lib .json method for smoother mod integration
   -Gave all the JYD drones the ability to find hidden weapons and ships while mining - By default only having the borer drone installed on a ship would flag that event - NOTE this does not effect the Mite, Tick or Flea as they are all manned ships
   -Added integration with SCY's Amity's Freeport discount trader - If you have SCY installed you can now find JYD ships available there
   -Added integration with Persean Chronicles mod - JYD planets may now be used as quest starting/mid/ending locations
   -Changed the ship system of the Massive to Recall device - A ship system more in line with the Massive being a back line fortress ship
   -Changed the ship system of the Courageous to Targeting Feed - A ship system more in line with the Courageous being a strike carrier
   -Changed the ship system of the Lean to Reserve Deployment - Initially envisioned as a back line missile carrier. However with the Lean now only having 3 weapon mounts, the missile ship system does not make sense
   -Reduced the Shield Arc of all JYD ships above 100 by 10% - Balancing reasons to compensate for high hull and armor
   -Reduced the Shield Efficiency of all JYD ships by 10% - For example: 1 means every 1 point of damage gets turned into 1 point of flux. Higher numbers mean less efficiency. 1.1 means every 1 point of damage gets turned into 1.1 points of flux
   -Reduced the turn rate and turn speed of numerous JYD ships - I set most of these up when I started before knowing exactly what I was doing. They are now more in line for their respective size and mass
   -Reduced the armor on the Fluffy to 1150 - was a bit tanky for a carrier
   -Reduced the armor on the Intense to 1600 and increased it's deployment to 30 - The previous armor rivaled a battleship and deployment a regular cruiser - oops
   -Locked in an Asteroid PD on the rear mount on the Intelligent Q and reduced it's OP by 5 - By being able to place a damaging weapon in that slot it became a bit too OP
   -Rebalanced the load out on the Intense. Changed the front two medium turrets to small and changed some weapon arcs. - Those mounts should have always been small I just corrected a mistake from 3 months ago
   -Changed the front two small turrets on the Courageous to Hybrid to match the back two small turrets - Gives more PD options
   -Locked the front mounts on the Energetic and changed the standard variant to use blaze lasers
   -Locked the four small hardpoints to 0 degree arcs, changed the front two turrets to Hybrid and reduced the armor by 300 on the Commanding - Mainly for balancing reasons
   -Changed the rear small mounts on the Cordelia from Energy to Hybrid - Allows more flexibility
   -Changed the ship image of the Trusty to a new low-tech Kitbash, swapped out the borer drones for gnats and increased the OP to 155 - Fan request that I replace the curved alien look plus the original was an untouched SA asset
   -Changed the two small side mounts on the Fetching to Built-in Shard anti-fighter missiles, cleaned up the ship graphic and reduced it's OP - With 4 open small mounts it was a bit op so rather than removing 2, I locked them in to support missiles
   -Replaced the blurry Peppy with a new Kitbash - Removed 2 flight bays, added 2 more mounts but made all 3 built-in and locked to PD only (It's a lover not a fighter) and decreased the OP to 130 - The last enlarged ship image is gone RIP
   -Updated the descriptions of the Fetching and the Peppy to reflect the above changes
   -Added a Light Cruiser, the Protective - A Lightly armored fast and maneuverable ship equipped with two Gnat drones, EMP protection and a Damper system. It can be outfitted as a mixed skirmisher, dedicated PD platform or light missile cruiser.         
   -Added two new ballistic kinetic weapons that have mining stats - The Asteroid Blast Cannon (small) and the Medium Asteroid Blast Cannon (med) - Rounds out the arsenal for players who want to only play as JYD
   -Added a new Large Mount Explosive Ballistic Weapon that has mining stats- The Long Range Asteroid Blaster
   -Added a new Large Mount Torpedo that has mining stats - A triple mount Planet Buster Torpedo launcher
   -Added a new Drone Bomber wing - The Adaw is equipped with a forward facing drone gun and rear mounted cluster bombs (unguided missiles that do explosive damage)
   -Fixed an issue with the Heavy Asteroid Breaker - Balanced it so it now fires all three barrels at once as intended
   -Increased the Impact of the Shard anti-fighter missiles to 35 - As I was reviewing weapons, I realized I had it super low for a weapon that is made to attack fighters
   -Adjusted the Small Blaze to be a little more flux efficient and reduced the turn rate of the Medium Blaze
   -Reduced the burst of the Asteroid Breaker from 5 to 3 - The dps was a bit high for an accurate long range PD, hopefully it is finally balanced :)
   -Changed the beam color of the Blaze Laser to an amber core with a red raggedy glow - More of a aesthetic change to reflect they are scrapped re-built weapons so their beams aren't pure   
   -Increased the ammo count on the Heavy Drill MIRV Launcher from 20 to 40 - With it firing 4 at a time it emptied too fast in a fight, you now have 10 salvos enjoy!
   -Removed the Splendid wreck in Dogstar and added a Lively and an Irksome wreck - Gather up all the salvaged wrecks in the system and you got yourself a small/medium scrapper exploration fleet - New game only
   -Updated all the Forum OP images with their respective changes and added assets (Cruisers, Heavy Cruisers, Capitals, Weapons, Wings, Hull mods) - Also took the time to replace all the blown up blurry wing and weapon images with in game sized versions
   
V1.6 - The discord and reddit graphic update and balance pass - Ty to all the JYD fans for the helpful callouts
   -Fixed a typo on the Fetch Deck Hullmod. The range increase was meant to be 250 not 2500 - Lowered the OP cost from 3/6/9/12 to 2/4/6/8
   -Removed the armor and fighter support built in hull mod on the Eager (s/b a commission only mod my bad) and replaced one open fighter bay with a built-in gnat support drone - it is only a frigate after all
   -Reduced the range of PD pep to 30% - More balanced for it's OP cost
   -Lowered the energy per second of the medium blaze laser from 300 to 250 and the light blaze from 150 to 125 - was a little too draining for their size
   -Increased the wing count of the gnat to 3 - Borer drone wing is 6 count with each carrying 1 mining laser and costs 0 op, this brings the gnat on par with 6 lasers (2 per drone)
   -Reduced the Gnat drones on the Fetching from 6 to 4 due to the new increased wing count
   -Replaced the graphic of the Commanding with a new kitbash and re-balanced the loadout - Too many changes to list but less built-in mods more mounts - I tried my best to salvage the original but at least I kept it a yellow schoolbus
   -Replaced the graphic of the Muscular, added 2 mounts and increased the OP for a ship it's size - The previous graphic was just an enlarged blur. The new image is a kitbash using parts from the original graphic
   -Replaced the graphic of the Puzzle, removed the fighter bay and added a missile rack - Replaced one of my early bloated mishaps with a nice ship I found on spiral arms buried under spoiler tags from 2015 - how has this sweet ride not been used in 7 years?
   -Replaced the graphic of the Justbeware and changed the loadout - The original was a poorly done re-color so here's a nicer model
   -Replaced the graphic of the Jealous - The original was a poorly done re-color kitbash the replacement is similar but not so symmetrical
   -Replaced the graphic of the Adorable, added a weapon mount, increased it's OP from 45 to 50, increased deployment to 5, and swapped the borer drone for a Gnat drone - A bittersweet balance pass on the last of my initial blurry ships
   -Added a JYD only bar mission bounty to to eliminate one of the fleeing Dogstar pirates and added a new pirate ship as the target flagship - My first attempt using magic bounty let me know if you would like to see more
   -Added firing sounds to all the JYD ballistic weapons - About time I got around to that :)
   -Yet again updated the relevant images (Heavy Cruiser, Frigate, Pirate) on the OP to reflect the new ship sprites
   -Added support for Version Checker - Ugh what a malformed mishap journey that was lol
   
v1.55a
   -Fixed an oopsie on the Fetching. I changed the left side graphic to a small but still had a medium hardpoint setup. TY to balordezul for catching that so soon

v1.55 - Tested with a 1.5 save with no issues
   -Added a new ship, the Rambunctious - A specialized Midline destroyer designed push and pull wrecked salvage. With a sloped front end and a burn drive it can push most hulls out of it's way. Also equipped with a tow cable to pull wrecks behind it
   -Added a new ship, the Energetic - JYD overclocked this specialized frigate by directly linking flux conduits to the engine core. This allows it to reach exceptional speeds but suffers greatly in maneuverability and maintenance costs.
      Combined with it's microburn drive it can race to capture battlefield objectives or chase down fleeting enemies.
   -Adjusted the charge up and cooldown refire to a 10 second delay on the Planet Buster torpedo to prevent it from spamming a target and depleting it's limited ammo
   -Updated the description of the Loyal and cleaned up it's blurry graphics - While I was at it I widened the arcs of the turrets for better coverage
   -Added a medium mount to the Commanding, increased it's OP by 10 and mixed up the weapon mount types to give players more options. Tried to sharpen up it's graphics but I may just scrap it and start over with a new base, thoughts?
   -Changed the loadout and updated the graphics of the Fetching - Now boasts 4 small, 2 medium and 2 large missile mounts, added 2 more gnat wings and increased it's OP from 160 to 180. Puts it in line with other heavy/battle cruisers
   -Centered the graphic for the Mining Recoilless Blaster - hadn't realized it was off kilter until I started on working on new weapons today
   -Re-sized the graphic of the LRM to be more in line with other medium missiles
   -Added a new medium mount ballistic PD, the Heavy Asteroid Blaster - A triple barreled version of the AB with slightly more range - It's janky looking but that is sort of on brand :)
   -Added three new Energy weapons based on the same principle - The Blaze Laser is a high explosive alternate to the mining laser - This is my first foray into laser weapons and I kinda winged it so please be critical
      Heavy Blaze Laser - Large mount version of the Blaze Laser
      Medium Blaze Laser - Medium mount version of the Blaze Laser
      Light Blaze Laser - Small mount version of the Blaze Laser
   -Added a new large missile - the Heavy Drill MIRV Launcher - An upgraded version of the Drill LRM that sacrifices range for power and speed - Tried to balance it between the hurricane and a large torpedo launcher -let me know your thoughts
   -Assigned mining stats to all the new weapons - They will show up on the list when you are at a planet
   -Added the new ships as well as some others to the Starship Legends list of ships that may be chosen as a derelict for the derelict bar event
   -Added all the new assets including the fixed graphics to their perspective forum OP images (Frigates, Destroyers, Heavy Cruisers, Weapons)

v1.5 - Tested with a 1.45 save with no issues - the new start reputation changes require a new game - see note
   -Added several ships to the Industrial Evolution whitelist, allowing them to be reverse engineered
   -Lowered the starting relationship with Tri-Tachyon to be only slightly above Hegemony - they both were allies during the Dogstar takeover but Tri gets a slight edge because JYD dabbles in automation - new game only
   -Added the ability for JYD to have a small chance to send out a colony expedition - Essentially I was fixing a problem with my other faction mod and figured I'd add what I learned to JYD
   -Remade the Intelligent ship sprite - It was one of my first attempts at adding a ship to the game and it honestly needed an upgrade -  It is now size appropriate and IMO it's a much better kitbash w/out straying away from the original image
   -Added a second drone bay to the Intelligent and changed the drone loadout from vanilla mining drones to JYD mining drones
   -Replaced the ship sprite for the Lively with a better quality Kitbash - Ugh what can I say, I never really liked the original but I had no idea back then how to properly manipulate images - still don't ;)
   -Changed the drone on the lively from the vanilla mining drone to a JYD one
   -Added a new small torpedo weapon, the Planet Buster - A guided two stage anti-armor plasma(visual effect) torpedo that packs a good punch and has mining stats
   -Changed the load out of the Flea bomber - removed the mining laser and replaced one Hammer torpedo mount with the new Planet Buster and the other Hammer mount with a Drill SRM missile
   -Added a new destroyer, the Intelligent MK.Q - A take on the Buffalo MK.2, it has all composite mounts but comes with an expanded missile rack so missiles are recommended - The standard variant is all missiles with 1 pd mount
   -Added a new cruiser, the Stalwart is an expedition logistics cruiser with good cargo space, 6 small and 3 medium turret mounts, 4 mining drones, high resolution sensors and both salvage and survey systems 
      I always liked those bright yellow ships in Varya's ship pack and wanted to kitbash my own w/out being too on the nose yellow :)
   -Added the new torpedo and both new ships to the mining strength list - You should see their stats when you check at a planet
   -After reviewing the two mining drones I decided to adjust the Mosquito to differentiate it better from the Termite - Increased the OP cost to 1, reduced the engagement range, added a 360 degree mining laser and slightly increased it's armor and hull.
   -Replaced the the forum OP "Destroyers" image with the updated Intelligent hull and the new Intelligent MK.Q - Fun fact: It was the last original image and had over 27k views over 3 months
   -Added the Stalwart to the "Cruisers" image on the forum OP
   -Updated the descriptions on some of the older ships and fighters as well as their descriptive text on the OP images

V1.45 - Save Game Compatible *see NOTEs*
   -Finally nailed down the issue with the Loyal only costing 3 points to deploy - It now properly costs 33
   -Finally figured out how to add a nebula to Dogstar which is now surrounded by a correct shade nebula - That image has been in the mod since initial release and it has always bothered me that I could not figure it out :)
      NOTE: The new nebula graphic will only show up on new games as the game initialized sector assets only on new game start
   -Re-wrote the description of the JYD commission crew hull mod to properly inform the armor increase
   -Lowered the supply usage of the Smart and Industrious from 60 to 50
   -Added missing mount graphics on the Industrious and updated it's forum OP picture - An oversight on my part when I was initially layered the graphics for the first release
      Added a small turret mount to the lower right of the Industrious to correct the PD blind spot in that area
   -Increased the hull decrease on the Cargo Carver from -15 to -20 - I read several comments that it was a cheat since it wasn't classified as a logistics mod so I increased the penalty to compensate - 20 for 20 seems balanced
   -The Short was one of the first ships I made and I gave it a tuning pass:
      Removed Reinforced Bulkheads and added a third drone bay
      Changed the drone load out to 2 Termite and 1 Gnat drone - Changing to tiny drones works better with the small nature of the ship
      Repositioned the small turret to the middle and added a mount graphic
      Increased it's deployment points from 3 to 4  - Since it is beefier than the Shepherd it is based on
      Added additional engine exhaust graphics - Since it is so nimble after all      
      Changed the standard loadout - Placed an AB turret in the new middle mount, a Shard missile on the hardpoint and added a Faraday Cage with the left over OP
      Updated it's description both in game and on the forum OP picture
   -Repositioned the hard point mounting of the SRM - noticed the misalignment while I was tuning the Short
   -Checked the MRM while I was in the editor and sure enough it was misaligned as well so that's one more noob error fixed :)
   -Changed the class of the Irksome from a utility ship to a small freighter and gave it a tuning pass:
      Increased the cargo from 210 to 250 and reduced the fuel from 100 to 50
      Edited in a landing pad graphic for it's drones
      Reduced it's ordnance points from 60 to 50
         NOTE: Save game pre-existing Irksome ships will show a red bar from 50 to 60 and will need to be adjusted by the player
      Removed 2 hull mods from the standard loadout
      Updated it's description both in game and on the forum OP picture
   -Changed the class of the Splendid from a small freighter to a small personnel mover
      Increased crew to 110 and reduced cargo to 50 - More in line with the Mudskipper it is based on
      Updated it's description both in game and on the forum OP picture
   -Replaced the Splendid with the Irksome on the Trade Small new game starting option

v1.4 *save game compatible*
   -Adjusted the base value of the Commanding, the Smart, the Peppy and the Intense to be in line with other ships of their class
   -Replaced my custom background for Dogstar with a starsector stock background - read several comments on discord that it was too low pixel and too bright for streaming
   -Lowered the OP cost of the Tick, Gnat and the Heavy Drone wings
   -Replaced the automated repair unit on the Heavy Drone with an ECCM package and increased the armor from 325 to 350 and ship mass from 110 to 115
   -Increased the speed and launch speed of the Drill SRM making it more in line with other SRM weapons
   -Changed one of the Explorer Large starting ships from the Industrious to the Peppy - makes more sense since I upgraded the Industrious to a capital ship last patch
   -Increased the max flux of the Trusty from 6800 to 9800 and ordnance points from 120 to 135 putting in line with other cruisers of it's size
   -Increased the fuel storage of the Peppy from 600 to 1000 - it has that large tank on it's back after all
   -Added a new ship the Eager - a frigate sized carrier armed with 2 small composite mounts and 2 flight bays - a very fast skirmisher for your carrier wolfpack needs
   -Added a new ship the Confident - a cruiser sized combat tanker with 2 medium and 6 small mounts with a built in salvage gantry, 2 Gnat wings and a Termite wing - One of my better kitbash IMO :) - let me know what you think of either ship
   -While I was adding the Eager and Confident to the mining ship strengths I realized I hadn't added the Cordelia and Fetching from previous patches - All 4 now have mining strengths that will show up on the planet list
   -Both the Eager and the Confident added to their respective size forum OP pictures
   -Took a posted suggestion on the forum page from Tipnick and going forward, the mod tab and RAR updates will have version numbers

v1.3
   -Lowered the prices of the JYD heavy fighter and heavy drone
   -Added AI tags to the JYD fighter wings, they should fight more intelligently
   -Replaced all the hull mod icons with higher quality versions thanks to RationalPotato who kindly donated them
   -Reduced the size of the Cute. Been bugging me that it was almost cruiser sized so I finally got around to fixing that
   -Re-imagined the Industrious. Upgraded from a cruiser to a Utility Capital with a replacement graphic. This will fill in as a capital salvager with more teeth than the old cruiser size
      I essentially never really liked the low rez quality and try as I might I just could not salvage the graphic
   -Replaced the low-rez graphic of the troublesome with a clearer one. While I was there I beefed it up a little and it is now a military version, a civilian assault craft never made sense to me
   -Slightly increased the damage of the drone gun from 20 to 25
   -Changed the damage type of the Asteroid Breaker from Kinetic to Fragmentation and increased it's turn rate from 75 to 85. It is now a beefier version of the Vulcan for 1 more op.
      I received several complaints that it was OP with that 200% vs shield and being used as a anti-ship weapon a not a PD.
   -Changed the weapon slots on the Loyal from built in to composite and increased it's OP to 115 to allow player customisation of load outs - Also fixes the deployment point issue
   -Shortened the barrel of the Long Range Kinetic Drill - Was kinda absurd looking when it was on a turret.
   -Replaced the graphic of the Gambler from the low-rez blur to a sharper graphic I kitbashed - not my best work but well I try :)
   -Reduced the size of the LRM and centred it's graphic - It was one of the first weapons I made and in retrospect it was sloppy so I fixed it
   -Added a new ship as I realized JYD lacked a midline cruiser. I present you you The Cordelia, a kitbashed and colored take on the Eagle
   -Deleted some accidental duplicates in the ships roles list. This should allow JYD to form more balanced fleets
   -Replaced the graphics on the OP to show the new and updated ships   

V1.2 -Ship rebalance edition
   -Slightly increased the speed, acceleration and turning rate of the Viscous to help with an engagement issue with it's AI. -TY hello7op for pointing that out
   -Decreased the engine exhaust spread on the Commanding - ty hello7op again!
   -Changed/updated every ship variant loadout to take advantage of the newer JYD hullmods
   -Rebalanced several ships - too many changes to type but overall better loadouts and ordnance balance

v1.1
   -Added a new low cost hullmod: Engineering Section that adds a JYD trained engineering section that repairs weapon and engine by and increases weapon overall health. The additional crew uses extra supplies per month
   -Added a new low cost hullmod: Faraday Cage that decreases the ship's hull making room for a shock absorbing Faraday cage that reduces flux damage and increases the ship's personnel chance of surviving sustained damage
   -Added a new ship: The Peppy is JYD's answer to their logistics problems on long haul missions. Stripping out all weapons except for a small pd mount they were able to fit in every logistics mod they needed to condense ship use
   -Added the Lively and the Peppy to the Independent markets
   -Increased the likelihood that the Lively will show up in the JYD markets
   -Slightly increased JYD's starting relationship with the Hegemony
   -Flagged all hullmods as JYD specific - essentially you need to be commissioned with JYD to apply them - Ty to Allafif for the suggestion

v1.0
   -Added compatibility with the latest version of Starsector
   -Increased the price of the Fetching - essentially fixing a typo
   -Changed the ship class of the Irksome from a destroyer to a frigate and lowered it's cost

v0.9b
   -A small patch to address an issue when using the mod with Linux - TY exuvo for the heads up!

v0.9a - oopsie edition
   -Woke up in the middle of the night and realized I had not added the Fetching to the JYD market - fixed
   -While I was there, I saw I had not added the two new drones from v0.80 to the market either - fixed
   -Also while at the market I realized I had way undervalued the Courageous - increased from 20,000 to 200,000

Note: Had to delete earlier changelog entries due to the forum character limit - They can bee seen in the ZIP's embedded changelog if interested in the full story
   
[close]
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" test release for critical review
Post by: IonDragonX on October 14, 2021, 04:04:33 PM
One of the earliest modders already did that. He called it P.A.C.K.
https://fractalsoftworks.com/forum/index.php?topic=161.0
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" test release for critical review
Post by: Dazs on October 14, 2021, 05:05:02 PM
Thank you for pointing that out, I looked it over and the only thing that I found similar are the naming conventions. If Mendonca feels I have infringed on his work I will of course defer to his mod having been released earlier and rethink my naming.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" test release for critical review
Post by: Deageon on October 14, 2021, 09:34:04 PM
ED Shipyards also has dog-themed names you should check against, but I like the look of the ships!
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" test release for critical review
Post by: Dazs on October 14, 2021, 11:15:33 PM
OK sorry thanks for the info and the kind words on the ships. I could only check against .95a mods but as I use a unique prefix there should be no internal issues which would conflict crash the game.  I am not married to the names, it was just a fancy of mine at the time. I'll look into reworking them to another theme. It'll take a bit to cross check the references through the mod so I'll keep the current version up for for testing for now unless one of the mod authors has an issue then I'll take it down until I have the rework.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" [V 0.2]test release for critical review
Post by: Dazs on October 15, 2021, 04:45:34 PM
OK It took some doing and I agree that having similar names as other mod authors could be confusing//infringing. I changed all references to those names and replaced them. I kept it in the dog realm though by using traits that dogs are generally known for. See the changelog for more info and thank you for taking the time to point out that issue.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" test release for critical review
Post by: IonDragonX on October 15, 2021, 04:45:53 PM
OK sorry thanks for the info and the kind words on the ships. I could only check against .95a mods but as I use a unique prefix there should be no internal issues which would conflict crash the game.  I am not married to the names, it was just a fancy of mine at the time. I'll look into reworking them to another theme. It'll take a bit to cross check the references through the mod so I'll keep the current version up for for testing for now unless one of the mod authors has an issue then I'll take it down until I have the rework.
I doubt that anyone's actually going to fight over names. We usually have good community. This link will show the unofficial name database.
https://docs.google.com/spreadsheets/d/1TezjLhhemFYX6Dzn6HAQay2CzBCQ-0Rqo7AyxDjpvyg/edit#gid=0 (https://docs.google.com/spreadsheets/d/1TezjLhhemFYX6Dzn6HAQay2CzBCQ-0Rqo7AyxDjpvyg/edit#gid=0)
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" [V 0.2]test release for critical review
Post by: Dazs on October 15, 2021, 05:07:11 PM
 I 100% agree about this community. I have been playing Starsector for years and always wanted to dip my toe into the modding scene and finally took the plunge. I scrapped several ideas for renaming due to conflicts but the one I settled on has none that I can find.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" [V 0.2]test release for critical review
Post by: 6chad.noirlee9 on October 16, 2021, 02:06:28 PM
hey the link is sayin i have to request access?
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.25 test release for critical review
Post by: Dazs on October 16, 2021, 04:17:05 PM
Oppsie my mistake, sorry about that, I changed the link to be open. This is the first time I've used google drive to host a file so please let me know if it is still an issue and I'll get right on it.

Also, added several mod integrations today V 0.25
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.25 test release for critical review
Post by: 6chad.noirlee9 on October 17, 2021, 11:25:58 AM
Did you use the tech priest mod amogus as a template?
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.25 test release for critical review
Post by: Dazs on October 17, 2021, 01:04:42 PM
I did ask on the Amongus posting but Techpriest never responded and there is still no link to a download on that page. As far as I know Amonus is just another of Techpriest prank posts like Armored Shell or VS sector. Though I do use a mashup of Techpriest's code for my commissioned crews as it is stated as open source and free to use. Getting those two hullmods meagered was quite a chore but I had a vision so yea.

I started learning with Varya's tutorial https://fractalsoftworks.com/forum/index.php?topic=14905.0 and it was helpful and I have mad respect for her but it was outdated. I then found a template from Tomatopaste on Discord but that was outdated as well. I tried to use two different compliers they recommend on Discord but I kept getting lost, I am no coder.  From there I just looked over every major faction mod and the ones I could see past the .JAR files, some of them are inaccessible by Notepad++ (the app I used). I did use Deathfly's update on Tryobots ship builder and I that made ship build so much easer. Much love for all the people involved with making that.

I then studied each playable faction author's mods  and found many varying styles on how they code to get the same results. I picked the styles that made sense and used them as my guide to every step in the process. There are several files involved in making a faction and each effects different aspects of the game. If you look at my code a trained eye would see the differences. I just kept banging at it until I could get it all to work, roughly 30 hours for the first draft I posted.

TLDR I know, but I figured I'd give you some idea if you were attempting to make a mod yourself.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.25 test release for critical review
Post by: 6chad.noirlee9 on October 17, 2021, 08:46:35 PM
thanks for the heads up; i looked into doing it a while back and it seemed like it would be too much for me to undertake at the time.
at some point i would definitely like to make a faction: perhaps when it becomes more feasible either from a walkthrough perspective or a personal time perspective i will get to
shoot ive been wanting to get a channel on youtube going for a while now but i have so many different projects goin on i just havent been able to make the time
making a faction would come after getting a channel up, theoretically


really like your faction both thematically and from a "the sector needs this" standpoint
i always felt like the exploration side of things could use a suite of ships that were entry level enough to get some of them early on while still being potent enough to hang on later stages, and from what i see your team here fits that niche nicely
job well done
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.25 test release for critical review
Post by: 6chad.noirlee9 on October 18, 2021, 12:50:04 PM
now that ive had the chance to see them up close the main critique i have to start with is you should clean up te sprites.  there are what looks like weapon mounts on them only you cant mount anything there

i will eventually have some balancing advice
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.3 test release for critical review
Post by: Dazs on October 18, 2021, 03:53:52 PM
I would appreciate any balancing opinions. When you are writing all this code it is easy to get caught in the fishbowl. As to the sprites, I agree and it is one of my stated goals to learn to get better at it and polish them a bit. I just knocked out a major goal of mine in the bounty system update today and think I may just relax and actually play the game again for bit before opening up the hood lol.

I will check the post for your and anyone else's comments or concerns and again thank you trying it out.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.3 test release for critical review
Post by: 6chad.noirlee9 on October 18, 2021, 04:19:17 PM
Take it from me, dont let your goals with the game make it unenjoyable.  I've made that mistake before.

I have to check the stats but theres one ship that seems too fast for its class; I'll get back to you as soon as I can: depending on the other stats it may be that the speed is warranted.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.3 test release for critical review
Post by: Dazs on October 18, 2021, 04:51:47 PM
After reading your comments I looked over the ships and yes there are areas that I felt due to the class of ship, adding more weapons would be op. I will work on either upgrading the class of the worst offenders and adding more weapons or removing those hard point and turret sprites.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.3 test release for critical review
Post by: Arthur_The_Ok on October 19, 2021, 02:56:35 PM
Starsector was about to launch, then it closed and this showed up:

Fatal: Error loading [data.scripts.JYDModPlugin]
Cause: 1 error(s) while compiling unit
"data/scripts/worlds/systems/JYD_dogstar.java"
Check starsector.log for more info.

Then, I checked starsector.log to find this:

471332 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.JYDmodPlugin]
java.lang.RuntimeException: Error loading [data.scripts.JYDmodPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: 1 error(s) while compiling unit "data/scripts/world/systems/JYD_dogstar.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: 1 error(s) while compiling unit "data/scripts/world/systems/JYD_dogstar.java"
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:326)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.3 test release for critical review
Post by: Dazs on October 20, 2021, 06:11:00 AM
Thank you for the report. I was just about to upload a new version with some changes but I looked over dogstar.java on my end and I see no issues with the databases I am importing. They are mostly from the game's core with a couple calling base Java commands.

I will look into it more before posting today's update and see if it is something I am referencing outside the base norm like one of the libs. I do use GraphicsLib and LazyLib on my testing version of the game but that is so I can run the other mods I am testing it against. I do not think I am calling on them in my mod but I am no expert, do you have those libs installed?
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.3 test release for critical review
Post by: Arthur_The_Ok on October 20, 2021, 07:15:08 AM
I have all libs intalled
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.3 test release for critical review
Post by: 6chad.noirlee9 on October 20, 2021, 07:24:44 AM
Possibly a conflict with another mod.

If you go to the mods folder you will find a text file that has the actively enabled mods written in it.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.3 test release for critical review
Post by: Dazs on October 20, 2021, 08:04:25 AM
I figured it out after going through all my calls. Not to go all TLDR but essentially I was calling for a script that I did have in my mod but accidently in an incorrect directory. I was not seeing it on my end because another mod that loads before mine was correctly calling it and covering for my oopsie:)

Anyway, It is fixed and now runs only with the stated dependencies on the OP. I will have a new version with the fix and several changes that 6chad.noirlee9 suggested in about an hour or so.

Thank you both for your help and understanding as I learn!
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.35 test release for critical review
Post by: 6chad.noirlee9 on October 20, 2021, 09:10:58 AM
Very good!  I don't have much knowledge just some basic understanding I got from playing around with values back when fate first came out (an old java rpg) when I was a kid and of course the insane level of mods that i run in my campaigns.

The build i have now is lighter than before but I'd be willing to bet it's still nearing or maybe more than 100 active.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.35 test release for critical review
Post by: Dazs on October 20, 2021, 09:13:57 AM
V0.35 just uploaded:
@6chad.noirlee9 - Check it out and let me know if the sprite changes I made were in line with your suggestions.
@Arthur_The_Ok - I put in a fix that should fix your issue, please let me know if you are still having problems.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.35 test release for critical review
Post by: 6chad.noirlee9 on October 20, 2021, 10:03:12 AM
Is this version save compatible?
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.35 test release for critical review
Post by: Dazs on October 20, 2021, 10:26:44 AM
I ran it with a save I made before these changes and it loaded with no issue. The only thing I can think of that there may be an issue if you had a Courageous carrier in your fleet since I changed the model but did not have one in my save's inventory. I am sort of assuming you and I both had the same faction mod that covered up my filing boo boo but Arthur_The_Ok did not.

If you are concerned then save your current 0.30 version, move it to another directory outside of the mod folder as a temp holding then replace it with the 0.35 version and try. If the new 0.35 works with your old save made in 0.30 (it should) then Voila keep it and delete the older version. I keep backups of previous versions in my google drive and can always send you one as well if you need.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.35 test release for critical review
Post by: 6chad.noirlee9 on October 20, 2021, 04:23:46 PM
Test run will have to wait a bit sadly as I'm having one drive issues
I had hoped it would work a way that it isnt so I've got to move files again, and besides that I'm a bit busy reorganizing my living space.
Stoked to check it out though
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.35 test release for critical review
Post by: Dazs on October 20, 2021, 06:26:56 PM
np, the next update may take a bit as I am trying something new. Thank you for the help and look forward to working with you in the future.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.35 test release for critical review
Post by: Deageon on October 20, 2021, 07:44:26 PM
Okay, so I want to point out that this mod crashes if you try to use it with the new "Bounties Expanded" mod from the discord, which is slowly gaining the functions of Vayra's Sector (including HVBs)
This is because I believe the portrait for "Lady Mississippi" is bugged, 'cause the name for it in the excel sheet has an excess space before the underscore, causing a crash.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V 0.35 test release for critical review
Post by: Dazs on October 21, 2021, 03:20:36 AM
Ah I haven't tried out that mod for compatibility. I can change the name, it is just a reference I can shorten.

Thank you for the call out
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.35a test release for critical review
Post by: Dazs on October 21, 2021, 04:23:18 AM
OK I adjusted my bounties and they should now be compatible with Bounties Expanded. The link on the OP has the updated version with the hotfix. One thing I noted was that when I loaded my save with that mod enabled, the 3 modded faction bounties (including one of mine) I had on my Intel screen were no longer there. Now that may be because Bounties Expanded reloads all bounties when it initializes for the first time but either way my mod runs with it but until I play more with a new save I cannot say whether or not my bounties will show with Bounties Expanded enabled.

As a side note, I initially got a crash with unique bounty fluffships_centrist_odyslaught from Fluff's Ship Pack calling on portrait_30.png which is odd since that is a starsector-core portrait. I disabled that mod and it loaded with no issue on my end. I'll shoot a message on that page and let MrFluffster know as well.

Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.35a test release for critical review
Post by: Deageon on October 22, 2021, 10:49:13 AM
The fluff's ship one is because of a missing undescore I believe. And yes, BE reloads your HVBs, and I had at least one of your HVBs pop up perfectly normal being the two-fighter bay carrier.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.35a test release for critical review
Post by: Dazs on October 22, 2021, 03:57:41 PM
Sorry for the delay in reply. I am burning the midnight oil trying to make mining interesting and profitable for the next update. More on that as I near completion. Anyway, yes I had run the current version of the mod with the bounties mod and it does load HVB's so I adjusted the main page that it is compatible.

Thank you for the verification on your end!
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4 test release for critical review
Post by: Dazs on October 23, 2021, 03:41:12 PM
Version 0.4 released. (Save game compatible) Adds a new colony structure a new commodity and a new toggle ability. See changelog for details. Quite the labor of love in this one figuring it all out but I am learning more and more as I go and keeping the ole brain humming.

Please ask any questions or concerns about this release, I did my best to balance it but am still not quite satisfied.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4 test release for critical review
Post by: IonDragonX on October 23, 2021, 04:53:05 PM
... a new commodity and a new toggle ability. See changelog for details.
This is really cool! Does the effect round up? Will is stop at <100 so it doesn't run unnecessarily?
Can you add a second effect that turns 100 Transplutonic Ore into 6 Transplutonics?
Can you create a 'Foundry' ship that removes the Heavy Machinery requirement for this ability?
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4 test release for critical review
Post by: Dazs on October 23, 2021, 07:37:21 PM
Well my initial plan was to make a foundry ship with a hull mod that does that. However the journey to get to this point took me about 20 some hours of hit and miss to get from 0.3 to 0.4. I still have plans for the mod which is why it is posted in this forum rather than the main mod forum.

As to your questions:
 - The stack size of Platinum is set to 1000, you can toggle off the ability at any time or just run out of machinery or ore.
 - As to having a second effect, I tried oh yea I did try but no matter what sequence of code I attempted, I could only get one effect to work w/out the game kicking it back in my face. I guess I could make a second toggle for just transplutonic ore but that would be cumbersome.
 - Now your third question I have already touched on, I am still working on a an idea for a utility ship that does something like your suggestion but it is currently on the burner.
 - And lastly, the elimination of heavy machinery, I felt, would be just too much like printing free money. I set it up that if you do the math with the current setup, you wind up with more credit value selling the converted Platinum than if you sold the machinery and ore instead. Not by much but it is a value added process as well as a way to reduce inventory space. The ability to reduce the inventory space needed to effectively use mining as a way to riches was my priority and I feel this update brings the mod a step closer but it is by no means my ending.

I am glad you like it and am so thankful for all the players who have given their opinions such as yourself. When I started this mod I was wondering if I was the only person who wanted to be a rockhopper and was just making it for myself. :)
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4 test release for critical review
Post by: Deageon on October 23, 2021, 08:18:43 PM
I'd recommend looking at the prv/rust belt mod if you need more inspiration or help with the coding for the ore-smelting stuff, one of the ships in that faction mod smelts ores.
There was also another mod that had a similar hullmod based set-up, but I can't remember it at this second.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4 test release for critical review
Post by: Dazs on October 24, 2021, 03:03:08 AM
I'd recommend looking at the prv/rust belt mod if you need more inspiration or help with the coding for the ore-smelting stuff, one of the ships in that faction mod smelts ores.
There was also another mod that had a similar hullmod based set-up, but I can't remember it at this second.

I do have PRV installed and running alongside JYD for compatibility testing but I have not played it as I am not a big fan of High Tech ships. One of the reasons I started this whole thing was to make ballistic and missile mining a thing and go full low tech. Anyway, I had not looked too closely under the hood of that mod when I was doing my initial research because it is heavily encoded beyond what Notepad ++ can read.

However, I just installed a Java decompiler so I could take a peek at the hullmod you mention and it is pretty nice. Shame on me for being a silly low tech fan boy and going ahead and reinventing the wheel lol. Overall I like my approach as an inventory reducer and it's flexibility of being used from the start but I have to tip my hat to their skill in coding that mod. Sadly, the code looks beyond what I can follow fully but it does give me some ideas for importing a script within a hull mod rather than my failed attempts of having the script in the hull mod code itself.

As always thank you for pointing out a potential road to pursue. 
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4 test release for critical review
Post by: IonDragonX on October 24, 2021, 10:11:09 AM
- Now your third question I have already touched on, I am still working on a an idea for a utility ship that does something like your suggestion but it is currently on the burner.
 - And lastly, the elimination of heavy machinery, I felt, would be just too much like printing free money. I set it up that if you do the math with the current setup, you wind up with more credit value selling the converted Platinum than if you sold the machinery and ore instead. Not by much but it is a value added process as well as a way to reduce inventory space. The ability to reduce the inventory space needed to effectively use mining as a way to riches was my priority and I feel this update brings the mod a step closer but it is by no means my ending.
All good points but the spirit of my suggestion stands.
Let me rephrase this question: if you only have less than 100 Ore, will it consume what's left +1HM and what would result? If it could take a mere 1 Ore +1HM to create 6 Pt, then players could exploit this. Consider this prevention from future problems.
Your 0.4 method is great for simplicity and compression of cargo space. However, it lacks story reasons why combat or cargo ships even could refine metal.(yeah, I care about this junk) If a Foundry isn't required, I would plug your ability into the Makeshift Equipment skill to unlock it. That skill, by name, could rationalize the situation. As a synergy, the -50% supply per month makes sense for mining fleets, staying away from market for longer.
As for a Foundry ship "printing money", I disagree. SS is a combat game, essentially. A Foundry ship would be an expense that probably shouldn't bring combat value. (Not more than a Combat Freighter would) The ship would still take Fuel/LY, Supplies/mo, and Crew salary/mo. Hence, if you are not mining for a lot of your game, probably park the Foundry anyway.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4 test release for critical review
Post by: Dazs on October 24, 2021, 10:38:13 AM
I too believe in lore, which is why I took the time to write a backstory for the faction and a description for each planet, ship, weapon and wing. Also if you are a bit of a sleuth, you will find that Dogstar has several easter eggs and reference lore that are Junk Yard Dog related (at least if you are an old fogey like me)

As to your toggle question, I thought of the exploit potential once it goes below 100 ore OR 1 Heavy Machinery I have it set to stop and give you a message stating what is below levels. As I stated earlier I do have it set up to increase by 10% for every salvage gantry in the player's fleet as a way to reward people who play as salvagers more than fighters. Of course that could be exploited by reforming your fleet with all salvage enabled ships but that seems like more work than it is worth.

As always, I will take your suggestions under consideration. I am unsure if I have the skill but I do agree that a foundry ship should be needed to use the toggle. I will make it my next project once I take a little break as my eyes are crossed from looking over code for the last few weeks :)
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4 test release for critical review
Post by: Scamper on October 25, 2021, 07:36:59 AM
I get a CTD for a null pointer exception with the Sharp Battlecruiser class ship.

It happens when hovering over the "?" icon in fleet menu or when hovering over the OP bar in the refit menu.

It also crashes when you bring up the ship in the codex (thanks Histidine)

Here's the log : https://pastebin.com/7uGrACgV

Spoiler
207389 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.impl.FleetMemberOrdnancePanel.<init>(Unknown Source)
   at com.fs.starfarer.ui.impl.FleetMemberOrdnancePanel.<init>(Unknown Source)
   at com.fs.starfarer.ui.impl.FleetMemberOrdnancePanel.<init>(Unknown Source)
   at com.fs.starfarer.ui.impl.T.o00000(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$2.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oxd2000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.coreui.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.dosuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.V.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4a test release for critical review
Post by: Dazs on October 25, 2021, 01:10:44 PM
Thank you for the report, always great to see a new pilot helping me test this mod. I was able to track it down to an old issue from a few versions back that somehow eluded me. I've fixed it and uploaded a new version 0.4a with the fix. Should be save game compatible.

I would suggest holding onto the 0.4 version as a backup just in case04.a crashes on you (which it shouldn't). If it does though, then replace 0.4a with the 0.4 backup, run the game, load your save from 0.4 and sell or delete the sharp and save your game. Then replace that nasty ole buggy 0.4 with the fresh clean new 0.4a and load your save from 0.4 w/out the sharp in your fleet and there should be no issues.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4a test release for critical review
Post by: Scamper on October 26, 2021, 11:49:25 AM
Something may be wrong with the Mining recoilless blaster

https://imgur.com/VbAa1uP


You should also modify the size of the Intelligent sprite.
It's classified as a frigate, yet it's bigger than destroyers of the JYD in combat.


There's an issue with the sprites for the Armored MRM and the Drill SRM :

https://imgur.com/a/O8zRexm



Also, the Armored MRM sprite shows 4 missiles but it fires in bursts of 3:

https://imgur.com/a/NKPaS0D
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4a test release for critical review
Post by: Dazs on October 26, 2021, 04:01:35 PM
@Scamper: That is some first class bug hunting and reporting thank you so much!

- You were correct on all accounts, the Intelligent was always meant to be a destroyer as seen in the image on the main page so I fixed it's classification and increased it's op from 35 to 50.
- I accidently had the MRB set to a bust of 2 when it was supposed to be 1 and I increased it's re-fire delay so it is in line with it's OP requirement to fit it, roughly 630 dps down from that whopping 1760 lol.
- As to the MRM and SRM, I did have their burst incorrectly set. They will now fire in groups of 4 as intended and have enough ammo for 3 volleys. As to their sprites I am unsure your meaning, they share a similar base but different projectiles and sizes. If you could clarify your concern other than their incorrect volley count please let me know.

@IonDragonX: I have looked over the rust belt hull mod and they go about refining in an entirely different way. I did my best to try and adapt it to my vision but try as I might their code is just so radically different I was unable to. I also went over about 15 mods worth of hull mods to see if I could find an example of someone either using a toggle button like I do as a hull mod or even just one like rust belt but there was only 1 other mod that addressed it but in yet another radically different way and since it was a mod from 0.91 I did not attempt to adapt it being out of date. I have not yet given up on the idea and do have a query on the "misc modding questions" thread and maybe someone more skilled will help.

I do have a cruiser sized utility ship made. It has 3 borer and 3 mining drones, a salvage and a survey mod and I am hoping to add the refining mod if I ever figure that out. However, if I cannot do either of you have any suggestions on what you would like a utility mining ship to do other than the above?

Lastly, I will give that forum thread a day or so to see if anyone can lead me in the correct direction but I have the above fixes as well as some other changes and additions ready to go for 0.45 and will release it in the next couple days either way.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4a test release for critical review
Post by: IonDragonX on October 26, 2021, 07:59:35 PM
@IonDragonX:
I do have a cruiser sized utility ship made. It has 3 borer and 3 mining drones, a salvage and a survey mod and I am hoping to add the refining mod if I ever figure that out. However, if I cannot do either of you have any suggestions on what you would like a utility mining ship to do other than the above?
Thank you trying so hard on my suggestion. You can just decline it, its your mod in the first place and I didn't know that it would be so hard to do.
As for the utility cruiser it sounds very true to the JYD but 6 more wings of borer/drones sounds a bit boring with all the combat ships bringing those too. You might consider making a custom JYD Heavy Pod drone that will increase the quality (asteroid breakers) rather than quantity (make a wing size 3 instead of 4). I'd be neat to see those with Drill missiles or Shard missiles just to be different.
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4a test release for critical review
Post by: Scamper on October 27, 2021, 12:51:51 AM
As to their sprites I am unsure your meaning, they share a similar base but different projectiles and sizes. If you could clarify your concern other than their incorrect volley count please let me know.

Their sprite doubles when on a turret.
On top the active sprite that moves around, and underneath a "ghost" sprite of the turret in its initial starting position.

https://imgur.com/a/xBzAGEt
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.4a test release for critical review
Post by: Dazs on October 27, 2021, 02:45:48 AM
"You might consider making a custom JYD Heavy Pod drone that will increase the quality (asteroid breakers) rather than quantity (make a wing size 3 instead of 4). I'd be neat to see those with Drill missiles or Shard missiles just to be different."

OOoo IonDragonX, I like your thinking. I thought about making the fighter wings I made as drones but their models lend themselves to being manned. I like this idea as a new direction and I know there are a couple mods that do corvette or gunship sized solo "fighters" instead of a wing and I think I may go full bore (dad joke). As to the toggle ability, I am in your camp regarding things being grounded and all tied in. I still have an iron in the fire on that and Alex did respond to my question and gave me a hint but I won't keep the next update delayed for more than a day and release the utility ship sans fancy smelting hull mod.

Scamper, thank you for highlighting it, I'm an old dog and never noticed it since they are kinda small. I think I know what is going on there and will have it fixed by the next patch.

This mod wouldn't have taken the shape it has w/o people such as yourselves seeing the issues I am blind to and making some cool suggestions on how to better the mod. <hugs>
Title: Re: [0.95a] Faction Mod "The Junk Yard Dogs" V0.45 test release for critical review
Post by: Dazs on October 27, 2021, 09:12:31 PM
V0.45 released with the aforementioned fixes and a some other things I've been working on. See changelog for details.

As always, thank you for your time in helping me iron this mod out.
Title: Re: [0.95a] Faction Mod "Junk Yard Dogs" V0.55 test release for critical review
Post by: Dazs on October 31, 2021, 02:01:31 PM
Version 0.55 released. See changelog for details. Note: if you are upgrading from 0.45 please read the version 0.5 changelog notes before upgrading.

I am nearing the end of development with a only a couple cleanup items left on my dev list. If you have any comments or requests please do so, I am always looking for ideas to make this faction explorer/trader/miner/scrapper friendly. I check this post at least twice a day and will get back to you asap.
Title: Re: [0.95a] Faction Mod "Junk Yard Dogs" V0.55 test release for critical review
Post by: IonDragonX on October 31, 2021, 04:56:45 PM
If you have any comments or requests please do so, ... I check this post at least twice a day and will get back to you asap.
Did you know there is a PM system on the boards? I sent you a couple.
Title: Re: [0.95a] Faction Mod "Junk Yard Dogs" V0.55 test release for critical review
Post by: Scamper on November 01, 2021, 09:30:08 AM
The Relaxed (small tanker) and the Exuberant (medium tanker) have the same maintenance cost of 2 supplies/mo, the Exuberant should be slightly higher.
Title: Re: [0.95a] Faction Mod "Junk Yard Dogs" V0.6 test release for critical review
Post by: Dazs on November 01, 2021, 03:44:41 PM
V0.6 mod update - Many changes to Dogstar and a style of vessel I felt the faction lacked, a command ship -See changelog for details

IonDragonX, I knew about the board PM but I guess I had a brain malfunction just focusing on checking this forum post. I addressed many of your concerns and PM you back

Scamper, so nice to see you again! I was able to get that fix in just in time and it is included in this update.
Title: Re: [0.95a] Faction Mod "Junk Yard Dogs" V0.6 test release for critical review
Post by: Dazs on November 01, 2021, 05:21:12 PM
Quick update. If you d/l 0.6 before this post then please re-download it. It occurred to me that I forgot to add the Commanding to JYD's list of known ships so it could be bought and used by their fleets. The fix is in the current d/l.
Title: Re: [0.95a] Faction Mod "Junk Yard Dogs" V0.65 test release for critical review
Post by: Dazs on November 03, 2021, 02:26:13 PM
V0.65 released today

Many changes to the ships, graphics and loadouts (see changelog for details). Not Save Game compatible due to some of the changes. Sorry about that but as I say on the main page this is a work in progress. I feel I have added the options I wanted at the outset plus a few more that have been recommended. I would like to add more utility to the exploration and scrapping aspect of the game and will be focused on that (and any suggestions) for the next release.

This was mainly the clean up and polish patch and I believe it is almost ready for a general release. Let me know if you have any concerns, suggestions or requests for features and I will get back to you ASAP.
Title: Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
Post by: Dazs on November 11, 2021, 01:36:47 PM
v0.7 released today

Made several adjustments to ship load outs, AI behavior and some smaller fixes/additions. See changelog on OP for details
Title: Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
Post by: Necrodart on November 12, 2021, 06:33:03 PM
Hi, I downloaded your mod today to try out and I'm getting an error that says "Fatal: Weapon spec [amsrm] not found!" when I try and start the game up.
Title: Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
Post by: Dazs on November 13, 2021, 03:17:06 AM
HI Necrodart and welcome to the forums.

I am sorry to hear you are experiencing issues but that spec is not found in my mod. The following are all the custom weapons in JYD:

#Guns   
Asteroid Breaker           JYD_ab
Long Range Kinetic Drill   JYD_lrk
Mining Recoilless Blaster   JYD_mrb
Drone gun                           JYD_abf
   
#Missiles   
Drill LRM                           JYD_lrm
Drill SRM                           JYD_srm
Shard Anti-Fighter Swarm  JYD_af
Armored MRM                  JYD_mrm

Based on the [amsrm] custom ID I am guessing it is from a mod that uses "am" as their unique prefix like I use "JYD_" and the "srm" most likely means it is a short range missile. I am not familiar with that prefix and I test against all the major mods.

If you could post the last few lines that detail the error from your starsector log found in Starsector/starsector-core I would be better able to help you and also see if there is some sort of conflict between my mod and someone else's mod you have installed.
Title: Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
Post by: IonDragonX on November 13, 2021, 07:55:43 AM
Based on the [amsrm] custom ID I am guessing it is from a mod that uses "am" as their unique prefix like I use "JYD_" and the "srm" most likely means it is a short range missile. I am not familiar with that prefix and I test against all the major mods.
Or the "am" out of "am""srm" could mean "anti-matter", which is a common enough sci-fi term.
Title: Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
Post by: noman on November 13, 2021, 08:21:03 AM
Well we know that main game has weapon with id amsrm use by omega. At least some of their fighter do. So try to check if file weapon still in weapon folder.
Good mod though.
Title: Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
Post by: Dazs on November 13, 2021, 09:37:23 AM
Thank you IonDragonX and noman for the sleuthing, it is indeed a base weapon. I looked over the code and I see no way my mod could conflict with it. I assumed it was a mod conflict because hundreds of people have d/l the mod and haven't had that issue and we all have the base code. I am still willing to help Necrodart if/when he posts the log.

Just gotta add that this community rocks!
Title: Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
Post by: Necrodart on November 13, 2021, 02:11:58 PM
9345 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [amsrm] not found!
java.lang.RuntimeException: Weapon spec [amsrm] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ã’O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I don't have any other mods installed except for yours, and when I don't have your mod turned on I don't experience this error.
I'm unsure where a ton of files are since I haven't been playing very long or I would try and diagnose this a bit more myself.
Title: Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
Post by: Dazs on November 13, 2021, 03:23:07 PM
If you have no other mods installed then the issue may be that this mod requires Nexerelin and it's dependencies Lazylib and Magiclib. Try installing those three and let me know if you still have the issue.
Title: Re: [0.95a] Junk Yard Dogs - V0.7 - 11/11/21
Post by: Necrodart on November 13, 2021, 06:18:40 PM
I tried with each of these mods starting from minimum dependencies and adding the next one until I had all of the turned on and I'm still having the same error.
Title: Re: [0.95a] Junk Yard Dogs - V0.75 - 11/13/21
Post by: Dazs on November 13, 2021, 07:15:36 PM
V.075 released today

@Necrodart I went through all 43 ships and fighters and their variants and was able to fine one ship that did have that missile installed. I replaced it with a JYD missile and you should no longer have that crash with the new version. Sorry about not remembering I had installed it but I set those variants up weeks ago and I'd like to thank you for you report.

As I was going through all the files I realized that several ships were not set up as efficiently as they could be and made some changes - details in the changelog.
Title: Re: [0.95a] Junk Yard Dogs - V0.75 - 11/13/21
Post by: Necrodart on November 13, 2021, 08:14:42 PM
No problem! I used your mod far back in the past when I first started and I wanted to redo my run. I remember really enjoying it back then, so I'm glad you worked with me to get it working so I could enjoy it again.
It's noted now that we're getting the error Fatal: Weapon spec [breachpod] not found though
Title: Re: [0.95a] Junk Yard Dogs - V0.75 - 11/13/21
Post by: IonDragonX on November 13, 2021, 08:40:29 PM
It's noted now that we're getting the error Fatal: Weapon spec [breachpod] not found though
I'm beginning to believe that you are playing Starsector v0.91 instead of 0.95. the weapon spec breachpod is in the vanilla game.
Title: Re: [0.95a] Junk Yard Dogs - V0.75 - 11/13/21
Post by: Dazs on November 14, 2021, 12:38:17 AM
I use vanilla weapons on the HVB pirate ships and a couple of them use the Breach SRM Pod which has been in the game for some time now. Since you have been playing since "Far back in the past" I agree with IonDragonX, check your game version.
Title: Re: [0.95a] Junk Yard Dogs - V0.75 - 11/13/21
Post by: Necrodart on November 14, 2021, 12:20:26 PM
FWIW far back in the past refered to me using your mod for the first time, but you were right though, I'm not sure how but I grabbed an older version of the game when I redownloaded it somehow.
Title: Re: [0.95a] Junk Yard Dogs - V0.75 - 11/13/21
Post by: Dazs on November 14, 2021, 04:42:59 PM
Not a problem, I am glad we could help. Welcome back to the sector!
Title: Re: [0.95a] Junk Yard Dogs - V0.80 - 11/16/21
Post by: Dazs on November 16, 2021, 04:04:44 PM
v0.80 released today

Many drone changes. I felt the drones needed some attention plus I added ballistic replacements for the vanilla Borer and Mining drones.  I used those Vanilla drones in the three JYD tenders and the switch makes them more formidable. Many other small changes for (I think) the better as well- see changelog for details.

Imgur is currently too busy to upload pics of the new assets but I plan to update the graphics on the OP later when I can.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dazs on November 21, 2021, 12:14:52 PM
v0.85 released today - Mostly save game compatible - many changes and upgrades, see changelog on OP or in game files for details

Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dragar on November 23, 2021, 02:00:08 AM
Ran into this this morning:

304193 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.hullmods.CHM_JYD.applyEffectsBeforeShipCreation(CHM_JYD.java:24)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.OO0o.super(Unknown Source)
   at com.fs.starfarer.ui.newnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dazs on November 23, 2021, 04:37:05 AM
According to your report it is the JYD Commissioned Crews Faction hull mod that is causing the issue. I am honestly stumped because that file hasn't been modified since the initial release. Can I ask when this crash occurs? It looks like on game load or maybe game start but I am unsure. Also, have you installed or updated anything else recently, I ask because I run pretty much every major mod with my version to ensure compatibility and that may help me track down a potential conflict.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dragar on November 23, 2021, 05:07:49 AM
It happens a bit after load the save. Doesn't matter if I'm in junkyards market or in space. The most recent thing I updated was nexerelin. I tried to update iron shell but it doesn't have an update even though  it says it does and superweapon has an update but I haven't installed it yet.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dazs on November 23, 2021, 06:25:10 AM
Hmm I do run Iron shell and of course Nex, which I just updated. Have you installed the additional hotfix to Nexerelin located beside the download link?
By "superweapon" are you referring to Mira Lendon's Superweapons Arsenal? If so, I do not run that one but I can take a look at it if so. Either way I am really perplexed because that hull mod only applies to ships that a player owns and applied when you dock at a station.

According to my understanding of your error log, it looks like a conflict occurs when the game updates your fleet status. For it to cause an issue while in space does not jive with what I know about hull mods. What really gets me is the NullPointerException. That happens when the game attempts to use one of the variables that is null, but the code tries to use it like it is not. However, CMH_JYD mainly uses stated established variables and only calls for a null variable at the very end.

Code
package data.scripts.hullmods;
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;
import java.awt.Color;
import java.util.HashMap;
import java.util.Map;

public class CHM_JYD extends BaseHullMod {
    private static final Map coom = new HashMap();
public static final float ARMOR_BONUS = 20f;
    public static final float MAINTENANCE_MULT = 0.90f;
    static {
        coom.put(HullSize.FRIGATE, 30f);
        coom.put(HullSize.DESTROYER, 25f);
        coom.put(HullSize.CRUISER, 20f);
        coom.put(HullSize.CAPITAL_SHIP, 15f);
        coom.put(HullSize.DEFAULT, 15f);
    }

    @Override
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
        float timeMult = 1f / ((100f + (Float) coom.get(hullSize)) / 100f);
        stats.getFighterRefitTimeMult().modifyMult(id, timeMult);
        stats.getMinCrewMod().modifyMult(id, MAINTENANCE_MULT);
stats.getArmorBonus().modifyFlat(id, ARMOR_BONUS);
    }


    @Override
    public String getDescriptionParam(int index, HullSize hullSize) {
        if (index == 0) return "" + ((Float) coom.get(HullSize.FRIGATE)).intValue()  + "%";
        if (index == 1) return "" + ((Float) coom.get(HullSize.DESTROYER)).intValue()  + "%";
        if (index == 2) return "" + ((Float) coom.get(HullSize.CRUISER)).intValue()  + "%";
        if (index == 3) return "" + ((Float) coom.get(HullSize.CAPITAL_SHIP)).intValue()  + "%";
        if (index == 4) return "" + (int) ((1f - MAINTENANCE_MULT) * 100f) + "%";
if (index == 5) return "" + (int) ARMOR_BONUS;
        return null;
    }


    @Override
    public Color getBorderColor() {
        return new Color(147, 102, 50, 0);
    }

    @Override
    public Color getNameColor() {
        return new Color(220,185,20);
    }
}

While  I wait to hear back from you, I'll d/l the superweapon mod I stated above (assuming that is the correct one) and see if both mods call for similar modifications.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Ontheheavens on November 23, 2021, 06:34:34 AM
Hmm I do run Iron shell and of course Nex, which I just updated. Have you installed the additional hotfix to Nexerelin located beside the download link?
By "superweapon" are you referring to Mira Lendon's Superweapons Arsenal? If so, I do not run that one but I can take a look at it if so. Either way I am really perplexed because that hull mod only applies to ships that a player owns and applied when you dock at a station.

According to my understanding of your error log, it looks like a conflict occurs when the game updates your fleet status. For it to cause an issue while in space does not jive with what I know about hull mods. What really gets me is the NullPointerException. That happens when the game attempts to use one of the variables that is null, but the code tries to use it like it is not. However, CMH_JYD mainly uses stated established variables and only calls for a null variable at the very end.
Spoiler
Code
package data.scripts.hullmods;
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;
import java.awt.Color;
import java.util.HashMap;
import java.util.Map;

public class CHM_JYD extends BaseHullMod {
    private static final Map coom = new HashMap();
public static final float ARMOR_BONUS = 20f;
    public static final float MAINTENANCE_MULT = 0.90f;
    static {
        coom.put(HullSize.FRIGATE, 30f);
        coom.put(HullSize.DESTROYER, 25f);
        coom.put(HullSize.CRUISER, 20f);
        coom.put(HullSize.CAPITAL_SHIP, 15f);
        coom.put(HullSize.DEFAULT, 15f);
    }

    @Override
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
        float timeMult = 1f / ((100f + (Float) coom.get(hullSize)) / 100f);
        stats.getFighterRefitTimeMult().modifyMult(id, timeMult);
        stats.getMinCrewMod().modifyMult(id, MAINTENANCE_MULT);
stats.getArmorBonus().modifyFlat(id, ARMOR_BONUS);
    }


    @Override
    public String getDescriptionParam(int index, HullSize hullSize) {
        if (index == 0) return "" + ((Float) coom.get(HullSize.FRIGATE)).intValue()  + "%";
        if (index == 1) return "" + ((Float) coom.get(HullSize.DESTROYER)).intValue()  + "%";
        if (index == 2) return "" + ((Float) coom.get(HullSize.CRUISER)).intValue()  + "%";
        if (index == 3) return "" + ((Float) coom.get(HullSize.CAPITAL_SHIP)).intValue()  + "%";
        if (index == 4) return "" + (int) ((1f - MAINTENANCE_MULT) * 100f) + "%";
if (index == 5) return "" + (int) ARMOR_BONUS;
        return null;
    }


    @Override
    public Color getBorderColor() {
        return new Color(147, 102, 50, 0);
    }

    @Override
    public Color getNameColor() {
        return new Color(220,185,20);
    }
}
[close]
While  I wait to hear back from you, I'll d/l the superweapon mod I stated above (assuming that is the correct one) and see if both mods call for similar modifications.

I have a somewhat unrelated question to which I'm certain I already have an answer, but just to get your perspective: why would you name your HashMap "coom"?
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dazs on November 23, 2021, 07:56:51 AM
I have a somewhat unrelated question to which I'm certain I already have an answer, but just to get your perspective: why would you name your HashMap "coom"?

Well tbh the JYD commissioned crew hull mod was one of my first forays into learning Java. I received permission from Timid (at the time Techpriest) to use the code from commissioned crews to base JYD's commission as I was learning. That HashMap is actually from the Persian league commission and is used in all the hash maps in commissioned crews and at the time I didn't know much about hash maps and kept it. I've since learned a lot more about Java and hash maps but tbh I fell into the "if it ain't broke" mentality and never revisited CHM_JYD since it was never a problem. In retrospect I guess I should change it to something unique.

Always learning, always thankful for comments!
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dragar on November 23, 2021, 09:44:55 AM
added the hotfix and yeah it still crashed. though this time it did so during the after a fight screen after fighting Diable 3 times in the dogstar system with junkyards station as backup.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dragar on November 23, 2021, 09:50:48 AM
Updated superweapon and got the crash, though this time it happened during scrolling through my fleets refit list.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dazs on November 23, 2021, 11:11:53 AM
OK thanks for the update. I installed superweapons and ran the game for over an hour with no issues. The next step would be to compare our mod use and see if you are using something I have not tested against. If you go to to Starsector/mods you will see a file on the bottom named enabled_mods.json. Open it, copy the data and post it here and Ill compare it to mine. Here is mine for example:
Spoiler
{"enabledMods": [
  "$$$_lightshow",
  "pantera_ANewLevel25",
  "anotherportraitpack",
  "armaa",
  "raccoonarms",
  "lw_autosave",
  "battletechportraitpack",
  "timid_admins",
  "beyondthesector",
  "BSC",
  "bountiesexpanded",
  "HMI_brighton",
  "CaptainsLog",
  "capturecrew",
  "Csp",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "istl_dassaultmikoyan",
  "diableavionics",
  "Diktat Enhancement",
  "dispMore",
  "XLU",
  "HHE",
  "FPE",
  "fluffships",
  "sun_fuel_siphoning",
  "GrandColonies",
  "HMI_SV",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "hiigaran_descendants",
  "HIVER",
  "IndEvo",
  "internalaffairs",
  "timid_xiv",
  "JYD",
  "kadur_remnant",
  "keruvim_shipyards",
  "kingdomofterra",
  "LTA",
  "lw_lazylib",
  "ArkLeg",
  "luddenhance",
  "mag_protect",
  "mag_protect_soldier",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "more_hullmods",
  "wisp_NeutrinoDetectorMkII",
  "sun_new_beginnings",
  "nexerelin",
  "objects_analysis",
  "OcuA",
  "Ocutek",
  "JYDR",
  "ORA",
  "wisp_perseanchronicles",
  "QualityCaptains",
  "rotcesrats",
  "roider",
  "sun_ruthless_sector",
  "tahlan_scalartech",
  "SCY",
  "shadow_ships",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "StopGapMeasures3",
  "superweapons",
  "timid_supply_forging",
  "surveycorpssp",
  "tahlan",
  "Terraforming and Station Construction",
  "exalted",
  "star_federation",
  "TORCHSHIPS",
  "transfer_all_items",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "whichmod",
  "XhanEmpire",
  "yunruhullmods",
  "yunru_midline_expansion",
  "yunru_pirate_collection",
  "yunrucore",
  "audio_plus",
  "prv",
  "shaderLib"
]}
[close]
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dragar on November 23, 2021, 12:27:50 PM
{"enabledMods": [
  "pantera_ANewLevel20R",
  "pantera_ANewLevel25R",
  "pantera_ANewLevel30R",
  "pantera_ANewLevel40R",
  "automatedcommands",
  "timid_admins",
  "beyondthesector",
  "clearCommands",
  "timid_commissioned_hull_mods",
  "lw_console",
  "diyplanets",
  "istl_dassaultmikoyan",
  "diableavionics",
  "exshippack",
  "fast_engine_rendering",
  "sun_fuel_siphoning",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "IndEvo",
  "timid_xiv",
  "JYD",
  "kadur_remnant",
  "kingdomofterra",
  "LTA",
  "lw_lazylib",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "su_CarrierHullmod",
  "su_CarrierHullmod_Rebalance",
  "nexerelin",
  "objects_analysis",
  "JYDR",
  "QualityCaptains",
  "roider",
  "tahlan_scalartech",
  "SCY",
  "SEEKER",
  "shadow_ships",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "superweapons",
  "timid_supply_forging",
  "tahlan",
  "Terraforming and Station Construction",
  "underworld",
  "US",
  "UGH",
  "vic",
  "vayrasector",
  "vayrashippack",
  "shaderLib"
]}
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dazs on November 23, 2021, 02:59:48 PM
OK I did a compare and the following mods we did not have in common:

 "pantera_ANewLevel20R",
  "pantera_ANewLevel30R",
  "pantera_ANewLevel40R",
  "automatedcommands",
  "clearCommands",
  "diyplanets",
  "exshippack",
  "fast_engine_rendering",
  "su_CarrierHullmod",
  "su_CarrierHullmod_Rebalance",
  "UGH",

I d/l and installed all of them with the exception of  "exshippack" and "UGH" because I could not find any mods with that ID. I started a new game and ran it for over an hour, flew around, bought new items, refitted ships, salvaged, fought pirates etc al.  No crashes on my end. I went over the code on all the hull mods in modern carriers, thinking that may be an issue but I could not find a commonality to the JYD hullmod.

Yet another round of questions:
Are enabling all of pantera's mods at once? Far as I know only one is to be enabled at a time.
Any idea what mods are ID as exshippack or UGH?
Do you have any of the modern carrier mods installed on your ships? I was unable to as they are salvaged or bought and I did not see any of them for sale on the markets I checked, both inside Dogstar and out.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dragar on November 23, 2021, 03:57:14 PM
exshippack is Machina Void Shipyards and I'm gonna guess UGH is Kingdom of Terra and yeah all of pantera's mods are on at once though that's never givin me trouble in any previous non JYD games. and yeah some of my carries (two infact the big yellow commander ship and my flagship the massive) has manufactory load balance.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dazs on November 23, 2021, 04:29:42 PM
 "kingdomofterra", is KOT so UGH is still a mystery. I had tested it against Machina Void Shipyards in the past but uninstalled that mod as I found the ships a bit too OP for me so I doubt it is that.  If I had to guess it may be a conflict with Modern Carriers but I went through all the code on those hull mods and saw no real commonality, in fact their code is quite elegant props to them.

I just uploaded a new version with the changes that fix Ontheheavens' hash map concerns. I know the posting title still says v0.85 but the link is for, let's call consider it a 0.9 pre-release. One of the files changed was CHM_JYD so d/l the new version on the OP and see if that fixes it. Should be save game compatible, was for me. Let me know if it still crashes, I will try a game with MVS installed in the mean time.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dazs on November 23, 2021, 04:39:56 PM
Quick update - I d/l that mod and it does have a hull mod that uses coom as it's hash map, guess I am not the only one who relies on Timid for help :) If that is the conflict, the aforementioned fix would address it. Just a shot in the dark but let's see!
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dragar on November 23, 2021, 05:34:35 PM
Oh. UGH is Unusually Gullible Hullmods.

Edit: an unfortunatly no that didn't fix the crash.

I can also consistently make the crash happen by just scrolling to the bottom row of my fleet page.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dazs on November 23, 2021, 06:34:44 PM
I now have every mod you had listed installed and ran it for over an hour with no issues. Other than maybe due to the fact I have not found that carrier hull mod you have installed I am stumped. I am going to take your crash report and post it in the misc questions forum and see it someone more adept can help. I'll let you know if anything comes of it.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dazs on November 24, 2021, 03:36:58 AM
@Dragar Asked and answered by ALEX no less :) and Timid was helpful as always. Another prerelease is on the Op that SHOULD (tm) fix your problem.

D/L it, try it and let me know.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dragar on November 24, 2021, 08:44:30 AM
Scrolled to the bottom of my fleet menu and no crash, looks like that fixed it.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dazs on November 24, 2021, 09:44:48 AM
Oh good because if Alex couldn't figure it out I have no idea who could lol.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: CrimsonPhalanx on November 25, 2021, 11:30:48 AM
The flames for the thruster in the Continental Class Battleship are horribly misaligned in my game, with both trios of fire starting from the left thruster group and extending to space.
Title: Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
Post by: Dazs on November 25, 2021, 12:10:13 PM
Ty I had noticed that and a couple other misalignments, it'll be fixed in the next release.
Title: Re: [0.95a] Junk Yard Dogs - V0.90 - 11/25/21
Post by: Dazs on November 25, 2021, 04:04:30 PM
v0.90 Released today - Happy Thanksgiving all!

Some bug fixes, a couple buffs , a couple nerfs and a new ship - See changelog on OP or in game files for details.
Title: Re: [0.95a] Junk Yard Dogs - V0.90.a - 11/26/21
Post by: Dazs on November 26, 2021, 02:51:50 AM
v0.9.a oopsie hotfix edition released - see changelog
Title: Re: [0.95a] Junk Yard Dogs - V0.90.a - 11/26/21
Post by: exuvo on December 02, 2021, 11:04:55 PM
Fails to load on linux due to case sensitive file system: Error loading [graphics/JYD/portraits/Commander.png] resource. The actual file is named commander.png with a lowercase c. I just renamed it with capital C and it loads but you might want to fix it for the next release.
Title: Re: [0.95a] Junk Yard Dogs - V0.90.b - 12/03/21
Post by: Dazs on December 03, 2021, 02:13:31 AM
Fails to load on linux due to case sensitive file system: Error loading [graphics/JYD/portraits/Commander.png] resource. The actual file is named commander.png with a lowercase c. I just renamed it with capital C and it loads but you might want to fix it for the next release.

Ah those little errors just sneak up on me lol. Just uploaded a fixed version, thank you so much for the heads up!
Title: Re: [0.95.1a] Junk Yard Dogs - V1.0 - 12/13/21
Post by: Dazs on December 13, 2021, 04:41:44 AM
v1.0 released today

Mainly some changes to ensure compatibility with 0.95.1a and a couple fine tuning adjustments, the op changelog has details.

I feel the mod is 1.0 bug tested and working as intended. I still have a couple ideas for the mod which I will work on once I am done tweaking Hiver Swarm and I am always gratefully interested in ideas/suggestions so please keep them coming!
Title: Re: [0.95.1a] Junk Yard Dogs - V1.0 - 12/13/21
Post by: Mosterdzaadje on December 13, 2021, 09:07:04 AM
Hello,

It seems I have a problem loading this mod, I'm getting a Fatal: Duplicate key error.
Spoiler
8490 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Duplicate key [CHM_JYD | ] while loading [data/hullmods/hull_mods.csv from [/home/****/Games Linux/Starsector Updated/./mods/Junk Yard Dogs]
java.lang.RuntimeException: Duplicate key [CHM_JYD | ] while loading [data/hullmods/hull_mods.csv from [/home/****/Games Linux/Starsector Updated/./mods/Junk Yard Dogs]
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ô00000(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)
[close]

I'm using Linux and am a complete novice when it come to Linux, so I'm unsure about what it is that's exactly happening, although I am quite certain that it is only this mod that is causing some trouble. The previous version of the mod works fine.

Maybe you or someone else knows what's up? Thanks in advance!
Title: Re: [0.95.1a] Junk Yard Dogs - V1.0 - 12/13/21
Post by: IonDragonX on December 13, 2021, 12:58:56 PM
v1.0 released today
Mainly some changes to ensure compatibility with 0.95.1a and a couple fine tuning adjustments, the op changelog has details.
I feel the mod is 1.0 bug tested and working as intended. I still have a couple ideas for the mod which I will work on once I am done tweaking Hiver Swarm and I am always gratefully interested in ideas/suggestions so please keep them coming!

IDK if you already saw this, but you made this guys Top Ten, gratz!
Kokoplays MB : TOP 10 AWESOME Starsector Mods You HAVE to Play Before 2021 Ends (https://www.youtube.com/watch?v=JGahaKPTz9w&t)
Title: Re: [0.95.1a] Junk Yard Dogs - V1.0 - 12/13/21
Post by: Dazs on December 13, 2021, 01:29:17 PM
Hello,

It seems I have a problem loading this mod, I'm getting a Fatal: Duplicate key error.
Spoiler
8490 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Duplicate key [CHM_JYD | ] while loading [data/hullmods/hull_mods.csv from [/home/****/Games Linux/Starsector Updated/./mods/Junk Yard Dogs]
java.lang.RuntimeException: Duplicate key [CHM_JYD | ] while loading [data/hullmods/hull_mods.csv from [/home/****/Games Linux/Starsector Updated/./mods/Junk Yard Dogs]
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ô00000(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)
[close]

I'm using Linux and am a complete novice when it come to Linux, so I'm unsure about what it is that's exactly happening, although I am quite certain that it is only this mod that is causing some trouble. The previous version of the mod works fine.

Maybe you or someone else knows what's up? Thanks in advance!

I am at a lost here because the log states it is a problem with the JYD commission hullmod which was not part of the changes from the previous version. Had you deleted the previous version before installing the current one?
Title: Re: [0.95.1a] Junk Yard Dogs - V1.0 - 12/13/21
Post by: Dazs on December 13, 2021, 01:39:42 PM
v1.0 released today
Mainly some changes to ensure compatibility with 0.95.1a and a couple fine tuning adjustments, the op changelog has details.
I feel the mod is 1.0 bug tested and working as intended. I still have a couple ideas for the mod which I will work on once I am done tweaking Hiver Swarm and I am always gratefully interested in ideas/suggestions so please keep them coming!

IDK if you already saw this, but you made this guys Top Ten, gratz!
Kokoplays MB : TOP 10 AWESOME Starsector Mods You HAVE to Play Before 2021 Ends (https://www.youtube.com/watch?v=JGahaKPTz9w&t)

I had no idea thank you so much for letting me know. His take on the mod is spot on for what I was going for!
Title: Re: [0.95.1a] Junk Yard Dogs - V1.0 - 12/13/21
Post by: Mosterdzaadje on December 14, 2021, 02:03:12 AM
Hello,

It seems I have a problem loading this mod, I'm getting a Fatal: Duplicate key error.
Spoiler
8490 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Duplicate key [CHM_JYD | ] while loading [data/hullmods/hull_mods.csv from [/home/****/Games Linux/Starsector Updated/./mods/Junk Yard Dogs]
java.lang.RuntimeException: Duplicate key [CHM_JYD | ] while loading [data/hullmods/hull_mods.csv from [/home/****/Games Linux/Starsector Updated/./mods/Junk Yard Dogs]
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ô00000(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)
[close]

I'm using Linux and am a complete novice when it come to Linux, so I'm unsure about what it is that's exactly happening, although I am quite certain that it is only this mod that is causing some trouble. The previous version of the mod works fine.

Maybe you or someone else knows what's up? Thanks in advance!

I am at a lost here because the log states it is a problem with the JYD commission hullmod which was not part of the changes from the previous version. Had you deleted the previous version before installing the current one?

Well, it was a problem on my end. For some strange reason the files got corrupted each time they were downloaded, some of the .json files were garbled. Restarting Linux and downloading it once again solved it. Sorry to take your time!
Title: Re: [0.95.1a] Junk Yard Dogs - V1.0 - 12/13/21
Post by: Dazs on December 14, 2021, 03:26:24 AM
Not a problem, glad to hear it. I was a bit concerned because I had just done a Linux pass on the mod lol. I am happy you were able to figure it out.

Enjoy!
Title: Re: [0.95.1a] Junk Yard Dogs - V1.0 - 12/13/21
Post by: Allafif on December 20, 2021, 03:13:41 PM
Maybe PD Pep should only be for kinetics, or mining lasers, or faction PD? It gives LR PD more range than tactical lasers. I'm using the command carrier as my flagship and no frigate or destroyer is willing to get close to all those beams.

I like all the capital support ships, but it strangely feels weird that the warships are that good? I do wonder how JYD could afford to design and build so many. I think it'd make the faction stand out more if the capitals were MacGyvered from salvaging other factions' ships. Worse than Onslaughts and Paragons, but with lowered deployment costs so you feel ok deploying them in more skirmishes.

But that's just like my opinion man. Great mod, love to be in a blue collar miner/prospector union. Very good dogs.
Title: Re: [0.95.1a] Junk Yard Dogs - V1.1 - 12/20/21
Post by: Dazs on December 20, 2021, 04:17:36 PM
v1.1 released today - see changelog for details

Maybe PD Pep should only be for kinetics, or mining lasers, or faction PD? It gives LR PD more range than tactical lasers. I'm using the command carrier as my flagship and no frigate or destroyer is willing to get close to all those beams.

I like all the capital support ships, but it strangely feels weird that the warships are that good? I do wonder how JYD could afford to design and build so many. I think it'd make the faction stand out more if the capitals were MacGyvered from salvaging other factions' ships. Worse than Onslaughts and Paragons, but with lowered deployment costs so you feel ok deploying them in more skirmishes.

But that's just like my opinion man. Great mod, love to be in a blue collar miner/prospector union. Very good dogs.

That's some good feedback, thank you for the kind words. I find it funny that every time I am about to post an update someone has a comment heh. I did make all the hullmods faction specific this update but PD weapons are a hard coded class and I would be unable to make PD pep ballistic only.

I originally went with all utility type ships in the mod but found that by mid to late game my fleets were just getting wiped out if I kept them JYD ship only so I added the ships with umph later to compensate. I did try to make them comparable but slightly less powerful than other faction mods capitals that are also Nexlerin buffed. However they would be more powerful next to Vanilla ships like the Paragon but I can give them another pass for the next update though. OH and in this update I added a new capital class logistics ship that is all buffs with minimal firepower so that may appeal :)
Title: Re: [0.95.1a] Junk Yard Dogs - V1.1 - 12/20/21
Post by: Oni on December 20, 2021, 09:13:23 PM
I'm getting a "Ship hull variant [JYD_peppy_standard] not found!" error when trying to load up with v1.1... JYD is from this mod, right?  :-\
Title: Re: [0.95.1a] Junk Yard Dogs - V1.1 - 12/20/21
Post by: Dazs on December 20, 2021, 09:38:40 PM
Yes, I added that ship today. I am unsure why it is not found, it loads for me in a previous save as well as a new game. I'll look into it but in the mean time, anyone else having this issue?
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
Post by: Dazs on December 20, 2021, 09:51:04 PM
Ah figured it out, when I was designing the peppy the variant file was saved to my Hiver Swarm variant folder. It did not show as an error on my end since it was being loaded from there. So sorry about that, it's always the little things that get me lol. I uploaded a new version with the missing file.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
Post by: Lerzan on December 20, 2021, 09:54:57 PM
Was about to post the same issue, then it said a new post was added and there is the fix! So far the error is gone with the new file.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
Post by: Dazs on December 20, 2021, 09:56:50 PM
Yea it was those damn Hivers, can't give them an inch!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
Post by: Sundivingdownloader on December 21, 2021, 01:29:06 AM
I think Far Sight and Sensor Booster should be mutually incompatible.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
Post by: Dazs on December 21, 2021, 03:36:23 AM
Good point, I made them at separate times and hadn't considered it. I'll add that as part of the next update.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
Post by: hello7op on December 24, 2021, 02:28:14 AM
I have some problem with the vicious ship, its AI doesn't want to engage enemy even when putting aggressive officer, especially when battle with friendly orbital station it will always hide behind the station and do nothing, I did try to increase and decrease weapon range but it only work when I personally pilot the ship.

Also the engine light from the commanding ship is a bit bright, can you tone it down a little.

Overall, I like the faction ship, not too OP and usable. Cheers  :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.1a - 12/21/21
Post by: Dazs on December 24, 2021, 08:19:48 AM
I have some problem with the vicious ship, its AI doesn't want to engage enemy even when putting aggressive officer, especially when battle with friendly orbital station it will always hide behind the station and do nothing, I did try to increase and decrease weapon range but it only work when I personally pilot the ship.

Also the engine light from the commanding ship is a bit bright, can you tone it down a little.

Overall, I like the faction ship, not too OP and usable. Cheers  :)

It has been my experience that when assisting a friendly battle station the game code has all slow large ships hide behind the station as a default. The only way I have been able to get them to engage was to set a rally point in front of the station and set them to go there or set an engage command on enemy ships beyond the station. I did look over the code for the Vicious and realized I had the speed and turn rate very low so I have increased those for the next update.

The commanding is set to use the engine graphic for midline ships which is brighter and cleaner than low tech engines but not as bright as high tech. I looked over the code and I do have those engine exhaust trails too extended so I shortened them for the next update which should help with your concern.

I think Far Sight and Sensor Booster should be mutually incompatible.

I started tinkering with the code but the more I thought about it I felt that taking away the choice for someone who would like to stack them sort of goes against the spirit of mod. It may be overpowered but it is a choice whether to spend your op on it. I do appreciate your comment but at this time I feel that leaving it as is more inclusive.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
Post by: Dazs on December 25, 2021, 08:26:20 AM
V 1.2 released today -changelog has details, save game compatible

Mainly I did a pass on ship loadouts and setups. I made a few base changes but mostly changed the variant files that the game uses to spawn the ships, the template when you use the "standard" refit and the loadouts of the starting ships. I also added the changes I mentioned above regarding hello7op concerns.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
Post by: Egren on December 26, 2021, 08:47:02 AM
While I do like the themes you're playing with in this mod, I feel it needs some serious balance passes. Admittedly; I've barely touched the mod, just now enabled it and started a Nexerelin run with JYD starter ships, but it stuck out to me very quickly.

One example: Asteroid Breaker (small ballistic PD) has higher dps and lower flux/s than the vanilla Heavy Machine Gun, and on top of that it is one size smaller. If you then add PD Pep hullmod to the ship, it turns into a Light Dual Autocannon with twice the dps for half the flux/s, roughly.

For the time being I'm leaving this mod out, but I'll be looking forward to revisiting it in the future. Best of luck to you.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
Post by: Dazs on December 26, 2021, 10:01:54 AM
While I do like the themes you're playing with in this mod, I feel it needs some serious balance passes. Admittedly; I've barely touched the mod, just now enabled it and started a Nexerelin run with JYD starter ships, but it stuck out to me very quickly.

One example: Asteroid Breaker (small ballistic PD) has higher dps and lower flux/s than the vanilla Heavy Machine Gun, and on top of that it is one size smaller. If you then add PD Pep hullmod to the ship, it turns into a Light Dual Autocannon with twice the dps for half the flux/s, roughly.

For the time being I'm leaving this mod out, but I'll be looking forward to revisiting it in the future. Best of luck to you.
Well hello there, thank you for taking the time to share your opinion. If you will allow me, I will try to explain my reasoning. I made this mod to be played with NEX and tried my best to give it weaknesses and strengths based on other mods made for NEX. I do agree that Asteroid Breaker is overpowered compared to vanilla PD weapons. I did that in response to the overpowered missiles in other modders faction mods. JYD ships are slower than average and their major weakness is against long range attacks from fast ships. If you play JYD without NEX or other faction mods that are NEX balanced then I figured players could just not use them if they liked the ships or some other part of the mod.

I made that weapon as one of the first things when I designed the mod and perhaps I had over tuned AB more than intended as I made other aspects. I just did a re-work of the ships and rebalanced them. I will look over the weapons and wings as the next step with your concerns in mind.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
Post by: General Bubbles on January 03, 2022, 10:30:25 AM
Allo! As of today (after Lunchtime, specifically) Every time I try to boot the game, I keep getting a CTD With this showing up.

It's been fine up until today, but JYD, for some reason, from now on, continually causes a CTD. I'm not good with this stuff, so I was wondering if any of you fine folks could help me fix/decipher this, because I really don't wanna stop using the mod, as it's a lot of fun.


Thanks for your time! 

[attachment deleted by admin]
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
Post by: Dazs on January 03, 2022, 03:12:27 PM
The line being referenced:    if (!haveNexerelin || SectorManager.getManager() is pretty much boiler plate for any faction mod that interacts with Nex. I have not adjusted that file in many updates and am unsure why my mod in particular is kicking up an error when I know of several faction mods that use the same method. I would suggest maybe downloading and reinstalling NEX as well as JYD as a first step and we'll go from there.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
Post by: General Bubbles on January 03, 2022, 05:42:29 PM
The line being referenced:    if (!haveNexerelin || SectorManager.getManager() is pretty much boiler plate for any faction mod that interacts with Nex. I have not adjusted that file in many updates and am unsure why my mod in particular is kicking up an error when I know of several faction mods that use the same method. I would suggest maybe downloading and reinstalling NEX as well as JYD as a first step and we'll go from there.


Alrighty, friendo, I have replaced both, so far so good. I'll try again in the morning/lunchtime to see if it holds.
I'm not sure why it started doing it in the first place. Nothing changed, no new mods or alterations, it just stopped cooperating O_o
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
Post by: Dazs on January 03, 2022, 06:47:49 PM
Sometimes files become corrupted, good to hear it worked. I figured that a fresh install would be the best step that would also allow you to continue your game.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.3 - 01/17/22
Post by: Dazs on January 17, 2022, 12:02:23 PM
v1.3 released today - Many changes and updates, please see changelog on OP or in the RAR file for details before installing. Also updated the associated pictures on the OP to reflect the changed assets.

-Save game compatible (I tested it with a 1.2 save with no obvious issues) but some changes may need a new game start to take effect

As a side note I have been granted access to post updates on the unofficial discord so you can grab it there as well

I took to heart several quality issues that were brought to my attention either here or in discord comments. I am just a guy with no previous coding or spriting skills trying to bring to the game what I though was a hole that needed filling. I learned a lot along the way and did my best to address them and I am sure I have more to learn and adjust. I hope players enjoy the 1.3 changes.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.3 - 01/17/22
Post by: Tipnick on January 17, 2022, 02:36:42 PM
Hi Dazs,
Great mod.
Just one thing, put version number on zip file, so we don't overwrite older versions. Just in case.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.3 - 01/17/22
Post by: Yunru on January 17, 2022, 02:42:10 PM
I don't say this as an insult, but the dog puns are by far the best part of this mod :P
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.3 - 01/17/22
Post by: Dazs on January 17, 2022, 03:31:35 PM
Hi Dazs,
Great mod.
Just one thing, put version number on zip file, so we don't overwrite older versions. Just in case.

Good point, I'll start doing that. It's why I put the date in the title but every bit helps.

I don't say this as an insult, but the dog puns are by far the best part of this mod :P

No insult taken. I know I'm not on your level, big fan of your mods. I have puns and references all over the mod, I am happy someone likes it :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.3 - 01/17/22
Post by: Screech9791 on January 20, 2022, 05:50:29 PM
I am unsure if this is intentional but asteroid breaker turrets have very high anti-shield DPS for their OP cost. If you mount 2 of them on an Adorable (which has an ability that doubles ballistic weapon fire rate), you get 1428 DPS against shields, and 2856 DPS if you also turn on the ammo feeder. If you mounted a third asteroid breaker on the Adorable's composite hardpoint, then you get an even higher 4284 DPS against shields. Did I mention that Safety Overrides can add even more fun?
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.3 - 01/17/22
Post by: Dazs on January 20, 2022, 07:41:46 PM
 
I am unsure if this is intentional but asteroid breaker turrets have very high anti-shield DPS for their OP cost. If you mount 2 of them on an Adorable (which has an ability that doubles ballistic weapon fire rate), you get 1428 DPS against shields, and 2856 DPS if you also turn on the ammo feeder. If you mounted a third asteroid breaker on the Adorable's composite hardpoint, then you get an even higher 4284 DPS against shields. Did I mention that Safety Overrides can add even more fun?


I read some comments on discord regarding that so in the last patch I changed their damage type from Kinetic which is 200% vs shield 100% vs armor to Fragmentation which is 25% vs shield and armor. Compared to the vanilla Vulcan which is the closest base weapon, It has its advantages but also it's drawbacks. AB costs 1 more OP, has a 143 lower dps, costs 37 more flux per second and has a higher refire delay. The plus side is it has a longer range and better accuracy.

(https://i.imgur.com/ilXGCtu.png)     (https://i.imgur.com/Ef1EHhX.png)

I am new to coding and maybe I am missing something. I admit I've made mistakes with weapons, heck I accidently made a typo on a Hiver weapon that made it do 3000 dps instead of 300 lol.

Before I go on a deeper dive, I have to ask if your numbers posted were before I nerfed AP to its current state posted above? And if not what are your numbers using a Vulcan with the same buffs in your post.

I truly appreciate you bringing it to my attention and apologize for giving you homework as a response :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.4 - 01/22/22
Post by: Dazs on January 22, 2022, 01:21:32 PM
v 1.04 released today - Save Game Compatible

Made several adjustments and added 2 new ships. - Details in the changelog and posted on the OP

Added the new ships to their respective size OP images (frigate, cruiser)

Slight change to the OP layout to now show the current changelog w/out having to click on the spoiler tab and put the old changelogs under spoiler tags because well it's been a long journey :)

A special thank you to Tipnick this time around for their idea to put version numbers on RAR. I also put them on the mod tab, you'll see when you unzip it just make sure to delete the old tab because this one will not overwrite as it is a different name. Though I do recommend in general you delete old versions before updating but I don't judge. :)

A note to people who use the mod. JYD comes with some pirate ships as part of the bounty system. I am tinkering with the idea of taking those and adding some more and making a pirate faction. It is already coded in JYD lore that JYD HATES pirates and I thought it may be fun to have a counter faction. IDK, I started kitbashing some sprites from spiral arms 2 and the discord server Spaceport Corvus #spiraled-arms. The work in progress images are in the mod under graphics/ships/pirates along with the HVB pirate images if you want to take a peek. But before I spend too many hours deep diving I would like some opinions on the idea and whether I should even bother since there are already pirate themed factions and other than some vague ideas I don't have a scheme to make them stand out at this stage.

Either way I hope you enjoy the changes and I always welcome comments and suggestion. Many of the ideas in my mods come from player suggestions and I am all about collaboration.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.4 - 01/22/22
Post by: Screech9791 on January 22, 2022, 03:03:14 PM
-snip-
Before I go on a deeper dive, I have to ask if your numbers posted were before I nerfed AP to its current state posted above? And if not what are your numbers using a Vulcan with the same buffs in your post.

I truly appreciate you bringing it to my attention and apologize for giving you homework as a response :)
This was before the AB dealt frag damage.

Also, for the pirate faction, name their ships after cats, with the capitals being named after big cats.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.4 - 01/22/22
Post by: Dazs on January 22, 2022, 06:35:37 PM
-snip-
Before I go on a deeper dive, I have to ask if your numbers posted were before I nerfed AP to its current state posted above? And if not what are your numbers using a Vulcan with the same buffs in your post.

I truly appreciate you bringing it to my attention and apologize for giving you homework as a response :)
This was before the AB dealt frag damage.

Also, for the pirate faction, name their ships after cats, with the capitals being named after big cats.

Well that's a relief thank you for replying. I've tinkered with that PD several times trying to get it correct to vision lol.

Well as to your cat themed faction idea, Felis is Latin for cat and is an actual star. As to a faction name, star wolves 3 (another game I enjoy) has a Wild Cats pirate faction but I think that may be too on the nose :) Now on to ship names, I went with a dog breed naming convention with these guys on my initial release but it was rightfully pointed out to me that every name I used had already been used (which is why they are all named after good doggo traits). That being said I can think of several cat named ships in SS so if I were to go the feline theme route that may take some research.

I appreciate your suggestion and it has merit but that still leaves what lacking aspect of the game could they fill. I made all three of my mods because I felt there was a hole in the game I could fill so to speak. What do pirates need in star sector that the game or other mods do not already provide? I like it, just needs some fleshing out.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.45 - 01/23/22
Post by: Dazs on January 23, 2022, 04:51:26 PM
v1.45 released today - Save game compatible however two changes require a new game - see changelog on OP or in the RAR for details before installing

I know I updated yesterday but this morning I saw some new comments on discord and I had a day off so I addressed them and fixed some other items that have been long term issues.

I made code mistakes, released blurry graphics and made over powered errors from when I first released the mod while new to Java and sprite design. I have done my best to address them and am sure there is a long journey to go.  If you have been turned off JYD by my past errors but are still interested, I just ask that you please look over the lengthy changelog since release for the numerous changes and balance passes I have made with the help of great beta testers and forum suggestions.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.45 - 01/23/22
Post by: rawkhawklives on January 25, 2022, 04:32:17 PM
The asteroid breaker nerf was long coming. It used to be I could make ships that function liked SO ships with no SO becasue of just how much kinetic power a small had for so little cost. Putting it on SO ships was mandatory. This was the best change you could've made imo.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.45 - 01/23/22
Post by: Dazs on January 25, 2022, 05:47:08 PM
Thank you for sticking with the mod as I learn and make it the way I wanted. I have no idea how many people play it other than myself and it is always nice treat to hear a kind word about it.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.45 - 01/23/22
Post by: Argonautis on January 26, 2022, 11:12:15 AM
I am having a problem when updating from 1.3 to 1.45
Game crashes upon loading and shows this (screenshot attached)

Just to be clear, am I deleting the old version and replacing it with the new one or copy the new version ontop of the old one?

[attachment deleted by admin]
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.45 - 01/23/22
Post by: Dazs on January 26, 2022, 03:35:00 PM
In the middle of that in the changelog between those versions I had changed the Industrious. As a general rule, yes you should delete old versions of mods before installing new ones. The problem with overwriting is that if a mod author deleted a file it will stick around and cause problems. If you want to continue your 1.3 save then keep the old version until you are done with it then delete the 1.3 folder and install the 1.45 one and start a new game.

If it still causes issues I will do my best to help you hunt down the problem just let me know.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: Dazs on January 28, 2022, 10:28:38 AM
v1.5 released today - Tested with a 1.45 save with no issues - the new start reputation changes require a new game - see changelog on OP or in RAR for details

In brief: I replaced two ship images, added two ships and a new torpedo and made several changes to descriptions and stats. I changed the forum OP with updated images and descriptions, fixed some spelling and grammar errors and separated the weapons and wings graphics since both categories have grown since initial release.

I feel the new assets this patch fills in all the holes in the mod to make it a complete faction if a player wanted to use only JYD assets. I will still be fixing any issues and tweaking the mod and who knows, I may find the need for another new ship, weapon or drone. My goal is to make this a fun balanced mod for players who want to focus on exploration mining and salvaging. I am always grateful for suggestions and open to new ideas so please keep them coming!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: balordezul on January 29, 2022, 08:39:00 AM
First off I'm a big fan of the theme, look and play style.  Even when playing other factions I fly over to Dogstar to get my mining / exploration support ships.

I ran the 1.5 version yesterday and tried out a few things and want to give some feedback.  


Right now playing a pure JYD game with no other ships and mostly only using JYD weapons and fighter craft.  Mainly I want to explore, mine and fight with balancing keeping my mining rating as high as possible.  

I got to try out the Int Q with I think 4 planet busters and two Drill LRMs and it works well as an early game missile support craft. I need some more play time with it to get a better feel if it is balanced. It does fit the theme of the faction being Drones to screen the fleet as they mainly attack with missile and minor ballistic support.


The Flea Bomber is a good change and at a solid OP cost.  It gets some shots off and normally dies adding in some good pressure on the enemy but clearly not to the level of a combat faction high cost OP bombers.  In bigger fights they shine more as you have more drones deployed between the different ships giving them a few more seconds to engage.  

Now the Planet Buster is a great addition to the fleet's weapons as you had to relegate the Asteroid Breaker to a PD weapon but you really needed something with a punch and OH BOY! This weapon needs some tuning and I'm going to point out a combo that is silly in a moment. If you are dead set on the profile of the weapon (range, flight speed, damage, ammo and re-fire rate) then it needs to be at least 8 OP and I would still put as many of them on my ships as I could. I feel this missile system is needed for JYD faction but in the current state it is very strong. The things I like about it is the flight speed and range as the rest of the faction missiles are fairly slow. In combat you have swarms of the Drill LRMs and SRMs overloading PD as you get a few fast moving planet breakers in the mix to help finish off the foe. The Planet Breaker's main issues for me are the OP cost and the re-fire rate both likely should be adjusted. I suggest to change the OP in the range from 6 to 8 and re-fire adding 2 to 4 seconds to the current version.

So I did break the game a bit with the Loyal and the missile auto forge (aka instant unlimited ammo). I ran it with two Drill LRMs and 8 linked Planet Breakers and SIM killed an Onslaught in just a few minutes. I should have timed it, sorry I did not think about it until after. That missile auto forge needs to go or add a 30 second to a minute delay to it if possible. Even replacing it with fetch decks and or expanded missile racks or more drones.

PS: The Loyal's ingame description does not match the loadout that says 5 botfly drones and it has three botflys and one heavy in my game.  I'm not sure if the description is out of date or me updating a few times vs a new game start is the issue. 

Now for my JYD wishlist and some of these may just not be doable or might not interest you.

First are two low tier ships being pursuit ships as this faction is fairly slow and having an option to take down fleeing craft or faster moving cargo ships within the faction would be nice.

Trying to keep to the theme of salvage and mining but meeting the goal of a pursuit craft these are going to be a little different.

So naming the frigate just so we have something to call beside "that" ship.  I'm rolling with a placeholder of Brutus being an overly aggressive name that can show up on toy dog breeds.  Let's also take the theme of using what JYD has to be resourceful.  Theoretically utilizing the Adorable as the base model to create a variant and save time both in lore and for the designer.  Now strip off the rear right weapon mount and add a larger engine to the block and ideally on the rear sides to break up the profile.  Having this add +20 speed taking it from 125 to 145 but reduce the maneuverability as the trade.  Change the ship's ability to an engine burn to go after the target.
 
Now the hard part and something you may just say flat no too. What about using this as a test bed for a built in weapon system and that being of an overcharged modified mining laser. Now hear me out. I know lasers are not part of the normal JYD theme but mining lasers are a common mining tool and even fits salvage. This way it adds another weapon with a bonus to mining.  Have it installed right in the snug little spot right in the middle front of the Adorable as a fixed forward harpoint built into the ship. Behind it in that narrow gap you could put metal looking rigging with over tuned or jerry rigged design and possibly a glow to help set the mood. Also modify the back right weapon port that was removed to look like a somewhat exposed reactor or extra large reactor. As for the weapon, keep it a sustained beam doing the normal 100% damage balance but also add EMP damage to it as it is overcharged by design. The EMP added on top of a decent energy weapon will allow you to add some control to the battle the JYD does not naturally have beside a drone screen.  As a built in locked weapon system this might be a medium weapon system if you have interest in exploring this idea more.  Giving you room down the road to create large and small variants.  

Lore wise it can be a ship used to get around quickly and rip through fast moving asteroids or move into a needed location to help cut apart salvage. 

I don't have a fun name for the second ship but we can call it Bully as a stand in.  The idea here is an asteroid mover by physically moving it with the front of the ship.  So part tug, part reckless rammer if you will.  

For this one use the baseline of the hammerhead. Add a new texture over the top of the armor to give it a more JYD look.  Remove the front two small missile hardpoints and change the fixed ballistic hardpoints to angled turrets. In the front build a new frame to extend beyond the front of the ship to create a makeshift oversized ram that is heavily armored to be able to push asteroids with. Possibly small gripping claws on the right and left so items would not move.  Do a different set of engines in the back that removes the gap but gives it a like it was modified for speed look. Add two drone hangers on the left and right of the spine with stock locked drones of a Mite and a Gnat.  Now you have a profile of a large front and boxy ish back half.

Keep the speed the same as the hammerhead but reduce maneuverability a bit for the exchange of more mass but more engines.  Reduce the shield arc from 300 to 150. If you can add the ship's ability for it to ram. So a boost in speed forward, no shields and a temporary resistance boost to damage taken plus damage done to target on impact. The the ideal stock loadout being two Mining Recoilless Blasters on angled turrets, the two front missile hardpoints removed, the two small forward hybrid turrets changed to small missile turrets with Drill SRMs and the rear two turrets change to small ballistic running Asteroid Breakers.
  
For weapons again I would love to see some interesting mining, emp weapons on the fleet if that seems interesting to you even if these are limited or built in fixed weapons.  Also some large mounts for the Drill LRM, SRM or armored MRMs.  Lastly with the Drills a visual update would be awesome of their animation the weapons work fine but the animation and missiles could use a little love.
I know JYD is hull mod heavy but I have two more to suggest and these may not fit or are just too hard to do.  

As this is a fighter heavy faction and the character skill fighter uplink skill degrades fast a hull mod that focuses on balancing that would help. Naming because we need something to call it Veteran Drone Operations.  Have it match the OP costs for Heavy Armor as that one is costly without being on the extreme. It would be best if it would work only with JYD drones but I'm not sure if that is even possible to avoid game imbalance with other faction fighters. Have it increase drones top speed by 20% and target leading accuracy by 30% plus an engagement range boost of 500.  
The last one is more fluffy but I do a lot of mining.  Again we need a name, "Risk Assessment CnC". Just like the hull mod Operations Center matches the OP costs and the restrictions that it has to be on your flagship.  Ideally I would love for it to reduce how bad an accident you get from mining or salvaging if possible.  If that is completely not doable a flat bonus for mining and salvaging would be nice and naming it differently to reflect that.  

I hope you take my feedback in a positive manner.  If anything, look at my wish listing for your mod as how much someone is enjoying it and really going full bore into this dog eat dog mod.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: Dazs on January 29, 2022, 11:25:31 AM
First off I'm a big fan of the theme, look and play style.  Even when playing other factions I fly over to Dogstar to get my mining / exploration support ships.

I ran the 1.5 version yesterday and tried out a few things and want to give some feedback. 


Right now playing a pure JYD game with no other ships and mostly only using JYD weapons and fighter craft.  Mainly I want to explore, mine and fight with balancing keeping my mining rating as high as possible. 

I got to try out the Int Q with I think 4 planet busters and two Drill LRMs and it works well as an early game missile support craft. I need some more play time with it to get a better feel if it is balanced. It does fit the theme of the faction being Drones to screen the fleet as they mainly attack with missile and minor ballistic support.


The Flea Bomber is a good change and at a solid OP cost.  It gets some shots off and normally dies adding in some good pressure on the enemy but clearly not to the level of a combat faction high cost OP bombers.  In bigger fights they shine more as you have more drones deployed between the different ships giving them a few more seconds to engage. 

I want to start off with how floored I am with all the detailed work you put into this. I am honestly flattered you made an account just to do so. I will address each point individually rather than a second wall of text. :)

I was on the fence with the Q and spent way too much time trying to balance it, glad to hear it does it's job. As to the Flea, you got it in one! It was always my intent that that the other drones cover it while it makes it's run and I figured giving it the MIRV over a PD mount would equal more survivability as you state, those multi-missiles are good for tying up an enemy PD.

Now the Planet Buster is a great addition to the fleet's weapons as you had to relegate the Asteroid Breaker to a PD weapon but you really needed something with a punch and OH BOY! This weapon needs some tuning and I'm going to point out a combo that is silly in a moment. If you are dead set on the profile of the weapon (range, flight speed, damage, ammo and re-fire rate) then it needs to be at least 8 OP and I would still put as many of them on my ships as I could. I feel this missile system is needed for JYD faction but in the current state it is very strong. The things I like about it is the flight speed and range as the rest of the faction missiles are fairly slow. In combat you have swarms of the Drill LRMs and SRMs overloading PD as you get a few fast moving planet breakers in the mix to help finish off the foe. The Planet Breaker's main issues for me are the OP cost and the re-fire rate both likely should be adjusted. I suggest to change the OP in the range from 6 to 8 and re-fire adding 2 to 4 seconds to the current version.

So I did break the game a bit with the Loyal and the missile auto forge (aka instant unlimited ammo). I ran it with two Drill LRMs and 8 linked Planet Breakers and SIM killed an Onslaught in just a few minutes. I should have timed it, sorry I did not think about it until after. That missile auto forge needs to go or add a 30 second to a minute delay to it if possible. Even replacing it with fetch decks and or expanded missile racks or more drones.

I made the Buster for the reasons you state, again glad someone get's it :) It started off with wanting to replace the Hammer, the only other torpedo in that size that has mining stats. I essentially doubled the ammo and OP but added guidance and a heftier punch for more credits. Now to your points, I would be hesitant to go more than 4 OP because for it it to be used on frigates and destroyers more than 4 would be a big drain. I had not considered the autoforge however so removing the limiting factor of 4 really does make it OP. I will tinker with it but I will most likely increase the charge up and cooldown so they cannot be spammed as I intended them to be used as a finishing weapon once the shields were down.

PS: The Loyal's ingame description does not match the loadout that says 5 botfly drones and it has three botflys and one heavy in my game.  I'm not sure if the description is out of date or me updating a few times vs a new game start is the issue.

Lol, I spent so much time this patch trying to fix the spelling, grammar and correct outdated descriptions. It was inevitable I would miss one, thanks for the head's up I'll have that fixed in 1.55.

First are two low tier ships being pursuit ships as this faction is fairly slow and having an option to take down fleeing craft or faster moving cargo ships within the faction would be nice.

Trying to keep to the theme of salvage and mining but meeting the goal of a pursuit craft these are going to be a little different.

So naming the frigate just so we have something to call beside "that" ship.  I'm rolling with a placeholder of Brutus being an overly aggressive name that can show up on toy dog breeds.  Let's also take the theme of using what JYD has to be resourceful.  Theoretically utilizing the Adorable as the base model to create a variant and save time both in lore and for the designer.  Now strip off the rear right weapon mount and add a larger engine to the block and ideally on the rear sides to break up the profile.  Having this add +20 speed taking it from 125 to 145 but reduce the maneuverability as the trade.  Change the ship's ability to an engine burn to go after the target.

The core design of JYD ships are heavy armor and hull having high mass with medium shields and on the slow side. I envisioned them as sturdy but rough looking since they are essentially getting hit by asteroid debris constantly. I did my best to have them look well loved with dirty or gritty graphics. So I made the drones and missiles longer range than vanilla as a way for them to chase down runners but you do have a point. I think I can come up with a design to the specifications you suggest and still keep it balanced with some built in d-mods to account for it.

Now the hard part and something you may just say flat no too. What about using this as a test bed for a built in weapon system and that being of an overcharged modified mining laser. Now hear me out. I know lasers are not part of the normal JYD theme but mining lasers are a common mining tool and even fits salvage. This way it adds another weapon with a bonus to mining.  Have it installed right in the snug little spot right in the middle front of the Adorable as a fixed forward harpoint built into the ship. Behind it in that narrow gap you could put metal looking rigging with over tuned or jerry rigged design and possibly a glow to help set the mood. Also modify the back right weapon port that was removed to look like a somewhat exposed reactor or extra large reactor. As for the weapon, keep it a sustained beam doing the normal 100% damage balance but also add EMP damage to it as it is overcharged by design. The EMP added on top of a decent energy weapon will allow you to add some control to the battle the JYD does not naturally have beside a drone screen.  As a built in locked weapon system this might be a medium weapon system if you have interest in exploring this idea more.  Giving you room down the road to create large and small variants. 

Lore wise it can be a ship used to get around quickly and rip through fast moving asteroids or move into a needed location to help cut apart salvage.

Well what you are describing is actually one of my favorite non-JYD ships that has a built in weapon very close to what you describe. The Quarry Class Assault mining Rig from Keruvium Exports has a built in large mount energy weapon, the M74 Asteroid Cracker. https://fractalsoftworks.com/forum/index.php?topic=20513.0 I am always looking for a pirate fleet when I first start a game that has one I can salvage. I have had it on the backburner to do something similar but I have not added it for a couple reasons, Firstly connortron7 knocked it out of the park already and it would be disrespectful of me to copy it. Secondly I already have 35 faction ships and I fell I am nearing game bloat so I try my best to only make ships that aren't already a thing when I can. Now to make a medium or small version well I can take a crack (pun intended) at that but make it it's own thing in 1.55.

I don't have a fun name for the second ship but we can call it Bully as a stand in.  The idea here is an asteroid mover by physically moving it with the front of the ship.  So part tug, part reckless rammer if you will. 

For this one use the baseline of the hammerhead. Add a new texture over the top of the armor to give it a more JYD look.  Remove the front two small missile hardpoints and change the fixed ballistic hardpoints to angled turrets. In the front build a new frame to extend beyond the front of the ship to create a makeshift oversized ram that is heavily armored to be able to push asteroids with. Possibly small gripping claws on the right and left so items would not move.  Do a different set of engines in the back that removes the gap but gives it a like it was modified for speed look. Add two drone hangers on the left and right of the spine with stock locked drones of a Mite and a Gnat.  Now you have a profile of a large front and boxy ish back half.

Keep the speed the same as the hammerhead but reduce maneuverability a bit for the exchange of more mass but more engines.  Reduce the shield arc from 300 to 150. If you can add the ship's ability for it to ram. So a boost in speed forward, no shields and a temporary resistance boost to damage taken plus damage done to target on impact. The the ideal stock loadout being two Mining Recoilless Blasters on angled turrets, the two front missile hardpoints removed, the two small forward hybrid turrets changed to small missile turrets with Drill SRMs and the rear two turrets change to small ballistic running Asteroid Breakers.

I originally intended the Irksome to be a bully pusher but it has gone though a couple remakes and is now more of a small cargo ship. However that is a frigate and you are talking destroyer level so that one is out for yet another remake. I have dyslexia and some nerve damage to my right arm so it is hard for me to make my own detailed ship designs, however, I really do enjoy kit-bashing and recoloring ships and reviving one of my old concepts really appeals. I cannot promise it'll be all you ask but that idea is now locked in and I'll come up with something :)

For weapons again I would love to see some interesting mining, emp weapons on the fleet if that seems interesting to you even if these are limited or built in fixed weapons.  Also some large mounts for the Drill LRM, SRM or armored MRMs.  Lastly with the Drills a visual update would be awesome of their animation the weapons work fine but the animation and missiles could use a little love.

I made some EMP weapons for my Hiver mod and I do use them but I feel they are a high tech weapon and JYD is a low to mid tech faction. I would also have to think of a reason that EMP would be of use for mining. Let me give that some more thought and I'll get back to you. Now, large missiles are a hole in their arsenal and I appreciate you pointing that out. To make them truly self sufficient, I could see having a large MIRV and/or a large singe shot missile as part of their lineup. More fodder for 1.55 :)

I know JYD is hull mod heavy but I have two more to suggest and these may not fit or are just too hard to do. 

As this is a fighter heavy faction and the character skill fighter uplink skill degrades fast a hull mod that focuses on balancing that would help. Naming because we need something to call it Veteran Drone Operations.  Have it match the OP costs for Heavy Armor as that one is costly without being on the extreme. It would be best if it would work only with JYD drones but I'm not sure if that is even possible to avoid game imbalance with other faction fighters. Have it increase drones top speed by 20% and target leading accuracy by 30% plus an engagement range boost of 500. 

I did go a bit overboard with the hull mods but I like giving players options. Targeting Feed, Recall Device and Reserve Wing all already in-game ship systems so a hull mod would have to fill in a gap those do not already cover. The JYD fetch deck hull mod also effects drones and fighters so there is that as well. I will have to deep dive on all those in-existence systems and mods. Also, I am not sure if I can make a hull mod only useable on JYD drones. I'll do some more research and get back to you on the idea.

The last one is more fluffy but I do a lot of mining.  Again we need a name, "Risk Assessment CnC". Just like the hull mod Operations Center matches the OP costs and the restrictions that it has to be on your flagship.  Ideally I would love for it to reduce how bad an accident you get from mining or salvaging if possible. 
If that is completely not doable a flat bonus for mining and salvaging would be nice and naming it differently to reflect that. 
Well in essence JYD already has that built in. I have mining output increases built in to the JYD ships already and with many of their ships having built in Salvage Gantries the salvage gained is more than non-JYD ships. To stack above that would border on over powered so were I to also add a hull mod I would have to carefully asses it based n that. Not saying no, but probobly not in the next update.

Well the mining code is custom made by Histidine for Nexerelin, I do not think I could effect it without infringing on the code. I have asked on the Nexerelin forum for help with the colony fleet aspect of the mod and was given permission to use some of that code to fix an issue with my Hiver mod. So i know that mod author is generous and helpful. I will consult and see what can be done. Either way I would not want to reduce the damage too much because it is a core concept of the mining mini-game and I am a believer is risk vs reward.

I hope you take my feedback in a positive manner.  If anything, look at my wish listing for your mod as how much someone is enjoying it and really going full bore into this dog eat dog mod.

Positive? My man this is a brilliant take on it! I was at the point that I felt OK JYD is done-ish, time to move on but now I am jazzed to work on it again. I get some dings and hash comments on discord about the nature of the mod or the low-rez graphics and it is such a pleasure to get constructive feedback like this. I am currently snowed in and have some time on my hands so I'll go under hood and tinker on these ideas and get back to you.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: balordezul on January 29, 2022, 03:50:19 PM
After playing a few more hours today the AI will rarely fire the Planet Buster if they are on their own bind unless you have all missile systems linked.  If it has a Drill system or a ok gun on separate binds the AI ignores the Planet Buster.  Even if it would only just take a little bit to overload the flux.  When linked with a Drill system the AI will wait for the Drill to refresh and fire all of them at once. 

Mostly it seems to be a player based issue taking advantage of it or me.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: Dazs on January 29, 2022, 07:06:58 PM
After playing a few more hours today the AI will rarely fire the Planet Buster if they are on their own bind unless you have all missile systems linked.  If it has a Drill system or a ok gun on separate binds the AI ignores the Planet Buster.  Even if it would only just take a little bit to overload the flux.  When linked with a Drill system the AI will wait for the Drill to refresh and fire all of them at once. 

Mostly it seems to be a player based issue taking advantage of it or me.

Hi always glad to see another rockhopper! The issue with that setup is not you, it is a matter having a limited ammo torpedo and a missile on the same link. Swap out the PB for any other torpedo and you'll get the same result. For some reason the AI does not handle that combo very well. If you absolutely, positively want to brute force the AI into shooting limited ammo torpedoes, you can group a ballistic or energy weapon and the torpedo into a single group set to linked autofire and it should fire every time the other weapon is in range.

Found this reply from Alex in another thread regarding the AI use of torpedos (which are strike weapons)

Thanks for the report! The first is - the AI basically will not fire a strike weapon more than once every so often. I've been meaning to look at that as it does lead to cases like this, but it also does help it conserve them in the case of a larger battle, so it's... not necessarily straightforward to figure out what's actually best.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: balordezul on January 30, 2022, 08:35:45 AM
I just read that after seeing your post and started doing more tests with Stalwart, Int Q and Confident and my Loyal.  All via sims so it will likely change in normal combat with more ships.  But the Planet Buster does act funny I think it is the torpedo class AI coding vs that item.  I also noticed that not all guided torpedoes act the same with the AI.  For example the Alecto Atropos with 6 salvos will fire more often and be more liberal than a harpoon MRM only having 3 salvos.


Also sorry I was not all that clear in the post last night I have been running on very little sleep with a few sick kids in the house.

Int Q finding and a little bit of Planet Buster play. 

This ship likes to get in close and mix it up running it both with your stock setup and few different variants.  In almost every way I have played it the ships ends up to be a burst DSP alpha strike and then the combat effectiveness drops quickly.  It is cheap to run and deploy so not a bad trade but player might need to make for sure it micromanaged in combat.  I did find the stock version with the asteroid break force it to come in closer making it easier to kill but that might be a good thing.  When the Int Q fluxes out a smaller ship the Int Q would extremely rarely fire the Planet Buster but this is likely an AI thing. 

The way I'm running it now is 4 Drill SRMs and 2 Drill LRMs and a mix of hull mods.  This Loadout lets the AI keep a little more at range and then goes in for spike damage and it seems to understand how to use it. I feel they are best to set to guard a cautious ship keeping them out of the SRM range.  Then send them in to burn down a target and withdraw from the main line.  They definitely will not work for protracted engagements and that is perfect. It does very well hitting much higher than its weight class. It has been able to sim solo kill much higher OP costing ships. When it does win the ammo is nearly depleted.
 
The Confident is interesting almost acts a little like a hammerhead if I had to make a connection to another ship.  The stock setup works well for an aggressive manner.  The ships will change completely if you switch it to Drill LRMs and now it plays keep away offering you a more support defensive roll if you don't want to chance to loose your fuel tanker.

Some more AI testing with the loyal combed with the Planet Busters and just leaving all the PB in their own grouping.  After seeing some interesting AI combats I'm fairly sure this is just an issue with the games AI.  When taking on ships of a similar or small class / OP costs even of key times a single torpedo would do a great deal the AI would not fire one.  Now it did consistently fire at larger ships when they were fluxed out and saw this with the Stalwart as well. The goofy thing I saw the Loyal do was use the 8 Planet Busters as anti fighter as the ship was only relying on the drone support in my build for that role.

The Stalwart is amazing, great amounting option and good drone setup plus all the utility.  The only strange thing for me is the rear medium mount as it works just fine with an Asteroid Breaker.  Unless you have a JYD mining point defense weapon in the works?

First, I understand that things change overtime and sometimes items don't evolve as fast as others but let's talk about the Commanding.  Any chance to get a new higher resolution version of this wonderful yellow school bus?  Now how do you intended for this be equipped as it has a lot of small hybrid mounts, 4 small synergy mounts and two large synergy mounts?  I know this was made before the major change to the Asteroid Breaker so it is in a goofy place in my head.  The damage dealing small mounts are all missiles for JYD right now.  The 4 small synergy mounts let you take your choice and as my flag ship has Planet Busters are the clear winner.  The very strange thing is the large synergy mounting here as you have a large JYD ballistic weapon.  I'm going to keep an eye out for more weapons in future updates as a JYD large missile system on here or JYD energy mining / salvage small and large would be welcome.

Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: Dazs on January 30, 2022, 10:02:33 AM
I just read that after seeing your post and started doing more tests with Stalwart, Int Q and Confident and my Loyal.  All via sims so it will likely change in normal combat with more ships.  But the Planet Buster does act funny I think it is the torpedo class AI coding vs that item.  I also noticed that not all guided torpedoes act the same with the AI.  For example the Alecto Atropos with 6 salvos will fire more often and be more liberal than a harpoon MRM only having 3 salvos.


Also sorry I was not all that clear in the post last night I have been running on very little sleep with a few sick kids in the house.

Oh hey that is alright, my family just went for a round of the Covid two step and I get it :) The point you make about other guided torpedoes is that anything that is under 6 ammo is considered "limited" and the AI kicks in for those, saving them for that right moment. Did those other torpedoes have a stack count higher than 4? I did more testing after my last post as this is the first torpedo I have made. I tried several AI tags in the code but it just would not fire on cooldown. The only way I could get it to fire is I put one on the front mount of the Loyal and a light mortar on the other front mount and linked them. Sure enough the PB was wrecking like a champ. I did it with a couple other limited ammo torps and had the same result so my guess is it is a AI thing as well. Now that being said, I am hesitant to to increase the ammo count because I then feel the need to raise the OP to equip to a point it makes it a less worthy option to use vs other torpedoes. Oh also, I tested the Flea Bomber and it fired on cooldown so w/e this thing is, it does not effect fighters and drones.


Int Q finding and a little bit of Planet Buster play. 

This ship likes to get in close and mix it up running it both with your stock setup and few different variants.  In almost every way I have played it the ships ends up to be a burst DSP alpha strike and then the combat effectiveness drops quickly.  It is cheap to run and deploy so not a bad trade but player might need to make for sure it micromanaged in combat.  I did find the stock version with the asteroid break force it to come in closer making it easier to kill but that might be a good thing.  When the Int Q fluxes out a smaller ship the Int Q would extremely rarely fire the Planet Buster but this is likely an AI thing. 

The way I'm running it now is 4 Drill SRMs and 2 Drill LRMs and a mix of hull mods.  This Loadout lets the AI keep a little more at range and then goes in for spike damage and it seems to understand how to use it. I feel they are best to set to guard a cautious ship keeping them out of the SRM range.  Then send them in to burn down a target and withdraw from the main line.  They definitely will not work for protracted engagements and that is perfect. It does very well hitting much higher than its weight class. It has been able to sim solo kill much higher OP costing ships. When it does win the ammo is nearly depleted.
 

Destroyers and frigates are hard coded to be up front wolfpack skirmishers that use hit and run tactics and the Q falls in line like a good boy. I specifically made the Brawler Missile hull mod to address this. So if you have a small ship armed with say the Drill LRM, using that hull mod is the best bet to get it to disengage faster since the slow LRM gets off quicker.

The Confident is interesting almost acts a little like a hammerhead if I had to make a connection to another ship.  The stock setup works well for an aggressive manner.  The ships will change completely if you switch it to Drill LRMs and now it plays keep away offering you a more support defensive roll if you don't want to chance to loose your fuel tanker.
 

Yep! I have all my ships in either composite or synergy weapon mounts for just that reason. Different situations require different setups. I arm my ships based on the fleet I have at the time. To use your example, sometime the Confident is your toughest ship in the fleet and you want it to be a brawler but once the fleet grows you can now have it back off and provide missile support. I enjoy that kind of theory crafting and wanted to give players who do as well the opportunity to play with flex mounts. 

Some more AI testing with the loyal combed with the Planet Busters and just leaving all the PB in their own grouping.  After seeing some interesting AI combats I'm fairly sure this is just an issue with the games AI.  When taking on ships of a similar or small class / OP costs even of key times a single torpedo would do a great deal the AI would not fire one.  Now it did consistently fire at larger ships when they were fluxed out and saw this with the Stalwart as well. The goofy thing I saw the Loyal do was use the 8 Planet Busters as anti fighter as the ship was only relying on the drone support in my build for that role.
 

Yea I guess see above. Alex is aware of the issue and recently posted that he is looking into it. Arm it accordingly for now I guess.

The Stalwart is amazing, great amounting option and good drone setup plus all the utility.  The only strange thing for me is the rear medium mount as it works just fine with an Asteroid Breaker.  Unless you have a JYD mining point defense weapon in the works?
 

The Stalwart has become one of my favorite doggos (shh don't let the others know) I am happy to hear you like it. JYD also stocks base and low tech weapons so I use a heavy machine gun on that rear turret, a flak would work as well. That being said, you do make a case for a JYD medium mount PD. I'll add it to the list for 1.55 :)

First, I understand that things change overtime and sometimes items don't evolve as fast as others but let's talk about the Commanding.  Any chance to get a new higher resolution version of this wonderful yellow school bus?  Now how do you intended for this be equipped as it has a lot of small hybrid mounts, 4 small synergy mounts and two large synergy mounts?  I know this was made before the major change to the Asteroid Breaker so it is in a goofy place in my head.  The damage dealing small mounts are all missiles for JYD right now.  The 4 small synergy mounts let you take your choice and as my flag ship has Planet Busters are the clear winner.  The very strange thing is the large synergy mounting here as you have a large JYD ballistic weapon.  I'm going to keep an eye out for more weapons in future updates as a JYD large missile system on here or JYD energy mining / salvage small and large would be welcome.

Ahh the good ole Commanding, I do love that girl but she is getting long in the teeth. In the patch I am working on I have already upgraded the Loyal's graphics for that exact reason. I made most of these ships at release when I had little clue how to do it proper, it has been a labor of love slowly upgrading all their looks. I'll give the Commanding a tuning pass and try to upgrade it's looks while I am at it for 1.55 as well.

Thank you so much taking the time to post all this, it really warms my heart (and I need that, it is 9 degrees here atm lol) I have some time tonight so I'll work on it and I may have a patch out by Monday night/Tuesday if my time management schedule is correct. I have this thread linked to my email to notify me if there is a reply so keep those comments and suggestions coming! 
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: Dazs on January 30, 2022, 11:54:24 AM
Tried to update the graphics on the Commanding but the original hull and parts I used for it were low-rez to begin with. Not sure if what I came up with is an improvement, what do you think?
(https://i.imgur.com/L7iwF8g.png)   (https://i.imgur.com/Fg1mDC6.png)

The original is on the left and today's "update" is on the right, also I replaced that black spot on the back with a medium mount. I still need to do a pass on the loadouts but figured I'd ask your (or anyone else who cares) opinion on the graphics first while I work on the other changes.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: Oni on January 30, 2022, 01:57:56 PM
Tried to update the graphics on the Commanding but the original hull and parts I used for it were low-rez to begin with...

Well it looks like an improvement to me, certainly a bit sharper, but I think it'll look blurry no matter what you do until you find higher rez parts for it.  :-\
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: balordezul on January 30, 2022, 04:22:51 PM
First thanks for putting the work into this and I will take any improvement.

It is an improvement and at least we can tell where the mountings are now.  That is a big help as I missed some of the mounts the first time I equipped the ship.  In my opinion it is a good placeholder but it might need a high rez rebuild from the ground up when you have some more time.  Considering how this is the command and control ship what if you reimagined it as a capital class and create a new model for it?  You have the role down but this would let you give it a complete fresh pass. 



Hmmm a rear medium mount you say?  :P
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: Tipnick on January 30, 2022, 05:52:31 PM
Dasz, you should always check gray picture in order to make sure there is enough contrast, because some (different) colors have the same value of light intensity. Form is articulated by difference in intensity of light, not by difference in color.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: Dazs on January 30, 2022, 06:52:26 PM
That you all for your input. I am about half way done my to-do list for 1.55, part of which was the new loadout for the ship. I am going to knock that out before revisiting the Commanding sprite. I'll use the new updated graphic at least for now cause I really like the ole girl. I'll try the tips Tipnick suggests but I may have to retire her to the farm and find a new girl to love.

In the mean time, meet the new members of the family as suggested by balordezul:

(https://i.imgur.com/OdZxtPf.png)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: balordezul on January 31, 2022, 03:54:20 AM
Oh those are neat and a good reason to have one of each in my fleet.  I know the AI can be a bit goofy with ramming but in player hands it can be done well with some major dangers of over extending.  I love the Energetic it has a very much belter expanse vibe. Right now I'm ignoring getting more than one objective as a pure mid game JYD fleet.  So this will give an option combined with the Operations Center of the Commanding to micro manage the Energetic a bit.

As a counter argument on my own comment about the commanding being a capital class right now it is lean.  High support and utility, good support damage between 4 Planet Breakers and 4 Flea bombers, lower OP cost and crew pay vs a capital.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: Dazs on January 31, 2022, 04:40:50 AM
Oh those are neat and a good reason to have one of each in my fleet.  I know the AI can be a bit goofy with ramming but in player hands it can be done well with some major dangers of over extending.  I love the Energetic it has a very much belter expanse vibe. Right now I'm ignoring getting more than one objective as a pure mid game JYD fleet.  So this will give an option combined with the Operations Center of the Commanding to micro manage the Energetic a bit.

As a counter argument on my own comment about the commanding being a capital class right now it is lean.  High support and utility, good support damage between 4 Planet Breakers and 4 Flea bombers, lower OP cost and crew pay vs a capital.

Yep, I was on that expanse vibe as well, glad you like it. As to the Rambunctious, I have noticed that some ships unintentailly ram others with the burn drive because they cannot turn but it is intended to be a player ship if you want to ram. It currently has heavy armor, decent shields and can take a punch. I can see it being used tactically in a couple situations such as knocking an enemy off an objective or messing with it's firing arc.  It is a destroyer after all so I do not want it too OP but with it's speed it makes for a good wolfpack in and out ship.

I am a little confused at your commanding comments tbh and would like some clarity there if you will. Are you asking for a operations center to be a built in hull mod on the Energetic? If so, idk that may be a bit OP Id' have to look into if any other frigates have that. Anyway I'm off to weapon making, ugh not my favorite thing. I may go energy pulse weapons like I do in my Hiver mod because beams aren't really my thing but I just started that phase of the project so who knows.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.5 - 01/28/22
Post by: balordezul on January 31, 2022, 07:20:29 AM
With the Rambunctious I have used other ramming ships to good effect by flanking and moving them out of the enemy defensive line.  Normally by pushing them out and away or push them into my forces so they are less supported.  They can also help create enemy convey traffic jams.  Additionally you can use the boost for a chance to try to snag some of those the slightly faster ships that are retreating at the end of a battle.

As for clarification, I was adding an addenbum to my pervious post. I really should have gone back and just edited that post. A off hand comment was made about making the "Commanding" ship a capital class as it was a fleet CnC ship.  But I wanted to noted in the current design it is very lean ship at the heavy cruiser class and a boost to a capital class would just bring up the OP costs and crew pay for very little damage and protection boosts. Sorry it was poorly worded post running on zero coffee and wild kids yelling in the morning. 

Oh those are neat and a good reason to have one of each in my fleet.  I know the AI can be a bit goofy with ramming but in player hands it can be done well with some major dangers of over extending.  I love the Energetic it has a very much belter expanse vibe. Right now I'm ignoring getting more than one objective as a pure mid game JYD fleet.  So this will give an option combined with the Operations Center of the Commanding to micro manage the Energetic a bit.

As a counter argument on my own comment about the commanding being a capital class right now it is lean.  High support and utility, good support damage between 4 Planet Breakers and 4 Flea bombers, lower OP cost and crew pay vs a capital.
Anyway I'm off to weapon making, ugh not my favorite thing. I may go energy pulse weapons like I do in my Hiver mod because beams aren't really my thing but I just started that phase of the project so who knows.

Thank you for taking the time to try and develop some mining energy based weapons.  Plus all the work that goes into your mods.  Right now over 2715 mining strength needing 1791 heavy machinery and 80% efficiency bonus on the refining mod.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.55 - 01/31/22
Post by: Dazs on January 31, 2022, 02:36:22 PM
v1.55 released today - tested with a 1.5 save with no issues. Note: I changed the mounts on the Fetching so if you have one in your fleet you will have to rearm it.

Fan service update! Added two new ships, five new weapons, updated 2 ship graphics, made some balance changes to some ships plus other misc changes. See changelog on OP or in RAR for details.


Oh those are neat and a good reason to have one of each in my fleet.  I know the AI can be a bit goofy with ramming but in player hands it can be done well with some major dangers of over extending.  I love the Energetic it has a very much belter expanse vibe. Right now I'm ignoring getting more than one objective as a pure mid game JYD fleet.  So this will give an option combined with the Operations Center of the Commanding to micro manage the Energetic a bit.

As a counter argument on my own comment about the commanding being a capital class right now it is lean.  High support and utility, good support damage between 4 Planet Breakers and 4 Flea bombers, lower OP cost and crew pay vs a capital.
Anyway I'm off to weapon making, ugh not my favorite thing. I may go energy pulse weapons like I do in my Hiver mod because beams aren't really my thing but I just started that phase of the project so who knows.

Thank you for taking the time to try and develop some mining energy based weapons.  Plus all the work that goes into your mods.  Right now over 2715 mining strength needing 1791 heavy machinery and 80% efficiency bonus on the refining mod.

Thank you for the thank you heh. I did it, I hunkered down and made three beam weapons. Well sort of a cheat cause it is three versions of the same weapon but still :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.55 - 01/31/22
Post by: balordezul on January 31, 2022, 04:07:44 PM
Just loaded it up 1.55 and went to work on my Fetch but I'm seeing 3 small, 3 medium and 2 large.  I think the far right one might have meant to be a small.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.55a - 01/31/22
Post by: Dazs on January 31, 2022, 06:31:17 PM
Just loaded it up 1.55 and went to work on my Fetch but I'm seeing 3 small, 3 medium and 2 large.  I think the far right one might have meant to be a small.
v1.55a is up and will fix that oopsie

I changed the graphic to a small and even loaded a small missile on the standard variant but yep I still had it set to a medium in the code which it formerly was. Ty for the quick catch
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.55a - 01/31/22
Post by: Anexgohan on February 03, 2022, 01:37:03 AM
Dude, I love your mod honestly, I don't care if its balanced or not or the graphics are version 0.32, the most fun I had just going pew pew, thanks for the mod.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.55a - 01/31/22
Post by: Dazs on February 03, 2022, 04:59:37 AM
Heh thanks, love the honest review. I'm working on some refinements atm some graphical updates, some balance issues and testing maybe even some new bounties, if I can get them to work :)

Stay tuned!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.55a - 01/31/22
Post by: balordezul on February 04, 2022, 10:13:26 AM
I have been playing a few hours each day after the update 1.55 and 1.55a to explore the mod and the changes so I can give some more feedback.  Don't rush to change anything right away. Take the time to check it out for yourself when you have time.  Also, I'm very happy you are willing to keep putting time into your projects. 

This is all just my opinion and I consider myself an average game.  Take what you will from this but know I have gotten enjoyment out of this mod.  I'm also in the midgame again playing only with JYD ships and weapons with a focus on mining, exploration and defending my fleet.

I'm using the Detailed Combat Results mod to help me keep an eye on combat performance to see what my ships and weapons are doing.

The Planet Buster rate of fire change is solid and still allows for you to use the torpedo well.  I have four on my Commanding flag ship and with Missile specialization and expanded missile racks. I'm generally having them help for 70% of the larger battle durations.  They currently list as my top damage dealer from that ship followed by the 4 flea bombers and then my large missile supports being with hurricanes or the Drill MIRV.  The change did stop me from soloing large encounters with a Loyal running 8 Planet Busters but that Loyal is still a solid artillery support ship when needed.  I just wish the AI would use them more often but that is out of our hands.

Planet Buster suggestion:  I do feel there is room for a larger weapon variant ideally a medium mount but not a large.  I would like a weapons system that both the player and the AI could utilize.  Knowing how the AI will only be free with the weapons over a set value of shots I suggest the following.  Base it off the Alecto Atropos Launcher that does  two shots per and total of 12 ammo letting it fire 6 times.  We know this weapon system will work for the AI but the Planet Buster has better range and more damage.  Make this weapon system a harder choice and not an auto include over a Drill LRM, I suggest making it 15 OP.

So the trade is that you can have a powerful tool in the players hands. Alternatively go for more reliable sustained cheaper damage with a Drill LRM.  Lastly for equal OP costs the Mining Recoilless Blaster can offer great damage without ammo being a factor.  


Energetic - Solid little ship and the AI uses them well.  They do seem to have some heavy drift when I fly them.  I'm not sure what is up with that but is there a mass value for these ships? The mounts work fine and it is a good mix between speed and firepower. As a good balancing factor they can easily over extend and die.  I'm running two and think I'm going to add a third.  They are fantastic pursuit craft and they really don't do crazy damage with JYD weapons and that is fine.

The Rambunctious works well with balanced damage.  I would suggest if you modders ever share code to get with the person that does the Iron Shell or the Kadur Remnant as they have great ramming ability in those mods. I feel the iron shell version is slightly better as it has a drawback of no turning when in use. Here are the two ships as reference.  

Falchion class -Mass-Aug Ram Jets
Iron Shell - Flagellator - Rampage Drive

I'm finding there are some turn rate issues with some of the ships being too fast for their class / size.  I can't see the rotate or turn rate info on the basic ship detail card but I'm going off the ship that seems to be working right vs the others that are too fast.

The Stalwart is done correctly with a rotation around 23 seconds and it feels good.  After playing with this ship in my fleet I worked out why it does so well.  It has lower raw damage output in combat than the Trusty and Intense but it's set of four stock drones allows for a support / screen for this ship to shine in combat.   This is the next step up from the Spirited and that I'm still using two in battle in the mid game.  

Note not all ships are included here. I only tested the ships I currently own or have in storage.

Loyal 17 sec ish for full rotation - a little fast but not overly so but a slight slow down would balance it better
Fluffy 28 sec ish for full rotation - feels right
Fetching 14 sec ish for full rotation - too fast
Intense 14 sec ish for full rotation - too fast
Sharp 33 sec ish for full rotation - feels right
Courageous 15 sec ish for full rotation - too fast
Commanding 12 sec ish for full rotation - too fast and should be Fluffy or Stalwart turn rate
Rambunctious 18 sec ish for full rotation - feels good
Spirited 8 sec ish for full rotation- too fast near 14 sec should be about right
Energetic 8 sec ish for full rotation - great for a tiny ship
Knowledgeable 46 sec ish for full rotation - feels right
Industrious 28 sec ish for full rotation - feel fight
Peppy 15 sec ish for full rotation - too fast
Smart 32 sec ish for full rotation - feels right 
Muscular 36 sec ish for full rotation - feels right
Happy 12 sec ish for full rotation - feels right
Cordelia 18 sec ish for full rotation - feels right
Confident 9 sec sec ish for full rotation - too fast 
Empathetic 30 sec ish for full rotation - feels right
Obedient 13 sec ish for full rotation - feels right
Cute 7 sec ish for full rotation - too fast
Intelligent Q 9 sec ish for full rotation - too fast
Troublesome 14 sec ish for full rotation - too fast
Adorable 8sec ish for full rotation - feels fine
Trusty 22 sec ish for full rotation - feels right
Lean 15 sec ish for full rotation - feels good
Vicious 30 sec ish for full rotation - feels fine
Intelligent 11 sec ish for full rotation - feels fine
Eager 6 sec ish for full rotation - too fast
Short 5 sec ish for full rotation - too fast
Relaxed 15 sec ish for full rotation - feels good

I'm going to do some followup posts with feedback on the rest of the faction.  Ships, mods, weapons, drones and general balance.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: Dazs on February 04, 2022, 10:29:54 AM
v1.6 released today - Major graphic overhaul on several ships and several balance passes - Tested with a 1.55a save with no issues but if you have one of the changed ships you will have to strip them and re-arm - See changelog on OP or in RAR for details.

@balordezul

Lol I swear it is inevitable that whenever I am about to release an update I get a posting with suggestions to keep me on that hamster wheel! :)
Seriously though, I really appreciate all the work you did on that and look forward to part 2. FYI I made some promises on the Hiver forum that I would have an update out by Sunday to address some issues so any changes to JYD will be on hold till after that.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: balordezul on February 04, 2022, 12:28:00 PM
All good love the work!  Also don't kill yourself and my next post is going to be long and focusing on balance so take it in the love it is meant.  Just looked at the Commanding and I like the model.  Loadout is very different so I'm going to jump on in and try somethings out.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: Dazs on February 04, 2022, 01:54:48 PM
Ah yes, I wasn't sure how you would feel, I know that is your baby. Of all the reworks this update, the Commanding received the most changes. I felt that by taking out the 2 large mounts it allowed me to put in more mediums which in turn allowed more variety in mount types. It's a work in progress like any other aspect of the mod but I am curious how you feel about it once you take it for a spin.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: Argonautis on February 05, 2022, 12:25:56 AM
Ah yes, I wasn't sure how you would feel, I know that is your baby. Of all the reworks this update, the Commanding received the most changes. I felt that by taking out the 2 large mounts it allowed me to put in more mediums which in turn allowed more variety in mount types. It's a work in progress like any other aspect of the mod but I am curious how you feel about it once you take it for a spin.

Nooooooo, not my 2 missile slots!!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: Dazs on February 05, 2022, 02:03:44 AM
But, but, think of all the medium missiles slots you have now! Seriously though with it being a total re-work it is still a work in progress. I'm giving it time to breathe but I can always re-work it if there is a glaring issue. Scrapyard has enough spare parts lying around after all.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: LinWasTaken on February 05, 2022, 05:19:03 AM
Reduced the range of PD pep to 30% - More balanced for it's OP cost
I'm not gonna lie i thought the 50% was a stroke of genius.
because it made the pd reach too far witch was a upside AND a downside. because if pd constantly activated from further then your primary weapons then you would lose the 0flux speed bonus making it much harder to chase smaller/faster ships. making you choose weather you wanted a more defensive playstile or a more aggressive playstyle.

TLDR: pl0x bring back the 50%
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: Dazs on February 05, 2022, 05:31:56 AM
Tbh I thought 50 was a sweet spot as well but I got so many negative comments about it and when I thought about it for the op cost it was a bit on the overpowered side. I teetered on reducing the range or increasing the OP and figured if I went that route it would mess up so many player's load outs.

I'm reaching hull mod bloat levels but maybe I can make a separate hull mod. I could reduce the original to 25% and a second one that does 50% with different op costs. Or maybe keep it to one at 50% but add some dmod drawbacks for the current op cost. Idk just tossing some ideas for comments or opinions.

I like to think my mods are a collaborative effort and not just my overriding decisions.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: Screech9791 on February 05, 2022, 08:09:37 AM
I think the 50% range boost for PD weapons made the pre-nerf asteroid breaker even more overpowered. I think a 30% range increase for PD weapons would make the PD pep hullmod more balanced.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: Dazs on February 05, 2022, 10:33:38 AM
TY for the input. I think I'll be giving all the JYD hull mods a balance pass as part of 1.65.  I have received comments on the faraday cage and the fetch deck mods as well and I haven't really revisited any of them since I introduced them. I am leaning on adding the drawback on a mod rather than increasing the OP cost. I always envisioned the JYD hull mods as a way to spent left over OP when loading out a ship. I don't know about you but in the past I frequently found myself with 1-3 left over OP because I am not theory crafting but rather only installing weapons I salvage.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: Screech9791 on February 05, 2022, 04:17:48 PM
TY for the input. I think I'll be giving all the JYD hull mods a balance pass as part of 1.65.  I have received comments on the faraday cage and the fetch deck mods as well and I haven't really revisited any of them since I introduced them. I am leaning on adding the drawback on a mod rather than increasing the OP cost. I always envisioned the JYD hull mods as a way to spent left over OP when loading out a ship. I don't know about you but in the past I frequently found myself with 1-3 left over OP because I am not theory crafting but rather only installing weapons I salvage.

I too tend to sometimes have leftover OP that I can't fill in with hullmods, vents, or upgrading weapons, especially on shieldless ships that are flux stable after adding vents *COUGH COUGH HMI*, and having things to fill that in allows me to get slightly stronger ships without the annoying "2 Ordnance Points Remaining" notification whenever I check my ship list.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: LinWasTaken on February 06, 2022, 02:40:49 AM
Tbh I thought 50 was a sweet spot as well but I got so many negative comments about it and when I thought about it for the op cost it was a bit on the overpowered side. I teetered on reducing the range or increasing the OP and figured if I went that route it would mess up so many player's load outs.

I'm reaching hull mod bloat levels but maybe I can make a separate hull mod. I could reduce the original to 25% and a second one that does 50% with different op costs. Or maybe keep it to one at 50% but add some dmod drawbacks for the current op cost. Idk just tossing some ideas for comments or opinions.

I like to think my mods are a collaborative effort and not just my overriding decisions.
are you open to suggestions?
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: Dazs on February 06, 2022, 02:47:02 AM
are you open to suggestions?
Always, I have made numerous collaborative changes to all my mods and I think they are better for it. I am finishing up an update for the Hivers and will be working on some suggestions that have been brought up here since the last update for JYD. If you can get those suggestions in soon I'll look them over and see if they can be incorporated and get back to you.

Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: LinWasTaken on February 06, 2022, 04:52:06 AM
"hehe boi" meme intensifies...

hullmods:
Improvised sensor cloak - Sensor strength and Sensor profile get reduced by 80% - cost 3/5/7/9 OP
Bulk refit - reduce ship's deployment point cost by 1 - cannot be installed on frigates, cost 5/4/3 OP
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: balordezul on February 06, 2022, 04:15:37 PM
Hey Dazs,

I'm going to have some constructive criticism here.  That being said this is your mod and you are welcome to do whatever you want with it.  But if you want player feedback to help tune it a little better, I hope this helps. 

I want to address my concerns and provide you with some ways to resolve them. 

I did an all day binge yesterday on the new JYD patch with a lot more fighting than normal for me to really get my head around the changes and spend more time with the ships.  I had a blast and I believe the Commanding right now is your faction MVP.  Even with no large mountings, it out ranks the other ships of JYD when using only JYD weapons. 

This is my current mid game fleet and a short note next to each ship.

Note I had to go back and update some of this after the 1.6 version.

Commanding flagship - highest damage dealer and tank
Commanding - AI highest damage dealer post 1.6
Fetching - highest AI damage dealer pre 1.6
Intense - second highest AI damage dealer
Sharp - third highest AI damage dealer
Loyal - AI used Planet busters or SRM as anti torpedo / fighter support
Courageous - Looks like it has a cow skull on the front of the ship. yeehaa
2 Stalwarts - easily the most balanced ship you have made
2 Spirited - Still going strong in the midgame mostly in a support role.
2 Energetic - Drifts but the AI uses them well -zoom!
Rambunctious - Fun ship, needs more junk yard, drifts when the player flys it.
Fluffy - Great support
3 Knowledgeable - I still need more cargo space
Industrious - Never deployed in combat
Peppy - great balance and utility
Smart - costly and good utility but bad for combat
Muscular - 4 planet busters to help mining strength

----- Own the next two just don't field them much as the rest of the fleet does so well with less.
Vicious - Most balanced of the high tier ships
Massive - 6 flea bombers thank you

As a reminder this is my JYD only fleet (ships, weapons and fighters) is doing way too well for what I'm facing and what I'm fielding. 

I won my hardest battle to date. I had to face 8 Domain Exploration Derelict Guardian battleships plus the rest of their fleet.  I lost 5 shpis but I really should not have been able to win that fight.  Most midgame encounters I never lose a ship with average gamer skill.  I was also able to take down two Abyssal Horrors from the HMI mod and those things are rough and I lost a number of ships there as well. 

I do have a background in table top game design so I understand the game theory but not really video game design and challenges.

Right now JYD feels like Mr. T in a full suit of armor with kevlar in key locations.  Rocking 40K Orks level of Dakka and telling the starsector to hold my beer.

Joking aside it is really mostly the midtier ships that are the extreme outliers. Generally speaking JYD does not have enough weakness to balance the armor and Ork levels of firepower along with some ships costing too little deployment points and upkeep.  Right now besides balancing the damage output and armor and deployment costs, what is the JYD trading for all those bonuses?  If they are a mix of Low and Midline tech I would recommend the faction take a hit to the shielding across the board.  Drop the shield arc by 10 degrees, add 20% to shield flux/sec, add 0.1 to the shield flux/Dam on all ships.

Let's take a look at the different ships or groupings of ships. 

For the most part the Frigates are in a good place with no major outliers from cost to performance.  But I have a few suggestions here. Go in and replace some of the Composite hardpoints with Synergy on ships like the Adorable and maybe one on the Eager.  Add one or two more Irksome as salvage around Dogstar as you can easily bypass this little ship and move to a bigger hauler and never utilize one.  Is the Lively in game, as I still can't find it?

Before moving on to Destroyers I want to address an issue with the Energetic and the new Commanding models.  The front mounting hardpoints, 2 on the energetic and 4 on the commanding need to be locked straight forward or add larger graphical elements under them as the weapons pivote from the middle and it is super distracting watching the front of the ship malform as the turret moves.  You can really see it when using Planet busters or Light Blaze Lasers.

Destroyers


The Spirited, Rambunctious, Intelligent, Exuberant and Lean are mostly fine as they are carriers or support. 

I would do a 50/50 mix of mounting Composite to Synergy on the Cute.

The front two hardpoints on the Happy and the Obedient should also be Synergy. 

The Int Q is likely doing too much damage and I only pulled it out of my fleet as it was a very aggressive little ship that would take on much larger ships. Consider removing the rear hardpoint and adding in a wing or two of Gnats or change it to a pure ballistic hardpoint.  This avoids one more heavy DSP missile weapon to help balance that ship.


Cruisers

The Cruisers have your best ship in the faction, the Stalwart.  It feels like it could fit into the base game just fine.

The Empathetic and the Troublesome we can skip and sure you can mix around the turret types but they really are support ships and if you want max mining just add more Planet Busters. 

The Confident is an awesome ship and very close to the Stalwart minus it having something odd going on with it drifting.  I'm not sure if it is a mass issue or what it is. 

The Cordelia does not need much, just make the rear three hardpoints hybrid to give the player anti-fighter ballistic options. 

The Fluffy loadout is fine but it is very tanky for a carrier and could use a reduction in armor ideally putting it close to 1k armor. 

The Trusty's only issue is that it looks super high tech alien vs low / midline and could use a mix up on the turret types.

The Intense is intense and our first heavy hitter that pushes a little too far on damage and protection.  First it has base 1800 armor for 27 deployment points, yikes.  Drop that armor by 200 or 300 and it will still be tough but not a battleship.  The issue with the damage is how many guns it can bring on target. I have four mining recoilless blasters, one Kinetic drill and two asteroid breaks for fun plus two Drill SRMs. I feel like the trick here is limiting the arcs on the two rear turrets to a 240 degree or 3/4s and having them aline with the sides and back of the ship.  This will reduce the amount of support the rear weapons can provide a forward arc target.  Being that it will need to be a fore plus side vs directly forward ideally keeping the total number weapons on target reasonable.

 
Heavy Cruisers

The Muscular is fine and all the ships here feel JYD scrappy as far as the visuals go.

The Courageous just needs the two small front left and right turrets to be composites to let you use Asteroid Breakers for PD.  Also learned here that the Blaze laser color scheme blends heavily with the paint job of this ship.

The Loyal is mostly fine and likely the most balanced out of this group.

The Fetching is rough with having high damage and being cheap.  I also want to note that giving it the two large turrets vs the MRMs was a nerf for the AI.  First I'm going to recommend removing two of the small SRMs so it will have a 2/2/2 loadout and reduce the OP pool by 8.  It just does too much damage.  The ship should also not be 25 deployment points and should be in the 30s somewhere.  It is not too tanky and that is one of the big upsides.  Also thank you for the Gnat update as I was going to ask if they can even kill a single incoming missile.

The Sharp is fine where it is rocking in at 40 deployment.  The visual scale of the ship does feel small especially with the weapons on it.

Oh the Commanding, how I love this ship.  But you know it is a monster in disguise right?  The old version was strong but this one is even stronger.   It has 50 less armor than the Vicious and 100 more than the Massive for only 27 deployment points.  It also has the best overall Time to Kill rating in JYD because of the range of the weapons plus the bombers.  Things need to change but it might not be so bad.  First rocking job on the new model, it's awesome!  Only visual issues are the four floating frontal weapon mounts.  My recommendation is that you split this into two ships.  Use this model to create a light combat carrier and it will need a new name.  Also remove the Ops Center from this one.  You just need to strip out some hardpoints.  Start by removing the first row of two small synergy turrets.  Next the first row of medium synergy turrets and lastly the two small composite turrets in the middle of the ship.  Reduce the OP pool by 32 to account for the change.  Next drop the armor down to 1500 from 1850 and it may need a deployment cost in the 30s.  The other version of this ship should keep most of the original stats, armor, weapons and ops center but make it a costly ship.  Reduce the speed a bit to account for it being a capital and replace the ship's ability with Burn Drives.  You did an awesome job with the model and we basically just need a bigger, longer more heavily armored version of what you already made.  The only changes besides another model (I know I'm sorry but you have Mighty Mouse in the current version.) and power swap is it add an additional small hardpoint on the sides for another port and starboard Asteroid Breaker PD and upgrade the rear Medium Synergy turrets to Large and boost the total OP pool by 45.  This will let you add two more Asteroid Breakers and replace the drill LRMs with the Heavy Drill MIRV.

Capital

Not much to say here besides mixing up the turret types on the Vicious and Massive would be nice.  The other ships don't see combat and unless the Smart is going to get a buff to the OP pool I'm just going to use it as a desperation play and utility.  The Peppy could use a model update down the road but that one is never in a battle by choice.  Maybe getting a redesign for the Vicious going for a more unique look to separate it from the Massive a bit and reconsider the weapon mountings. 

Super Ship: Why because we see other modders do it  "One of Us, One of Us".  A super heavy, super duty hauler or super awesomeness.  Ya, I want a rockin 'logistics ship.  Maybe a rep unlock and you have to build it vs buying it.  Mining strength is near 4k right now and I never have enough cargo space.

Weapons:
All the classic weapons are fine but I'm going to address some bugs, oddities and balance with the new ones. 

Planet Buster - Now that I'm pushing in the later game and facing off vs 5+ capitals the AI seems to understand how to use that weapon vs them.  But if it is a cruiser or small the AI fails hard.

Heavy Asteroid Breaker - Great model and seems to do the job well.  But when it fires it only fires from one barrel per animation cycle is that intended? 

Heavy Drill MIRV - First the damage type is off, it should be explosive vs kinetic.  You already have the Long Range Kinetic Drill doing that damage type and it was an up-powered LRM.  Did some testing vs the Hurricane as they both cost the same.  It has in theory the same raw DPS but the applied damage to the target and number of shots have a bit of a gap.  Vs an easy target like pirates or pathers the Drill MIRV is fine but when you start to go up against enemies with good PD the difference between a Heavy
Drill MIRV and a Hurricane is clear. Also the Hurricane has 5 more shots and a much higher chance to hit. I recommend changing the ammo count to a minimum of 40 if not higher to either 52 or 60.

Blaze Laser - So some of this is visual suggestions and some balance.  First the color of the beam and red is great as a laser but it is very common along with Blue and Purple.  As a mining laser is Yellow or Gold and this is an overcharged bubblegum and duct tape version go for a version of Orange it would really stand out well.  The model looks very high tech, at a minimum add some hazard stripes.  I would take a closer look at the mining laser model and try to reimage one with more gumption.  Start with the large version first and then scale down to avoid pixelation.   

The small blaze lazer seems to be based off the IR Pulse with a minus range but slightly higher Flux / damage and medium turn rate.  I like them being a slightly shorter range but getting some efficiency out of the weapon.  Get the Flux / damage to slightly under 0.8 and change the medium turn rate to fast from medium.

Medium Blaze is in a good place besides the range.  The range is very high vs the Pulse laser being only 600 and the blaze being 800.  You already reduced the Flux/damage to a good level but it likely should be under 600 likely 550.  The Medium blaze already has a higher DSP for the same OP.

Lage Blaze is almost the same as the High Intensity laser so drop the range down to 900 or 950 and double check that it is slightly more efficient.  I can't find one on the market to do a side by side right now.


Fighters / Drone

For the most part they are in a good spot.  Most are just screening and don't do a lot.  I'm glad you made the changes with the Gnat.  The Flea is the MVP being a great bomber but fairly limited and fragile.  The Botfly is good but costly and likely the second best.  The Ticks do ok overall but not outstanding.  The heavy drone is a distraction shield for a few seconds.  The rest are just screens and filler for me.

EDIT 1: To be clean the fodder screen is one of the stronger defense element of the faction.  They draw a lot of enemy fire and eat missile for could hit ships.

I would like to see a second bomber maybe one at a higher cost with more models.  This is an odd thing but what about a JYD piranha bomber think mining/blasting charges.  Maybe a OP cost near 20 with bigger wing count than the piranha but less hull?  Think Termites with bombs going from 0 OP to near or close to 20 OP.

I know that was a lot and take this in and do what you will with it.  I love the mod and just giving you my feedback. Feel free to pull inspiration or just be happy with what you have and know that people are enjoying it.  Well off to go mining and to be out of cargo room again.

Edit 2: If you end up going with the path of modifying the shields I would check the base game ships to get a baseline.  If you need help with getting that data just ask.  Also if the any other people you use as reference chat with them ideally other modders.  There is likely a fine line between having shield to overpowered, to good, to just right, to weaker than average and just bad.

 
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: Dazs on February 06, 2022, 05:04:21 PM
WOW - the amount of time and effort that went it that just blows me away. I am on a break from work right now and only had time for a scan, I will give this a deep dive tomorrow. Now I have not gone in depth with the balance comments but as a through line vision for their ships I wanted a faction that is more utility than raw pew pew with a couple heavy hitters to skirmish and tanks to soak. I have been struggling with keeping this balance and I look forward to reading your post in depth for ideas.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: balordezul on February 07, 2022, 04:32:00 AM
I owe my wife some major reparations as I did get in a few hours each day last week plus all day Saturday and most of Sunday was trying to find reference items in game and the writeup.  I did get a bit of good nature snark from her but it was deserving.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: Dazs on February 07, 2022, 04:56:46 AM
@ LinWasTaken TY for the ideas. I am unsure about your first suggestion, seems more like a smuggler mod but I guess JYD exploration fleets do try to avoid strong enemies in the sectors they explore so a take on that could be a thing, I'll think on it. The second one is more in line with JYD, I am just not sure I can effect deployment with a hull mod. I'll have to do some research and get back to you.

@ balordezul Lol yes you best make good with your wife, I do not want to be responsible for that lol. I took what you wrote in both posts and made a working spreadsheet of ideas and whoah :) Rather than making a two page posting of replies, I am going to ask for clarification on some of the suggestions and answer your questions. To start, overall I think your suggestions are a good starting point for balancing the fleet. Some of the ships like the Massive and the Viscous have not been touched since release. I have released several weapons, hull mods and drones since then that they could benefit from.

"3 Knowledgeable - I still need more cargo space" - are you not aware of my Ore refinery mod? It is linked at the bottom.

You ask, "what is the JYD trading for all those bonuses?"  Firstly, yes there is a mass column in the ship csv and yes the drift is on purpose. I see that having difficulty lining up a shot as a logical drawback to flying heavily armored, thick hulled ships. I guess I should have stated that somewhere as it is not a stat that can be seen in game. Secondly,  I do state their shields are weaker than normal and with your testing stats I went over the ships and I do see some that actually have stronger than normal. So that is a definite balance pass.

I have a a consistent thread in all the ships that low tech are composite and mid line are synergy with the exception being the Commanding since it is the only command ship. I am curious why you think mixing that up would be an overall benefit to the fleet?

I agree about the irksome, poor little guy. I can easily add it to the wrecks that have been towed to Scrapyard and awaiting breakdown.

Ah the sad little Tug that could. Yes the Lively is in game and if you park at one of the JYD planets and save/reload several times you may actually see it appear in the market. I find the same thing happens with the OX and I think it has to do with labeling the ship a tug. Perhaps Alex has some soft code somewhere that tugs should be rare. Idk, maybe I'll tag it as a small people mover since the Splendid has like 5 slots every time I look at the market :)

The Int Q is designed to be an in your face skirmisher weaving in and out to distract and soak, I am glad it is doing it's job. Good boy! It is not designed to be a heavy hitter while there though so I can tone down it's weapons and maybe increase it's armor to balance it.

Your comment on the Fetching is a little muddled. Are you suggesting increasing the deployment, reducing it's weapons or both?

Why do you think the Trusty looks like an alien ship? Granted it has curved slopes rather than the angular look of JYD ships but are you suggesting a model replacement?

The Sharp (140 x 248 pixels) is a kit bashed retextured Apogee (140 x 280 pixels) so I can see why you would comment that it is on the small side. I am not married to it's current look and as a polishing I could bash in some more elements to elongate it.

The game has issue with using limited ammo torpedoes effectively. It isn't a problem limited to the PB, put in any other torpedo with an ammo count 6 or less and you will see the same behavior. Further back in this thread I posted a comment by Alex that he aware of it and will maybe address it in the next update.

I have the Smart currently classed as the starting Super Ship. I am a bit surprised you rank it so low. It has good cargo and fuel, a salvage hull mod and a spread of weapons, what else in your opinion would a explorer/salvager Super Ship starter have and not be overpowered?

I am glad you like the new Commanding model, it is my first attempt at more than just a kit bash. I can see your point on it being on par with a capital class instead of a heavy cruiser so toning it down a tad does make sense. My question though is why a second ship? The Courageous is already positioned as a strike carrier (btw I am swapping ship systems on all carrier this update to carrier specific ones). I already feel I've reached fleet bloat with 37 ships and making more would need to fill a hole in the line up.

I made the damage on the Drill LRM kinetic because I am making a large torpedo rack this update that is explosive.

The Blaze Laser is designed to look high tech but battered and kinda janky, sort of like scrap taken from a wreck. I guess that did not come across, I'll revisit the look and see what I can do.

You got the essence of the drones in one, they are disposable distractions that don't grind up crew. I find the heavy drone to have some standing power in my games, what are you fighting that they break up so fast? Maybe I can look at the damage type and make some adjustments. The Flea is a piloted bomber so I can see having a drone bomber in the lineup and not reinventing the wheel so to speak, I'll give it some thought.

Ok so even though I said I would pare it down, this still wound up being a wall of text. Sorry everyone for the spam. I have already made some additions to the mod while I was updating Hiver Swarm and have time to knock out some of these. I figure I can have a complete update by Wednesday if my timeline holds up so if you can get a response before then that would help the process.

I am super grateful to both of you for your feedback. OH and anyone reading these suggestions and wants to join in the discussion, please do so. I look forward to it!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.6 - 02/04/22
Post by: balordezul on February 07, 2022, 08:21:16 AM


"3 Knowledgeable - I still need more cargo space" - are you not aware of my Ore refinery mod? It is linked at the bottom.

Yes, I use the Ore Refinery mod at 110 % currently and the fleet has a 4307 mining strength needing 1723 machinery if I mine the basic ore from even an ok planet I could go over capacity.  So I used the Planet Tar with Trans of .16 Ore 1.5 and Volatiles .3 picking out a good planet to mine. I just pulled in 1809 Trans, 12,662 ore and 3145 volatiles for a cargo space of 17616 out of my 18976.  Causing me to drop the extra and move on to balance the fleet up keep while I refine and seek more profitable materials. 


You ask, "what is the JYD trading for all those bonuses?"  Firstly, yes there is a mass column in the ship csv and yes the drift is on purpose. I see that having difficulty lining up a shot as a logical drawback to flying heavily armored, thick hulled ships. I guess I should have stated that somewhere as it is not a stat that can be seen in game. Secondly,  I do state their shields are weaker than normal and with your testing stats I went over the ships and I do see some that actually have stronger than normal. So that is a definite balance pass.
This is great to know and I'm glad you are taking a look at the shielding.

I have a a consistent thread in all the ships that low tech are composite and mid line are synergy with the exception being the Commanding since it is the only command ship. I am curious why you think mixing that up would be an overall benefit to the fleet?
Edit. To be clear it was to be able effectively play JYD at all level with only using in faction weapons. Mostly an issue at the small slot.

When you made most of the faction the asteroid breaker was your anti shield weapon now that it is moved over to Frag it does very little besides PD.  The PD jobs that it does is nice.  You have a good range of missiles along with the shining star being the Planet Buster for good player use and late game combat.  You also added the Blaze lasers, they still do more damage vs shields than the asteroid busters.  It is why I was noting for many of the hard point changes to be only a few here and there to balance the different damage and weapon types.  Currently you have enough weapons to full equip all your ship's stock load outs with only JYD weapons if you wanted to. 



I agree about the irksome, poor little guy. I can easily add it to the wrecks that have been towed to Scrapyard and awaiting breakdown.
That would be great for the new game experience. 


Ah the sad little Tug that could. Yes the Lively is in game and if you park at one of the JYD planets and save/reload several times you may actually see it appear in the market. I find the same thing happens with the OX and I think it has to do with labeling the ship a tug. Perhaps Alex has some soft code somewhere that tugs should be rare. Idk, maybe I'll tag it as a small people mover since the Splendid has like 5 slots every time I look at the market :)

Ok that is super interesting.


The Int Q is designed to be an in your face skirmisher weaving in and out to distract and soak, I am glad it is doing it's job. Good boy! It is not designed to be a heavy hitter while there though so I can tone down it's weapons and maybe increase it's armor to balance it.
That would help a good deal, it is an angry little ship.

Your comment on the Fetching is a little muddled. Are you suggesting increasing the deployment, reducing it's weapons or both?
Sorry about that, first I would reduce the weapons and see how it plays out.  If it is still an overwhelming standout ship you might need to do both.

Why do you think the Trusty looks like an alien ship? Granted it has curved slopes rather than the angular look of JYD ships but are you suggesting a model replacement?
It feels very polished and yes the curves and line work feels more elegant.  I just wanted to note that it felt out of place as far as design style.  Game play it is overall fine. If you ever want another pirate ship add a new paint job and it would fit right in.  Next to ships like the Confident and the Stalwart it stands out a bit.


The Sharp (140 x 248 pixels) is a kit bashed retextured Apogee (140 x 280 pixels) so I can see why you would comment that it is on the small side. I am not married to it's current look and as a polishing I could bash in some more elements to elongate it.
This could easily be on a to be worked on list vs any rush.

The game has issue with using limited ammo torpedoes effectively. It isn't a problem limited to the PB, put in any other torpedo with an ammo count 6 or less and you will see the same behavior. Further back in this thread I posted a comment by Alex that he aware of it and will maybe address it in the next update.
Yes, you and I talked about this before but I wanted to note that he behavior is different vs battleship equivalent targets.  Just an odd finding I noticed over the weekend.

I have the Smart currently classed as the starting Super Ship. I am a bit surprised you rank it so low. It has good cargo and fuel, a salvage hull mod and a spread of weapons, what else in your opinion would a explorer/salvager Super Ship starter have and not be overpowered?
I use it for all the utility and the bonus for mining. But compared to other ships in the fleet it was a large deployment cost for not nearly as effective combat impact. I have enough income right now to start deploying it more regularly. Dazs, I will make a point to use it more often to really put it through the game and give you a more detailed take in the future.  It may change my mind after I rework it's load out a bit.  Even not taking it into combat I still spend the supplies and fuel on it gladly for the utility.



I am glad you like the new Commanding model, it is my first attempt at more than just a kit bash. I can see your point on it being on par with a capital class instead of a heavy cruiser so toning it down a tad does make sense. My question though is why a second ship? The Courageous is already positioned as a strike carrier (btw I am swapping ship systems on all carrier this update to carrier specific ones). I already feel I've reached fleet bloat with 37 ships and making more would need to fill a hole in the line up.
The only reason I suggested a second ship is that is a great model.  Plus with how much damage and how hard it was to kill in my head I was already flying a very fast capital ship.  This is mostly a personal problem. 

I made the damage on the Drill LRM kinetic because I am making a large torpedo rack this update that is explosive.
Ok now that is understandable.


The Blaze Laser is designed to look high tech but battered and kinda janky, sort of like scrap taken from a wreck. I guess that did not come across, I'll revisit the look and see what I can do.
Sounds good and would still love orange as it is a wonderfully abrasive color.

You got the essence of the drones in one, they are disposable distractions that don't grind up crew. I find the heavy drone to have some standing power in my games, what are you fighting that they break up so fast? Maybe I can look at the damage type and make some adjustments. The Flea is a piloted bomber so I can see having a drone bomber in the lineup and not reinventing the wheel so to speak, I'll give it some thought.
I'm normally fighting all the normal stuff plus the modded factions but generally have to take on fleets that I really should not be able to.  So being out massed and out deployed is the name of the game right now.

Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65 - 02/09/22
Post by: Dazs on February 09, 2022, 04:36:24 PM
V1.65 out today and boy is it a doozy! Tested with a 1.6 save gave with no issues but some changes/additions will only take effect on new game start - Changelog has the details

A hearty TY to balordezul for all his help testing and balance suggestions! In short, numerous balance changes, 3 new weapons, a new hull mod and a new ship - I highly recommend you look over the log for all the changes.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65 - 02/09/22
Post by: Fuegoredux on February 09, 2022, 08:19:23 PM
Attempting to hover over Faraday cage has repeatedly crashed me consistently with a Fatal:Conversion = 'm'. 

Edit :Can I safely remove this hullmod from the .csv?
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65 - 02/09/22
Post by: Fuzzlewhumper on February 09, 2022, 09:08:33 PM
Attempting to hover over Faraday cage has repeatedly crashed me consistently with a Fatal:Conversion = 'm'. 

Edit :Can I safely remove this hullmod from the .csv?

I Experienced the same issue.

I resolved by going to the file: mods/junk yard dogs 1.65/data/hullmods/hull_mods.csv

I went to line 13 in a text editor.

Deleted the red highlighted %:
Faraday Cage,JYD_reinforcedhull,0,,JYD,special,special,7000,TRUE,,,1,2,3,4,data.scripts.hullmods.JYD_reinforcedhull,Decreases the ship's hull by %s % making room for a shock absorbing faraday cage that reduces EMP damage by %s and increases the ship's personnel chance of surviving sustained damage by %s.,EMP hardened Hull,graphics/JYD/hullmods/JYD_reinforcedhull.png

I Saved and started the game. The issue didn't happen again for me.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65 - 02/09/22
Post by: Fuegoredux on February 09, 2022, 09:33:08 PM
Did the same but still getting the ctd.

Edit: I'm stupid and didn't save it in Notebook +. Just quit out(which is also why I have like 50 tabs in N+). Thanks for the assist. Everything works great now.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65 - 02/09/22
Post by: Ovid on February 09, 2022, 09:49:39 PM
Did the same but still getting the ctd.

Make sure to remove both the highlighted % as well as the extra space right next to it. I don't get the CTD after doing so.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65 - 02/09/22
Post by: Dazs on February 10, 2022, 12:53:38 AM
Wow thank you for diagnosing it, I'll have a hotfix soon. Sorry about that gang

Edited Update: The hotfix is up, just reinstall with the new RAR on the link. Essentially I used a % instead of the word "percent" which I know is know is a no no because the symbol is reserved for the script hash map. I immediately saw what I did and just kind of slapped myself.

Thank you Fuzzlewhumper and Ovid for your tech support while I slept :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65a - 02/10/22
Post by: Algoul on February 10, 2022, 03:55:03 AM
Dear Dazs. Your faction is wondeful, lot of ship with solid strike potential and most important - they bring COMFORT in exploration and logistic. Everything is pretty good, especially if you play by carrier fleet commander. All i ask as regular player - more faction industries and themed station.
Man, i have deep pleseure to make different fleet setups by your ships, dont stop please
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65a - 02/10/22
Post by: Dazs on February 10, 2022, 08:06:23 AM
Dear Dazs. Your faction is wondeful, lot of ship with solid strike potential and most important - they bring COMFORT in exploration and logistic. Everything is pretty good, especially if you play by carrier fleet commander. All i ask as regular player - more faction industries and themed station.
Man, i have deep pleseure to make different fleet setups by your ships, dont stop please

I've played SS for years and always felt there was a gap between pew pew and the other aspects of the game. When I started this project having no clue what I was doing I almost gave up wondering if I was only doing it for myself. It really warms my heart to read a post like yours and keeps me going spending hours trying to figure this all out.

Well in that vein, I did try to make custom stations for my other faction mod and failed miserably so that got put on the back burner. I am currently working on some issues that cropped up on that mod and I will include round two of making them Hiver specific stations and of course whatever I learn I can apply to here.

As to JYD industries, I do have one in the mod so I have a clue how to do simpler ones. The reason I had not expanded on that aspect of the game was because there are some great mods out there that do it so much better than I could. Probably just a lack on imagination on my part and I would appreciate your opinion on what JYD aspect of industry I could add that has not already been addressed by another mod like Industrial Evolution?

I thank you for your post and look forward to suggestions or comments from you or anyone else for that matter!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65a - 02/10/22
Post by: Algoul on February 11, 2022, 04:07:31 AM
>As to JYD industries, I do have one in the mod so I have a clue how to do simpler ones. The reason I had not expanded on that aspect of the game was because there are some great mods out there that do it so much better than I could. Probably just a lack on imagination on my part and I would appreciate your opinion on what JYD aspect of industry I could add that has not already been addressed by another mod like Industrial Evolution?

EZ. There is a significant problem in the first stages of the growth of a new colony - it does not bring significant income, it is instantly consumed by the fleet. That is, it is difficult to portray state sovereignty due to the huge lag between the construction of industries, bad and distant planets and, of course, conflicts that reduce income and sometimes fatally.
I see that the game needs industries with REVERSE mechanics:
1) Increasing productivity at a distance from the colonies - and reducing near (for example, the constant threat of storming the planet from law-abiding factions), that is, varieties of secret shelters of a criminal kind and isolationist productions.
2) Using radically unfavorable properties of the planet for production and drastically losing bonuses in their absence:
For example, high gravity or tectonic and at the same time super-hot condition.
3) VERY CHEAP, VERY FAST built industries with low-middle income occupying or not occupying an industry slot, allowing you to close financial holes.
4) Or just as cheap and fast - but with serious profits and with equally serious security problems for the colonies, for example, constant and forced attacks of pirates in the form of fleets from 100DP
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65a - 02/10/22
Post by: Dazs on February 11, 2022, 05:35:24 AM
I believe I get the gist of your suggestions. My main concern is not making it a cheat, not duplicating an existing industry while keeping it in the vein of mining/scavenging/exploration which is JYD's focus. 

The current JYD industry is scavenging focused so I have that aspect already so just tossing some ideas out for discussion that touch on mining and exploration:
Just some options for discussion so if you or anyone else has an idea for a new JYD industry that a starting colony could use to get it on it's feet, I'd appreciate it and let's discuss.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65a - 02/10/22
Post by: balordezul on February 12, 2022, 09:36:04 AM
Zero rush on any of these just adding to your to work on list.


It does not seem that AI utilizes these abilities.

Changed the ship system of the Massive to Recall device - A ship system more in line with the Massive being a back line fortress ship
Changed the ship system of the Courageous to Targeting Feed - A ship system more in line with the Courageous being a strike carrier
Changed the ship system of the Lean to Reserve Deployment - Initially envisioned as a back line missile carrier. However with the Lean now only having 3


-The shied adjustment has been a noticeable change in a good way.

Intense is still fairly good.  I ran a bunch of AI sims to get an idea of how it stood. It lost to an Onslaught in 136 seconds but with a max assigned captain it won in 76 seconds. 

The Fetching change has been noticeable and helped to curb the extreme damage output.

Large Mount Planet Buster needs a few adjustments.  Right now it fires 9 at once for 1207 DPS.  Change it to only fire 3 at once.  Reduce the ammo account to 30 from 32.  Chang the Re-Fire rate from 8.2 to 13 seconds and make this change to the small version of this weapon.  This will change the large versions DPS to 254 and keep it more reasonable.  I would not suggest letting the DSP go over 300 that would be a 11 second refire delay. 

The second suggestion with this weapon if possible for it to fire each torpedo with a slight delay. For example fire 1, delay even a .5 second and then fire the next one.  The clustering allows enemies to hit more than one at a time, likely overlapping hit boxes.

Before the new weapon was released I was going to ask for either a longer refire delay or reduce the ammo account by one but upping the re-fire delay is easy. 

Long Range Asteroid Blaster - I like the damage and the look of the weapon but it feels like a light weapon on how fast it fires at a 0.75 refire delay.  I would suggest to keep the DSP, Flux/sec, Flux/Damage but change the Damage to 1333 with a refire of 5 seconds and Flux/shot to 1333.  This keeps the same DPS but the hits feel like they have come from a large weapon vs a smaller rapid fire one. 

Medium Blaze Laser needs the range reduced from 800 to 550.  The equivalent is the Pulse laser at 600 but the blaze is out preforming it on DSP, Flux/ Damage and Range.  It needs the range nerf for balance.

Large Blaze Laser needs the range reduced from 1000 to 900 and the turn rate changed to slow or very slow.  Currently the equivalent is the High Intensity laser and the Blaze out classes it the reduction is range will help offset this and the lowering of the turn rate will feel better with size of the weapon.


Taking a breath here and I want to note how good all the new updated model look over the last few updates.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65a - 02/10/22
Post by: Dazs on February 12, 2022, 11:20:05 AM
Zero rush on any of these just adding to your to work on list.

It does not seem that AI utilizes these abilities.

Changed the ship system of the Massive to Recall device - A ship system more in line with the Massive being a back line fortress ship
Changed the ship system of the Courageous to Targeting Feed - A ship system more in line with the Courageous being a strike carrier
Changed the ship system of the Lean to Reserve Deployment - Initially envisioned as a back line missile carrier. However with the Lean now only having 3


That is odd, they are all vanilla stock ship systems and in my games I have seen them used. The Lean is very noticeable when it initially spews forth a swarm of drones. The Courageous isn't as noticeable but I feel it is using it's system.  I haven't used a Massive since testing so I'll get one in my current play and see what it does.

-The shied adjustment has been a noticeable change in a good way.

Intense is still fairly good.  I ran a bunch of AI sims to get an idea of how it stood. It lost to an Onslaught in 136 seconds but with a max assigned captain it won in 76 seconds. 

The Fetching change has been noticeable and helped to curb the extreme damage output.

Yea I felt the shield adjustment in my current playthrough, I like it because they are meant to take it on the chin and seeing them get pounded but still survive just feels good. Glad you like the new Intense loadout, it was a mistake that I always meant to get around fixing. Well the fetching was my first attempt at a pure missile platform and I appreciate your suggestions on tweaking it, glad that worked out.

Large Mount Planet Buster needs a few adjustments.  Right now it fires 9 at once for 1207 DPS.  Change it to only fire 3 at once.  Reduce the ammo account to 30 from 32.  Chang the Re-Fire rate from 8.2 to 13 seconds and make this change to the small version of this weapon.  This will change the large versions DPS to 254 and keep it more reasonable.  I would not suggest letting the DSP go over 300 that would be a 11 second refire delay. 

The second suggestion with this weapon if possible for it to fire each torpedo with a slight delay. For example fire 1, delay even a .5 second and then fire the next one.  The clustering allows enemies to hit more than one at a time, likely overlapping hit boxes.

Before the new weapon was released I was going to ask for either a longer refire delay or reduce the ammo account by one but upping the re-fire delay is easy. 

Long Range Asteroid Blaster - I like the damage and the look of the weapon but it feels like a light weapon on how fast it fires at a 0.75 refire delay.  I would suggest to keep the DSP, Flux/sec, Flux/Damage but change the Damage to 1333 with a refire of 5 seconds and Flux/shot to 1333.  This keeps the same DPS but the hits feel like they have come from a large weapon vs a smaller rapid fire one. 

Medium Blaze Laser needs the range reduced from 800 to 550.  The equivalent is the Pulse laser at 600 but the blaze is out preforming it on DSP, Flux/ Damage and Range.  It needs the range nerf for balance.

Large Blaze Laser needs the range reduced from 1000 to 900 and the turn rate changed to slow or very slow.  Currently the equivalent is the High Intensity laser and the Blaze out classes it the reduction is range will help offset this and the lowering of the turn rate will feel better with size of the weapon.

The Large Buster was a bit of a chore to try and balance, what was released was like version 9 so I really appreciate the notes on that.
The new Large AB was also a balance issue. I wanted to make it different from the other Kinetic large weapons out there in the modverse and I noticed there wasn't a flux efficient fast firing one and well I guess I know why now heh. I'll take a look at it and see what I can do to keep it in that vein but still feel hearty like a large mount should.
Well you are on point with the Large Blaze. It is based on the high intensity and with all the changes in the last patch I guess it got lost in the shuffle and I hadn't made it stand out on it's own. I'll take your suggestions and look it over and see what I can do to make it feel like a fresh take.

Taking a breath here and I want to note how good all the new updated model look over the last few updates.

Thanks I really appreciate that. I freely admitted when I started this I had no idea what I was doing with sprites and I've been trying to learn more over the months and make them unique. I am pretty proud of the new Peppy, I used some parts I had from spiral arms, bashed them together but took time to knit them with my own graphics. I am sort of upset that it is a ship that won't really get any combat use lol.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65a - 02/10/22
Post by: balordezul on February 12, 2022, 11:54:16 AM
I do like the asteroid buster cannon as it is right in the middle between the Railgun and Flint coilgun.

But the Medium Asteroid Buster Cannon seems to be a little over performing.  Along with it strangely firing two sets of shots.  I suggest the following changes.  First change the burst size from 4 to two, up the damage from 75 to 80 and reduce the refire delay from 1 to .9. This will give it a 178 DPS and reduce the OP cost from 12 to 11.

Now that the Massive has lost burn drive it really feels like low tech now moving super slow. It has also become the top tier of the JYD combat fleet being a long range missile / fighter support unit.  I really like the weapon layout on the ship. I'm running 1 x heavy drill, 6 x Drill LRM, 6 x Asteroid Breakers for PD, two Drill SRM, four Planet Busters and six Adaw.  This is mainly an AI piloted ship as it is very slow.  If you ever make an updated non onslaught version of this ship don't change the layout much.  But do make for sure that you have 6 hanger bays visible on the model.

Also with the changes to Flea and the addition of the Adaw the Massive may really be fighting around 50 deployment points not 40.

I do like the new Protective and well done to whomever suggested it.  It works solid in the base design as a PD / defender. The protective can also be versatile if you put a few Asteroid Busters Cannons on it, the combat potential goes way up. It does need a deployment point cost increase as it currently is the cost of a hammerhead destroyer but putting it near 15 points should be about fair.

The Adaw are hilarious as they once in a while bomb your own ship as they take off.  These guys need some tuning.  Right now they are 20 OP but really fighting at a 30 or 40 OP.  They need to be more of a glass cannon along with keeping their speed.  Looking around at the different bombers and I really feel these guys need to be 500 hull or less.  You can easily swarm targets and I had the AI sim my Massive vs a paragon, 2 onslaughts, and Dread Battlewagon and won.  It did take near 12 minutes as the AI uses the fighters wrong but my Massive took almost no damage. I would also bring the armor down between 50 to 100.  Reduce the ammo count from 30 to 15 so it can only drop three sets of bombs.

I do like how the bombs are really inaccurate making them feel like poorly operated drones. 

When the Vicious gets a retooling and a rebuild, move the large mounts from the front of the ship as they always take too much damage and go offline. 

Like I said before many of the ships turn too fast giving them a big defensive and offensive bonus. 

The Commanding is currently the second strongest ship in the fleet behind the Massive and likely still needs some weapons removed.

I would love to see an JYD industrial slot for colonies.  Maybe see if you can have the Junkyard Resource Forge upgrade into that building.

Edit: You know what, I did not check that lean and made the assumption it was not working.  I have been using both the Fluffy and Massive and I know I have not seen the Massive use it.  Also good to know that you can't tell when the fluffy uses that power.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.65a - 02/10/22
Post by: Dazs on February 12, 2022, 05:00:22 PM
I do like the asteroid buster cannon as it is right in the middle between the Railgun and Flint coilgun.

But the Medium Asteroid Buster Cannon seems to be a little over performing.  Along with it strangely firing two sets of shots.  I suggest the following changes.  First change the burst size from 4 to two, up the damage from 75 to 80 and reduce the refire delay from 1 to .9. This will give it a 178 DPS and reduce the OP cost from 12 to 11.

Horray more notes! :) The single barrel cannon was pretty easy but I did run into some issues with the medium version. Took me a bit of tweaking to get it to a good spot in the mediums but I'll try your suggestion and see if it feels right. As always ty for the details

Now that the Massive has lost burn drive it really feels like low tech now moving super slow. It has also become the top tier of the JYD combat fleet being a long range missile / fighter support unit.  I really like the weapon layout on the ship. I'm running 1 x heavy drill, 6 x Drill LRM, 6 x Asteroid Breakers for PD, two Drill SRM, four Planet Busters and six Adaw.  This is mainly an AI piloted ship as it is very slow.  If you ever make an updated non onslaught version of this ship don't change the layout much.  But do make for sure that you have 6 hanger bays visible on the model.

Also with the changes to Flea and the addition of the Adaw the Massive may really be fighting around 50 deployment points not 40.

I'm good with the massive as it looks and there were way too many eyesores to replace much worse so I just left it alone. Idk I may bash it a bit but that's back burner. As to the deployment it is hard to judge carriers because depending on what a player equips in the hangers with it can drastically effect it's effectiveness and role. 50 seems a bit steep but I could see about 45

I do like the new Protective and well done to whomever suggested it.  It works solid in the base design as a PD / defender. The protective can also be versatile if you put a few Asteroid Busters Cannons on it, the combat potential goes way up. It does need a deployment point cost increase as it currently is the cost of a hammerhead destroyer but putting it near 15 points should be about fair.

Ah the protective was just me seeing a hole in the line up. It actually fills 3 holes 1)Light cruiser 2)PD platform and 3)medium missile ship. I figured rather than bloating the mod more than I had to morphing them all into one was the way. I looked over the deployment and yep I meant to put it 1 more than the Hammerhead and wound up going 1 less, idk where my head was but It's be adjusted next update.  Glad you like it, I'm pretty happy with that bash as well.

The Adaw are hilarious as they once in a while bomb your own ship as they take off.  These guys need some tuning.  Right now they are 20 OP but really fighting at a 30 or 40 OP.  They need to be more of a glass cannon along with keeping their speed.  Looking around at the different bombers and I really feel these guys need to be 500 hull or less.  You can easily swarm targets and I had the AI sim my Massive vs a paragon, 2 onslaughts, and Dread Battlewagon and won.  It did take near 12 minutes as the AI uses the fighters wrong but my Massive took almost no damage. I would also bring the armor down between 50 to 100.  Reduce the ammo count from 30 to 15 so it can only drop three sets of bombs.

I do like how the bombs are really inaccurate making them feel like poorly operated drones. 

Well that inaccuracy is the drawback that puts them in the 20 deployment range. If all the cards line up they can be devastating or they can kill off your own damaged ships with an oopsie. I armed with the low range drone gun instead of a missile to sort of force them to get in close before their bombing run to limit that but it is a risk to use them. I'll test them more and tweak the durability though you have a good point there. As to the rest, it may be a matter of going from a 6 count to a 4 count rather than tweaking the weapon. Looks like balance passes for all next week!

When the Vicious gets a retooling and a rebuild, move the large mounts from the front of the ship as they always take too much damage and go offline. 

Like I said before many of the ships turn too fast giving them a big defensive and offensive bonus. 

The Commanding is currently the second strongest ship in the fleet behind the Massive and likely still needs some weapons removed.

I would love to see an JYD industrial slot for colonies.  Maybe see if you can have the Junkyard Resource Forge upgrade into that building.

Edit: You know what, I did not check that lean and made the assumption it was not working.  I have been using both the Fluffy and Massive and I know I have not seen the Massive use it.  Also good to know that you can't tell when the fluffy uses that power.

I thought about adding a separate front section to the Viscous that has to be destroyed before the enemy can get to the innards. I hadn't done it because I did not want to make it too overpowered, however I could just move some of the weapons from the main body to the sectional and not increase it's dps but rather it's durability. Food for thought, thanks again.

I pretty much nerfed the turning on all the ships last pass, I'll look it over again.

Do you mean a limited logistics slot? It would have to be super buffed to take one of those slots up. Idk I think I may leave that up to the better modders out there. I'm more of a janky hey look it works kind of coder. :)

I'm working on some tweaks to the Hivers atm but sorta taking my time, kinda want to play the game a bit. At some point, I would like to tinker with the Ore Refinery mod but squeaky wheels get the grease so to speak.  As always, your insight is much appreciated!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: Dazs on February 17, 2022, 03:59:36 PM
v1.7 released today - Mainly a balancing patch but I did include a new destroyer and an upgrade for the planetary building - Changelog on the OP and in the RAR has all the details

@balordezul As always, I thank you so much for all your helpful input. I spent hours trying to make a ramming ship system for the Rambunctious but all I could get it to do was go fast and be very maneuverable, circling around a target ship but no matter what I tired it just would not ram. I did not include the work in process code and left it with a burn drive but I will still try and get it to work, least I can do for all the help you've given me.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: Hexxod on February 25, 2022, 02:52:07 PM
Is the Peppys maintenance cost supposed to be that low?

6 supplies per month is absurdly low, considering all the ships it combines. Cargo/fuel capacity from your own mods basic cargo and fuel haulers (6/5), Drive stabilizer from a Ox (5/10 when accounting for delicate machinery debuff which this lacks, ship itself is more fuel efficient than the Ox too), a salvage gantry from the salvage rig (3, but with the Peppy being a Capital it gets a higher bonus than the Destroyer sized Rig.). And that's even before accounting for all the other additional logistical mods that aren't otherwise available on a dedicated ship.

It also gets the highest bonus from Gantry, Surveying Equipment and High Res sensors since it's a capital.

And then we've got a couple extra mods which don't have any real place on the ship - A Nav relay, and shielded holds. The Nav relay only works when deployed in combat, and the Peppy is a logistical ship, not a combat vessel. Not really going to be able to stand against even a basic combat destroyer. And lore wise, the Peppy is a logistical ship for a mining faction... Doesn't make much sense to give it shielded holds, when the only thing it'll be carrying is ore and fuel.

Downgrading it to a cruiser and bumping it up to 20 maintenance would be a good starting point to balance it out. Maybe toss in a special hull mod that prevents the addition of further logistical mods would be something to consider too - Something something lore reason, all the other logistical mods are held together with duct tape and prayers as is, trying to add more would cause everything else to break.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: Dazs on February 25, 2022, 03:24:47 PM
Hi there you make some good points. I designed it as a capital specifically for the increases % for the salvage and survey modules. I balanced it by having no offensive weapons on it so it just takes up a fleet spot with no combat uses. I had the Peppy's maintenance low since it is not a combat ship but I agree 8 was an oversight on my part and I'll balance that next update.

As to the nav relay, I put that on there as a means to improve the speed of cargo and logistics ships if they wind up having to retreat because the combat ships failed. I figured if a player wanted to gimp their combat deployment by using the Peppy just for the nav relay the loss of a combat ship would balance that. I am not locked into the idea ,Idk, just explaining my thought process.

Now the shielded cargo holds was just there for the player that likes to smuggle. I do not do it personally but my goal was to appeal to different kinds of players that wanted an option for a faction that wasn't only about pew pew. However, you do make a good case for it not fitting into JYD lore so I'll remove it next update.

Thank you for your well thought out post. I truly appreciate other people's opinions as it is real easy to overlook some things when you are focused on others.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: Screech9791 on March 02, 2022, 05:20:41 PM
Planet buster torpedoes have twice the damage of Harpoon missiles and the speed + damage of Hammer torpedoes, and only cost 4 OP.

I think there's a reason Atropos torpedoes don't have triple mount options.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: Dazs on March 03, 2022, 04:48:30 AM
Planet buster torpedoes have twice the damage of Harpoon missiles and the speed + damage of Hammer torpedoes, and only cost 4 OP.

I think there's a reason Atropos torpedoes don't have triple mount options.

I appreciate the feedback. I balanced the PB  based on several factors compared to the Hammer or the Harpoon.

(https://i.imgur.com/Xnnomci.png)

The PB is more expensive than the other two
Slightly more range than the Hammer but much less than the Harpoon
Less damage per shot than the Hammer and greater damage than the Harpoon
Slightly more nimble than the Hammer but much less than the Harpoon
Double the OP of the Hammer and equal to the Harpoon
Takes more time to fire after button press than both
Has 9 times the re-fire delay of both (major balancing factor)
Is faster than both
Is in the air longer than the Hammer but less than the Harpoon
Has less HP than the Hammer but double the Harpoon

If after looking over my breakdown you have a specific concern please let me know. I do my best to take all factors in consideration when designing weapons but lord knows I get it wrong and I am grateful to players like yourself for brining up concerns.  I have plans for the mod as well as my other two but they are on hold atm due to life issues. I keep tabs on the forum and check discord (ugh) daily though so please keep the feedback coming.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: Screech9791 on March 03, 2022, 07:06:47 AM
I don’t think the 9 second cooldown will mean much when one or two torpedoes launched simultaneously will kill anything smaller than a light cruiser or destroyer. Probably the only things that can resist a salvo are HMI junker ships with thousands of hull points. Oh, and their high speed & health makes them very resistant to point defense.

I should also add that these planet buster torpedoes are from the same mod that has a *** ton of small composite slots on their frigates and destroyers.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: Dazs on March 03, 2022, 08:45:15 AM
I guess I am misunderstanding your concern, my bad. Are you referring to the Planet Buster or the large mount Planet Buster?

As to the composite mounts, all JYD low tech ships are composite and all midline are synergy and both have some mounts that are hybrid. The exceptions are the two that are specifically designed as missile ships. I designed this as a core feature of the mod to give the player a choice and flexibility in loadouts. I felt that since it is a single player game that by giving players that choice it may increase their enjoyment but would not effect anyone other player's balance like a multiplayer version would.

Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: Screech9791 on March 03, 2022, 09:34:40 AM
I guess I am misunderstanding your concern, my bad. Are you referring to the Planet Buster or the large mount Planet Buster?

I felt that since it is a single player game that by giving players that choice it may increase their enjoyment but would not effect anyone other player's balance like a multiplayer version would.
I've only used the small version, and I have very little reason to use other HE missiles if I have access to something way stronger for the same OP cost, as it's effectively 4 Atropos torpedoes in one slot for 4 ordnance points, and it stacks with expanded missile racks.

I'm not saying that you should embrace the discord mod mafia's balancing method of nerfing everything because they don't want their donut steel OC faction to be called overpowered when it slightly overperforms in a tournament, but I'd also like my modded weapons to not be so overpowered that there's no point in using anything from other mods.

Maybe you can just nerf the weapon to have 3 missiles instead of 4 and have the OP cost increased by 1, and it won't be game breakingly powerful while still being worth using.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: Dazs on March 03, 2022, 10:38:11 AM
Ah ok I get your reasoning now, sorry for being so obtuse. I have a running "to-do" list and I will add your suggestions to it. I will try to have a combined update when I can but I am away on business atm and won't be back till late next week so um not till after then.

Ty for taking the time to post and clarify your concerns.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: balordezul on March 05, 2022, 04:32:20 AM
I think I had also noted something about the small planet buster still being very good for all the combined factors.  I'm hesitant to suggest a nerf if several areas are effected at once, as double dipping on nerfs can be a heavy change.  Maybe OP cost and refire delay but ammo changes have the single largest factor change per unit/value.

Screech9791 is right that there is something off but it does not need to be watered down to the point of not taking it.  The big thing with the small PB is that it can be spammed at least on a lot of JYD ships.  Stacking missile skills and mods you are looking at 12 ammo for each small hard point and having 4 to 6 planet busters on a ship is not uncommon for me when I was playing my JYD play through. 

I'm personally fine with the damage, flight speed and range.  If the ammo and OP stays the same changing the refire to 15 or 20 seconds still keeps the total damage output the same but makes it a strategic weapon vs spam. This would have little impact on the AI when the missile firing code is updated. If you go with reducing ammo it does cut the total damage by a large margin.  Increasing the OP cost is likely the safest and most tame adjustment.   

The big factor with any changes is how does this impact the flea bomber?  OP changes does not impact the bomber but ammo and refire would see a larger change.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: Dazs on March 05, 2022, 07:16:32 AM
Thank you, those are some good points that I will keep it in mind when I update the mod next week. I should be back to my home PC by Thursday evening and I'll probably have it released next weekend if my timeline holds. If anyone has suggestions for 1.75 post them before then and I'll do my best to incorporate them.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: TheSpruceMoose on March 08, 2022, 08:06:57 AM
Having played against JYD now in a large multi-faction playthrough, I'd say they're one of the more powerful factions in the game right now. Almost everything is overtuned slightly, with the main culprits being the speed of their carrier ships and the power of their drones. If you only had some of their elements, like their heavily armored cruiser and destroyer tanks, and the drones, or their fast large carriers and and drones, they'd be balanced.

But all the elements together add up to a fast force whose capital ships can kite destroyers and light cruisers, with armor-heavy mid-range ships that can soak up and stop a capital ship assault, coupled with drones that deal more damage than most fighter and bomber LPCs. The fact that the Flea can fire two waves of torpedoes, along with its rocket barrage, is very powerful. I get that the idea was that the lack of modularity was supposed to be a weakness, since you can't change out the built-in drones, but since most of these drones are flat out better than their equivalents, and a JYD fleet has every role covered, there's no real vulnerability to exploit.

About the only fleet that can deal with them is a point-defense heavy tank force moving in formation, or a phase fleet that can get to the vulnerable rear points of the big carriers. On their own, JYD ships aren't that great, because they rely on synergy with the rest of the JYD armada, and that gives the impression that they're not a powerful faction. But with a full carrier fleet using their tankers as support, they punch far above their weight class.

Just something to keep in mind. If you cut down the Commanding and the Fluffy's speed by about 10 and 5 units, respectively, and took the Flea down to a single torpedo, that would go a long way to making the faction balanced. Honestly the main element that makes them so powerful is their speed; increasing hp and armor and decreasing speed across the board would make them pretty manageable.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: Dazs on March 09, 2022, 06:16:54 AM
Hello there @TheSpruceMoose and thank you for your thoughts.

My vision for this mod was to provide a player who wanted to focus on mining, scavenging and trading a one stop faction that elevates those aspects of the game. I found most mod factions lacking in complete ship synergy and I wanted to provide a good spread of ship types so that if a player wanted to, they could roleplay a complete JYD fleet. You make a good point about balancing the JYD ships individually vs a fleet of JYD. When I started putting together the ship lineup I was focused on them individually verses their vanilla counterparts. As I have received feedback from various players, I have piecemeal tweaked each ship since release. Focusing out from the micro to the macro is on my to-do list now and I will take your suggestions to heart.

I have a couple minor changes for Ore Refinery I want to get out Thursday and then I'll start on JYD and should have an update out by the weekend. 

Hiver Swarm needs more love eventually when I can get to it heh.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: Screech9791 on March 10, 2022, 08:40:53 AM
Also, I don’t think drone guns are meant to be purchasable in markets
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.7 - 02/17/22
Post by: Dazs on March 10, 2022, 12:31:31 PM
I noted that in my last playthrough. I am still trying to track that down because as far as I know I do not have them in the BP package nor listed as a gun JYD sells. Thanks for noting it, on the list for this weekend.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Dazs on March 13, 2022, 07:19:46 AM
v1.75 out today

Numerous changes as suggested by players - A new energy beam reduction hull mod - 3 new suppressive laser mining weapons - 1 new hybrid cruiser and 1 new command destroyer

See Changelog posted on forum or in the RAR for details. All new assets can be viewed under their respective tabs on the forum main page.

I believe I have addressed all the concerns and suggestions posted since 1.7. If I have missed any or if new ones come up please post them on the forum or message me directly on discord and I will do my best to fine tune the mod.

See you space cowboy!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: pearagon on March 21, 2022, 11:24:42 PM
I've enjoyed this mod a lot, good work! I have some feedback regarding the Peppy. I think it needs quite a heavy nerf, and here's my reasoning:

- Monofilament cable is worth two tugs, 3 including drive field stabilization. That's 15 supplies and fuel per month, and takes up 3 slots in your fleet.
- "Logistical stats are also great" (Avanitia) at 1k fuel/cargo capacity
- "If it was salvage gantry only it would be quite worth by itself" (Avanitia).
- The other hullmods add capital-class high resolution sensors, survey equipment, and nav relay

It has base 16 supplies/mo and 4 fuel/ly and removes the need for the multiple capital ships that would provide the equivalent bonuses. I'm experimenting with tripling the supplies/mo from 16 to 48 and quadrupling the fuel/ly from 4 to 16 in my current playthrough, and I'll report back if that changes my thoughts on it.

Thanks again for your hard work!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Dazs on March 22, 2022, 03:30:15 AM
Interesting points to consider. I look forward to your testing results as I believe you have a valid point.

I envisioned the Peppy as a consolidation ship to free up fleet space. It is in no way a combat ship but I sized it as a capital to warrant all the logistics mods. As to the cost of running it I added the increased maintenance d-mod to balance it, have you factored that into your cost calculations?

Thank you for clueing me into the discord discussion around the ship, I made some notes as well. I feel JYD is nearing it's completion so I appreciate the fine tuning testing.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Yunru on March 22, 2022, 05:03:00 AM
You'll wanted the non-d-mod version, as d-mods, even ones that come built-in, can be removed by Restoring the ship.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Dazs on March 22, 2022, 05:30:08 AM
To clarify, I used the standard increased maintenance imbedded in vanilla ships so perhaps I am mislabeling it as a d-mod, my bad.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: LinWasTaken on March 29, 2022, 03:21:05 AM
i don't know if iv said this before, but i love the idea of some space miners grouping together and pushing back the pirates by putting together scrapped ships with space debris they find.
(I'm a big fan of the commoner/underdog story, and in this case it's a group of space miners)
i keep thinking of them finding powerful ships but with permanent Dmods that JYD converted into giving different bonuses. ex : they found an Astral tron in half with its main fighter bays missing and the ones that are still operational have a built in Defective Manufactory but JYD manages to trun it into a more combat focused capital by putting parts from all types of other ships on to it. (obv you can't do that in-game, but I'm speaking lore wise)
PS: If I made a few ship sprites following the JYD (artstyle?) faction lore, would you consider adding the ones you like as ships in the mod?
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Dazs on March 29, 2022, 03:40:41 AM
I have some story bits on their background sprinkled through the Dogstar system an their HVB. You get the lore of JYD and that's great. I really appreciate the offer but I already have 51 ships in this mod and it is at bloat levels (probably beyond). I already have left over ship in reserve and was going to use them in a pirate themed mod but used several of them to replace the low quality HVB pirates and ultimately decided that pirates just aren't my thing. I feel JYD is in it's final stage of development until Alex drops some major gameplay patch that I'd have to update the mod for.

However, I do have an idea floating around in my head to use them in a new wrecker/trader themed mod and I may be able to use some of your ships there. Or you could use them to make a ship pack mod like BigBeans. Either way, if you post them on a site like Imgur,  I'd gladly look them over.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Abim on April 06, 2022, 07:45:20 AM
Hello, for some reason my Vicious spawns in battle without a front section, while if run a simulation everything is fine, can somebody guess what may be a problem?
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Screech9791 on April 06, 2022, 09:08:24 AM
Why does the (medium slot 15 OP) phase emitter have slightly less DPS than a tachyon lance and 13.5x the EMP DPS with only 80 flux/second

did you accidentally hit the 0 key too many times
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Dazs on April 06, 2022, 04:32:34 PM
Hello, for some reason my Vicious spawns in battle without a front section, while if run a simulation everything is fine, can somebody guess what may be a problem?

The viscous is a sectional ship with a fore and and an aft section. It seems for some reason your game is not rendering the front section. Are you using an operating system other than windows? I know I've had some issues with Linux with other aspects of the mod.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Dazs on April 06, 2022, 04:53:31 PM
Why does the (medium slot 15 OP) phase emitter have slightly less DPS than a tachyon lance and 13.5x the EMP DPS with only 80 flux/second

did you accidentally hit the 0 key too many times

name              rarity  Value Range DPS    EMP   Energy/Sec      Chargeup Burst size

Tachyon Lance   0.5   8000   1000    1500  1000       2000          0.5          1
Phase Emitter         10000    900      300   7000        80            6         0       

These are the relevant stat differences between the two weapons. The PE costs 2k more than the TL. The phase emitter is a minimal damage/high EMP weapon whereas the Tac Lance is the opposite. Tac lance does 5x the damage with a burst effect and PE does 7 x the EMP, no burst. The reason I have the energy cost so low is that I put in a 6 second delay between firing where the Tac lance only has half a second.

The case could be made to increase the energy budget but I hope this helps illustrate my reasoning.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Screech9791 on April 06, 2022, 05:51:34 PM
Why does the (medium slot 15 OP) phase emitter have slightly less DPS than a tachyon lance and 13.5x the EMP DPS with only 80 flux/second

did you accidentally hit the 0 key too many times

name              rarity  Value Range DPS    EMP   Energy/Sec      Chargeup Burst size

Tachyon Lance   0.5   8000   1000    1500  1000       2000          0.5          1
Phase Emitter         10000    900      300   7000        80            6         0       

These are the relevant stat differences between the two weapons. The PE costs 2k more than the TL. The phase emitter is a minimal damage/high EMP weapon whereas the Tac Lance is the opposite. Tac lance does 5x the damage with a burst effect and PE does 7 x the EMP, no burst. The reason I have the energy cost so low is that I put in a 6 second delay between firing where the Tac lance only has half a second.

The case could be made to increase the energy budget but I hope this helps illustrate my reasoning.
I was referring to sustained DPS for the Tachyon Lance.
Still, dealing 7000 EMP damage per second on a medium weapon is guaranteed to disable a few main weapons and engines if the shields go down for even a second, and the 300 DPS is going to overwhelm ships without enough flux vents.
Even with the 6 second charge up, there's no limit to how long the beam can be sustained, so the charging period doesn't really make it balanced as you can just have the phase emitter fire uninterrupted, disabling weapons as soon as they go back online.

The cost isn't a valid balancing factor either because you could either buy a phase emitter (300 DPS 7000 EMP DPS) for 10k or buy 4 ion beams (combined 200 DPS 1600 EMP DPS) for 10k total.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Dazs on April 06, 2022, 06:14:45 PM
Valid points. What would be in your considered opinion the stat to change to bring it more in line?
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Screech9791 on April 06, 2022, 08:08:54 PM
2 second warmup, 400 energy DPS + 1200 EMP DPS, 3 second cooldown after a second of firing for 12 OP - approximately 63 DPS and 200 EMP DPS per 6 second firing cycle
Which is actually kinda weak compared to an ion beam, so I guess 400 frag DPS might help improve its performance against unshielded ships
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Abim on April 07, 2022, 03:33:56 AM
Hello, for some reason my Vicious spawns in battle without a front section, while if run a simulation everything is fine, can somebody guess what may be a problem?

The viscous is a sectional ship with a fore and and an aft section. It seems for some reason your game is not rendering the front section. Are you using an operating system other than windows? I know I've had some issues with Linux with other aspects of the mod.

Using windows 10, like, it is rendering and works fine in combat simulation, but in actual battle fore section is not present, and after the battle it appears damaged, even if ship did not took any damage
Maybe it is because of other mods?
list:
  "lw_console",
  "istl_dassaultmikoyan",
  "diableavionics",
  "HIVER",
  "JYD",
  "lw_lazylib",
  "MagicLib",
  "ness_saw",
  "nexerelin",
  "speedUp",
  "tahlan",
  "shaderLib"
I checked speedUp and ConsoleCommands, they have nothing to do with it.
Thanks for your work btw, nice mod
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75 - 03/13/22
Post by: Dazs on April 07, 2022, 04:23:38 AM
@Abim
That is odd, it was my first attempt in making a sectional ship but it has been out for a couple patches now. I have all those mods installed except ness' saw. I will install it and give it a round of testing this weekend and see if I can re-create it and maybe figure it out. 

TY for the kind words about JYD, it is always nice to hear!

@Screech9791
Good notes, thank you for taking the time to post them. At a glance I would increase the EMP more as that is the primary focus of that weapon, it is not meant to be a dps but a disabling weapon. The rest looks good and I will test it in game this weekend.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75a - 04/09/22
Post by: Dazs on April 09, 2022, 03:05:12 PM
v1.75a  released today - Minor update
   -Fixed an error in the Hullmod UI tag from special to Special - Fixed a potential issue with Linux users - Learned about it in discord from Phantasia and my biggest hull mod fan Kintsu.
   -Tuned the Phase Emitter with the following changes:
         Increased charge down from 1 to 3, increased the energy per second from 80 to 120, and reduced the EMP damage from 7000 to 5500 - TY Screech9791 for your insights

@Abim I added saw to my mod list and did a round of testing with different star scape backgrounds and different enemy types but I was unable to recreate your issue. Sorry I couldn't be of more help but I am stumped.

@Screech9791 Toned down the PE a little this patch, ty again for pointing out it's flaws.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75a - 04/09/22
Post by: Unex on May 06, 2022, 09:25:09 AM
Really cool mod, but damn the planetary building is way too op, it makes refining, mining and fuel production almost irrelevant.
My suggestions on how to balance:

Just make it cost an industry slot without the upgrade, and remove the possibility to upgrade.

or

Make it scale worse with planet size, like void extraction from "Legacy of Arkgneisis" by Gwyvern mod did.

Unique solution I thought on the spot:
If you want to get more "spicy" you could make the industry increase the hazard rating of the planet if built and keep the same output. It would make sense lore wise I guess :D

Anyways, Lovely mod, and no matter if this get changed or no, I will still like the mod, good luck.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75a - 04/09/22
Post by: Dazs on May 06, 2022, 11:17:33 AM
Thank you for the kind words! :)

I added the colony structure from a player suggestion a couple pages back and again added the upgrade to an industry from yet another player's suggestion. The point of the structure is to help a fledging colony make some extra cash as a head start and the upgrade is to make it worthwhile to keep around once the colony is established. I struggled trying to balance the industry in making it worthwhile to build but not too OP. There is a cost requirement of ship hulls that I thought kept it in line but I'll give it a look see. I have Legacy of Arkgneisis installed, I just never looked over the code. When I have some free time, I will look it over as you suggested. I am currently working on a graphics pack for Hiver Swarm (should be done soon) but I'll add it to my to-do list for JYD.

Thank you again for the well thought out suggestions.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75a - 04/09/22
Post by: Dreamsteal on May 08, 2022, 10:33:54 PM

@Abim I added saw to my mod list and did a round of testing with different star scape backgrounds and different enemy types but I was unable to recreate your issue. Sorry I couldn't be of more help but I am stumped.


I am having the exact same problem as @Abim (reappering after battle damaged and everything), though even enemy Vicious classes don't have there front section show up. Heres my mod list:
"yunrutechmining",
  "apex_design",
  "raccoonarms",
  "BSC",
  "capturecrew",
  "timid_commissioned_hull_mods",
  "su_Concord",
  "diyplanets",
  "istl_dassaultmikoyan",
  "diableavionics",
  "HHE",
  "HMI",
  "hte",
  "IndEvo",
  "JYD",
  "lw_lazylib",
  "ArkLeg",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "su_CarrierHullmod",
  "more_hullmods",
  "nexerelin",
  "planet_search",
  "SCY",
  "SEEKER",
  "sun_starship_legends",
  "StopGapMeasures3",
  "alcoholism",
  "superweapons",
  "tahlan",
  "Terraforming & Station Construction",
  "TORCHSHIPS",
  "US",
  "vayrashippack",
  "weftinships",
  "whichmod",
  "shaderLib"
Hope this helps.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75a - 04/09/22
Post by: Dazs on May 09, 2022, 01:45:40 AM
Thank you for taking the time to post that, it really is helpful in tracking down potential conflicts. It could be that I am just coding it incorrectly as the Viscous was my first attempt at a sectional ship. I'll do another deep dive into that and see if I can find anything else about that specific code structure. Just got done doing a huge tweak with Hiver Swarm so my plan was to knock out my JYD to-do list next and I'll add this to it. Should have a better answer by the weekend.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.8 - 05/11/22
Post by: Dazs on May 11, 2022, 02:02:13 PM
Well it's been a month since the last patch but 1.8 released today and it's substantial. As always the changelog is posted on the forum op and included in the RAR. I HIGHLY recommend you look it over before deleting your old version and installing this new one. This patch requires a new game start for all changes to take effect and midway through coding this patch my 1.75a save crashed on load and I had to start a new game. May have been a conflict with another mod but it was after I modified the JYD bounties and I think it was because I had one of them as an active mission. Soo *maybe save game compatible??, experiences may vary.*

Several balance changes and multiple graphic updates. I updated several ships, mostly the JYD pirate ships, and let me tell you I was embarrassed at how bad some of those were lol.

Old Pirate Sprites:
Spoiler
(https://i.imgur.com/6FU230z.png)
[close]

New Pirate Sprites
Spoiler
(https://i.imgur.com/dwiq9WN.png)
[close]

OK so not my best work but a little bit better I think. I'll probably have to do total replacements at some point. This patch address all the concerns and comments I have received since 1.75a. If I missed anything (Or if something new crops up) please let me know.

@Abim & Dreamsteal - I figured out what was wrong with the Viscous and fixed it in this patch, I apologize for taking so long figuring that one out.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.75a - 04/09/22
Post by: Holy on May 23, 2022, 10:55:01 AM
Thank you for the kind words! :)

I added the colony structure from a player suggestion a couple pages back and again added the upgrade to an industry from yet another player's suggestion. The point of the structure is to help a fledging colony make some extra cash as a head start and the upgrade is to make it worthwhile to keep around once the colony is established. I struggled trying to balance the industry in making it worthwhile to build but not too OP. There is a cost requirement of ship hulls that I thought kept it in line but I'll give it a look see. I have Legacy of Arkgneisis installed, I just never looked over the code. When I have some free time, I will look it over as you suggested. I am currently working on a graphics pack for Hiver Swarm (should be done soon) but I'll add it to my to-do list for JYD.

Thank you again for the well thought out suggestions.

Yeah the Scrapyard is way too strong, on my size six colony it used to make up for half of the colony's income without taking up an industrial slot.

This is the way I have balanced it for my game:

For the workshop:
public class JYD_workshop extends BaseIndustry {

   public void apply() {
      super.apply(true);     
     
      demand(Commodities.HEAVY_MACHINERY, 3);
      demand(Commodities.SUPPLIES, 3);     
      demand(Commodities.SHIPS, 3);
     
      supply(Commodities.METALS, 4);     
      supply(Commodities.FUEL, 2);         

      Pair<String, Integer> deficit = getMaxDeficit(Commodities.SHIPS);
     
      applyDeficitToProduction(1, deficit, Commodities.METALS);
      applyDeficitToProduction(1, deficit, Commodities.FUEL);         
     
      if (!isFunctional()) {
         supply.clear();
      }     

   }


For the Scrapyard:
public class JYD_scrapyard extends BaseIndustry {

   public void apply() {
      super.apply(true);
     
      int size = market.getSize();     
     
      demand(Commodities.HEAVY_MACHINERY, size);
      demand(Commodities.SUPPLIES, size);     
      demand(Commodities.SHIPS, size);
     
      supply(Commodities.METALS, size + 2);   
      supply(Commodities.FUEL, size - 1);         

      Pair<String, Integer> deficit = getMaxDeficit(Commodities.SHIPS);
     

      applyDeficitToProduction(1, deficit, Commodities.METALS);
      applyDeficitToProduction(1, deficit, Commodities.FUEL);         
     
      if (!isFunctional()) {
         supply.clear();
      }     

   }


No idea if this is balanced or not for the upkeep cost, I am basing it off of a size 6 planet with a bunch of modifiers.

I removed it scaling to colony size without taking up an industry slot, the ore and rare ore production doesn't make too much sense for a scrap yard, and the transplutonic production is way too strong for something that takes up no industry space.

[attachment deleted by admin]
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.8 - 05/11/22
Post by: Dazs on May 23, 2022, 12:45:41 PM
Wow even attached downloadable files, you are on point!

Thank you for taking the time to post this. I received some balancing notes on discord that I will incorporate with yours for a patch. I am currently working on an update for CFT but when I am done with that I'll have one for JYD, probably by end of week if not sooner.

Title: Re: [0.95.1a] Junk Yard Dogs - V 1.8 - 05/11/22
Post by: Holy on May 23, 2022, 12:57:34 PM
Wow even attached downloadable files, you are on point!

Thank you for taking the time to post this. I received some balancing notes on discord that I will incorporate with yours for a patch. I am currently working on an update for CFT but when I am done with that I'll have one for JYD, probably by end of week if not sooner.

No problem, happy to help
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.85 - 05/28/22
Post by: Dazs on May 28, 2022, 05:46:53 PM
V1.85 released today - Save compatible with version 1.8 but some updates require a new game to take effect

Small balancing and bugfix update, details available in the changelog posted on the forum OP and in the RAR. Most importantly I added an update to the bounty CSV that *should* fix the conflict that was preventing other bounties to spawn. Third time's charm as they say :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.85 - 05/28/22
Post by: Nyctophonik on May 28, 2022, 06:09:16 PM
   -Updated the starting relationships with the vanilla factions to more neutral and inline with JYD lore - Ty N3ophobe for your thoughts.
   -Changed the size of the pirate planet, Eldorado, in Dogstar and lowered their core usage from beta cores to gamma cores - This should balance their economy vs other pirate planets.

Oh hey that was me!!!  ;D
Can't wait to try this out.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.85 - 05/28/22
Post by: Dazs on May 28, 2022, 06:24:45 PM
Hello there, I gave N3ophobe credit and a TY in the changelog notes. I assume that is you on discord. (least I hope so) Nice to hear you are excited heh.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.85 - 05/28/22
Post by: Nyctophonik on May 29, 2022, 07:57:50 PM
Hello there, I gave N3ophobe credit and a TY in the changelog notes. I assume that is you on discord. (least I hope so) Nice to hear you are excited heh.

Yep, it's me, I use a different name here. Hopefully the changes work well!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.85 - 05/28/22
Post by: Dazs on June 05, 2022, 01:51:59 AM
Quick little FYI I posted on discord for a player who liked the mod but not the dog puns I use for naming ships:

I get dad jokes aren't for everyone. To turn off the dog pun naming go to the mod folder and navigate to data/world/factions and select the file JYD.faction and made a backup somewhere if you want. Now open the source file with an editor, I recommend notepad + +, navigate to line 19 which should read     "shipNameSources":{ now under that on line 20 it says     "dog puns":10," - replace "dog puns" with "GENERAL"  and JYD will now use basic naming for new ships. Note: any existing dog pun ships will stay the same, only new ships will have the new naming. If you want a more broad naming convention, you can go to starsector-core and look at the vanilla faction files for other naming to use if you'd prefer. (just don't change those files) -Enjoy!

Title: Re: [0.95.1a] Junk Yard Dogs - V 1.85 - 05/28/22
Post by: AKAJIA on June 05, 2022, 08:20:29 PM
Hi, I like this MOD, can you allow me to publish it to Chinese forum and translate it? I will keep the author information and the original link.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.85 - 05/28/22
Post by: Dazs on June 06, 2022, 02:48:39 AM
Hello there. I am flattered that you would go to that effort, feel free to translate JYD and post it in another language's forum.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: Dazs on June 07, 2022, 07:43:17 AM
V1.9 released today - Save Game compatible with v1.85 - Changed ships in your save may need to be re-outfitted

Yet another graphic update based on discord "feedback" and some light code adjustments - Changelog on the Forum OP and in the RAR has the details

Image of the changed sprites:


(https://i.imgur.com/mYAj3mn.png)

I am always open to suggestions, complaints or bug reports for any of my mods (listed and linked in my forum signature below). If you have any please contact me on the forum or discord, I check each daily.

Enjoy!

Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: Regularity on June 07, 2022, 01:49:57 PM
I don't know if anyone's mentioned this already, but the pirate flagship descriptions seems to suggest they're unique (like other IBB ships), but it seems they can appear on multiple occasions in randomly generated fleets, and even be mass produced via blueprints. I suspect this is a bug as other mods' unique bounty flagships don't exhibit this ability to be mass produced or appear repeatedly, but you could have done this intentionally for all I know.

Also, for balance feedback: Deployment points needs a looking at, in my opinion, especially for hybrid transport-warship classes. As someone with over 100 active mods, JYD (and CFT, your other mod) have by a significant margin the highest firepower-to-deployment-cost ratio. In my games I end up using JYD and CFT transports as my mainline warships due to the fact I can deploy 200-400% more vessels than enemy warship fleets without a proportional reduction in ship fighting ability.

The main reason seems to be because these ships have deployment costs roughly the same as unarmed civilian ships of the same class, but possess the firepower and ordnance of medium-quality warships, along with the corresponding number of mounts with great coverage (most non-front ones usually have 180-360 degree firing arcs). That alone would make them worthwhile, but they also have the additional perk of often have literally the largest cargo bays of their class (or at least top 5) -- again, that's with 100 active mods -- so completely obsolete the need for conventional civilian supply ships and their corresponding costs, fleet size, and enemy detection penalties. Finally since the game classifies them as non-combat ships, their presence in your fleet does not contribute to combat ship fleet composition, so they do not reduce XP gain or scare off enemy fleets like normal combat ships.

Some examples of what I mean:
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: Dazs on June 07, 2022, 03:24:48 PM
A well thought out and reasoned posting. I can only imagine how long it took you and I appreciate the time you took.

I don't know if anyone's mentioned this already, but the pirate flagship descriptions seems to suggest they're unique (like other IBB ships), but it seems they can appear on multiple occasions in randomly generated fleets, and even be mass produced via blueprints. I suspect this is a bug as other mods' unique bounty flagships don't exhibit this ability to be mass produced or appear repeatedly, but you could have done this intentionally for all I know.
Originally I had restricted the pirate ships to the Vayra's bounties embedded in the JYD code. Sadly, she has been absent from the modding scene and not many people use her mod now since it takes an unofficial update to get it to work. I did try to incorporate them into the Magic bounty system but apparently all I wound up doing was disabling other modder's bounties so for now I removed or disabled all the custom bounties I had wrote. I did not want them to go to waste so I decided to add them to the general pirate fleets so they would see some use. If she ever returns (please we miss you!) and updates her mod, I will restrict them to the bounties again.
Also, for balance feedback: Deployment points needs a looking at, in my opinion, especially for hybrid transport-warship classes. As someone with over 100 active mods, JYD (and CFT, your other mod) have by a significant margin the highest firepower-to-deployment-cost ratio. In my games I end up using JYD and CFT transports as my mainline warships due to the fact I can deploy 200-400% more vessels than enemy warship fleets without a proportional reduction in ship fighting ability.

The main reason seems to be because these ships have deployment costs roughly the same as unarmed civilian ships of the same class, but possess the firepower and ordnance of medium-quality warships, along with the corresponding number of mounts with great coverage (most non-front ones usually have 180-360 degree firing arcs). That alone would make them worthwhile, but they also have the additional perk of often have literally the largest cargo bays of their class (or at least top 5) -- again, that's with 100 active mods -- so completely obsolete the need for conventional civilian supply ships and their corresponding costs, fleet size, and enemy detection penalties. Finally since the game classifies them as non-combat ships, their presence in your fleet does not contribute to combat ship fleet composition, so they do not reduce XP gain or scare off enemy fleets like normal combat ships.

Some examples of what I mean:
  • Troublesome. Destroyer. Costs 5 deployment points. Deployment cost of a cheap war frigate, but the firepower of a very heavy destroyer or very light cruiser. Also acts as marine support on top of those bonuses.
  • Carrack. Cruiser. Costs 10 deployment points, roughly a higher quality destroyer. Its five medium, five small mounts puts its firepower well above destroyers of the same cost. Oh, also literally the single largest (cruiser-class) cargo hold I've seen across the ~40 mods I have installed, with cargo shielding and salvage facilities to boot.
  • Intelligent. Destroyer. Costs 5 deployment points. Unlike the others its cost roughly matches its fighting ability (cost of a mid-tier frigate, firepower just below that). But it's noteworthy here because it simultaneously fills almost every non-combat niche at once: it has more cargo than a buffalo (possibly the largest destroyer cargobay among my 100 mods), and in-built hullmods for salvaging, surveying, and boosting fleet detection range. So having these in your fleet can obsolete basically every form of destroyer-tier support ship in existence, except marine support. Which can mean room for a lot more warship in your fleet. That said you can still throw them into battle and they will fight with near parity against other ships of the same deployment costs; they don't suffer for this super-utility by being defenseless ships.
You make a good point and not one I had considered. When I initially put together the ships I compared them to vanilla ship analogs to determine their worth. Over the several patches since then I have modified several ships but had not considered the deployment costs. I just released an update and had planned to work on one of my other mods next but I will give the ship.CSV a good look and take your feedback to heart. I cannot say at this stage how long until I can get a balance patch out since I am sure while I am there I'll notice other things.

This is the kind of feedback I need because I am not a professional and I am pretty much winging it and learning as I go. Thank you so much for giving me some things to think about and work on to make JYD better.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: Usgiyi on June 07, 2022, 09:37:50 PM
When I was playing around with the missile cruiser I noticed that I couldn't tell the difference between the heavy & light drill missiles. So I zoomed all the way in & found out why.. the missiles were so small they were nearly invisible. The LR & srm sprites have a bunch of dead space in them and when paired with the seemingly incorrect size values in the .proj file, the missiles get scaled down to, as far as I can tell.. a one pixel wide sprite. I removed all the dead space & set the size to what seemed correct, tested in game and indeed the missiles were now visible. Then I noticed the static sprites for the missile launchers & set about making them dynamic. While doing that I.. kinda didn't like the sprites for the SRM & MRM, so I made new ones based on the LRM. So after a couple hours of tinkering I figured I might as well give you the result.

While testing missiles I noticed the small planet buster torpedo has a 3 second chargeup time; making it pretty awkward to use, especially for the AI, which tries to use it but gets confused by the chargeup time or something & stops halfway through. Similarly the 0.2 second chargeup on the MRM seems kinda annoying.

As for ship balance, your civilian ships seem a little too good. From what I remember they seem to have around 10% more storage, but don't cost any extra maintenance or fuel. On top of that they have tons of OP so you can put whatever hullmods you want on them. Also this seems pretty obvious but.. having missile autoforge on ships is hilariously strong. I mean I enjoy seeing the endless, massive swarms of missiles on their way to blow up the enemy's frontline, but it's not even remotely balanced.

On another note.. I saw the pirate planet El Dorado has a pristine nanoforge. Doesn't really seem right for pirates to have that sorta thing. Best I would expect them to have is a corrupted nanoforge. That would also help tone down their economy, which seems a bit strong. They produce so much heavy armaments/machinery & supplies, you can make a fortune just buying from them & selling to the rest of the sector.

Anyway that was my 2 cents. Here's the link to the missile sprite fixes & whatnot:
https://drive.google.com/file/d/1vIEPGTNXCZqS90ONiDbMGoIlTkNn0Slu/view?usp=sharing (https://drive.google.com/file/d/1vIEPGTNXCZqS90ONiDbMGoIlTkNn0Slu/view?usp=sharing)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: Dazs on June 08, 2022, 03:31:42 AM
Hello there!
When I was playing around with the missile cruiser I noticed that I couldn't tell the difference between the heavy & light drill missiles. So I zoomed all the way in & found out why.. the missiles were so small they were nearly invisible. The LR & srm sprites have a bunch of dead space in them and when paired with the seemingly incorrect size values in the .proj file, the missiles get scaled down to, as far as I can tell.. a one pixel wide sprite. I removed all the dead space & set the size to what seemed correct, tested in game and indeed the missiles were now visible. Then I noticed the static sprites for the missile launchers & set about making them dynamic. While doing that I.. kinda didn't like the sprites for the SRM & MRM, so I made new ones based on the LRM. So after a couple hours of tinkering I figured I might as well give you the result.
That is awesome thank you for including a link to your work, I'll look it over and consider it for the next patch. Thank you for taking the time!
While testing missiles I noticed the small planet buster torpedo has a 3 second chargeup time; making it pretty awkward to use, especially for the AI, which tries to use it but gets confused by the chargeup time or something & stops halfway through. Similarly the 0.2 second chargeup on the MRM seems kinda annoying.
Those were balancing edits I made a couple patches ago, the torp is a heavy hitter and being able to spam it was way OP. As to the AI confusion, that is a known problem across all torpedoes. A couple pages back I posted a link to a post where Alex states he is aware of it and it will be fixed in the next update.
As for ship balance, your civilian ships seem a little too good. From what I remember they seem to have around 10% more storage, but don't cost any extra maintenance or fuel. On top of that they have tons of OP so you can put whatever hullmods you want on them. Also this seems pretty obvious but.. having missile autoforge on ships is hilariously strong. I mean I enjoy seeing the endless, massive swarms of missiles on their way to blow up the enemy's frontline, but it's not even remotely balanced.
In the last post, Regularity pointed out the OP nature of the logistics and it is a work in progress. I'll keep your notes in mind while I tinker. I want JYD logistics ships to not just be ships you keep in the background and never deploy. I do not want them to replace military ships but I always disliked having a portion of my fleet just be for utility. It is a tightrope act but I will try to balance them better but also keep that frame of mind at the same time.
On another note.. I saw the pirate planet El Dorado has a pristine nanoforge. Doesn't really seem right for pirates to have that sorta thing. Best I would expect them to have is a corrupted nanoforge. That would also help tone down their economy, which seems a bit strong. They produce so much heavy armaments/machinery & supplies, you can make a fortune just buying from them & selling to the rest of the sector.
Yea I balanced El Dorado two patches back by lowering their alpha and beta cores to gamma cores. I wanted them to be a threat for early JYD commissioned captains to be able to cut their teeth against but when I take away their advantages their fleets just get decimated by AI JYD fleets. I guess I hadn't tested it enough if it is still generating so much, I'll give it a more thorough look.
Anyway that was my 2 cents. Here's the link to the missile sprite fixes & whatnot:
https://drive.google.com/file/d/1vIEPGTNXCZqS90ONiDbMGoIlTkNn0Slu/view?usp=sharing (https://drive.google.com/file/d/1vIEPGTNXCZqS90ONiDbMGoIlTkNn0Slu/view?usp=sharing)
Worth far more than 2 cents to me, your criticism is constructive and well reasoned. And you even included suggested edits, I mean really that's worth at least a nickel!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: Usgiyi on June 08, 2022, 12:27:29 PM
Those were balancing edits I made a couple patches ago, the torp is a heavy hitter and being able to spam it was way OP. As to the AI confusion, that is a known problem across all torpedoes. A couple pages back I posted a link to a post where Alex states he is aware of it and it will be fixed in the next update.
I agree being able to spam it would be too strong, but doesn't the 12 second cooldown accomplish that? Having to hold the trigger for 3 seconds before the torpedo fires seems counter to the point of torpedoes. You can just move the 3 second chargeup to the cooldown time if you want the total to be 15 seconds per volley.
In the last post, Regularity pointed out the OP nature of the logistics and it is a work in progress. I'll keep your notes in mind while I tinker. I want JYD logistics ships to not just be ships you keep in the background and never deploy. I do not want them to replace military ships but I always disliked having a portion of my fleet just be for utility. It is a tightrope act but I will try to balance them better but also keep that frame of mind at the same time.
I quite like that aspect of the logistic ships being usable in combat, helps a lot early game being able to deploy a few extra ships in combat. I was just thinking their maintenance costs should be increased to match their improved hauling capability. Possibly with an extra 10-20% due to their multipurpose nature. Not entirely sure about fuel costs, since they're generally whole numbers. As an example you could increase the Empathetic's fuel cost to 4.5, making it within 2% of the Colossus for fuel efficiency by cargo capacity. Or you could go up to 5 making it less efficient than the Colossus, but still useful due to its much more flexible loadout and combat capability. The Intelligent's fuel cost should probably be increased to 2, at 1.5 it's more efficient than the Colossus. All in all up to you, I'd probably just match fuel efficiency with the equivalent vanilla logistic ships as much as possible.
Worth far more than 2 cents to me, your criticism is constructive and well reasoned. And you even included suggested edits, I mean really that's worth at least a nickel!
I really like the mod, always felt the game was missing industrial/mining themed ships; so I just wanted to do a little to help improve it. Oh also, I like the changes to the ship sprites; especially the Empathetic, it looks much better.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: Dazs on June 08, 2022, 12:37:07 PM
Solid feedback yet again. I just got some free time to tinker with the code so it's just in time thank you again for the details.

Thank you for the kind work on the Empathetic, that's a personal kitbash whereas the previous one was a spiral arms sprite that I enlarged to make it cruiser sized. I had no idea what I was doing back then and it was long overdue heh, I am glad you like the changes!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: travhill20 on June 08, 2022, 06:53:52 PM
I love your ships. As previously mentioned, they help fill in a mining and logistical gap that surprisingly few have taken advantage of. Some of the ships are incredibly powerful but feel more worth their value than a lot of other similar class ships. The art is lovely and the new black background with your ships really makes them all shine distinctly. My favorite collection right now and I've been playing it off and on since the game was just 1 system. Well done.

P.S. How can I tip you for your service to the community?
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: Dazs on June 09, 2022, 01:34:40 AM
I love your ships. As previously mentioned, they help fill in a mining and logistical gap that surprisingly few have taken advantage of.
What a nice comment to wake up to, thank you so much! Have you checked out Roider Union? SafariJohn has a lot of mining related content as well and it is well made.
Some of the ships are incredibly powerful but feel more worth their value than a lot of other similar class ships. The art is lovely and the new black background with your ships really makes them all shine distinctly. My favorite collection right now and I've been playing it off and on since the game was just 1 system. Well done.
I went with the star scape background I use for Dogstar on the OP image as I thought it would better give an impression of what they would look like in game over a blank background. I am happy to hear you appreciate it. I am in the process of balancing the civilian and logistic focused ships in the JYD lineup so maybe just powerful instead of incredibly powerful in the next update :)
P.S. How can I tip you for your service to the community?
That is quite flattering and I appreciate the sentiment. I do see other mods have links to Patreon or their PayPal but I haven't seriously considered it since I do this for relaxation and as a hobby. Idk, maybe I'll look at what specifically other mod makers do now that you have me thinking about it.

Thank you again for your kind words, you've made my day. I should have the next update out by Sunday(ish), work is just taking up so much of my time this week. Enjoy!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: bigwheel on June 10, 2022, 08:34:12 AM
So I started a playthrough with your mod today and it's a cool faction, no doubt. I thought it would be fun to roleplay as a miner, and in fact after hundreds of hours of Nexerelin I realised there is a mining function... And most things in the game have no mining power.

Do you have a list of the mining power of your weapons? I have found the following information in your modSettings.json but I am having trouble working out which variable is which weapon lol!

Code
"nexerelin":{
"mining_ship_strengths":{
"JYD_short":4,
"JYD_spirited":18,
"JYD_lively":3,
"JYD_lean":3,
"JYD_obedient": 6,
"JYD_happy": 3,
"JYD_loyal":10,
"JYD_exuberant":3,
"JYD_empathetic":1,
"JYD_irksome":6,
"JYD_intelligent":6,
"JYD_smart":20,
"JYD_tick": 1,
"JYD_mite": 1,
"JYD_flea": 1,
"JYD_relaxed": 3,
"JYD_splendid": 5,
"JYD_botfly": 2,
"JYD_courageous": 5,
"JYD_knowledgeable": 20,
"JYD_intense": 8,
"JYD_gnat": 0.5,
"JYD_heavydrone":5,
"JYD_industrious": 35,
"JYD_commanding": 20,
"JYD_cute": 8,
"JYD_fluffy": 9,
"JYD_muscular": 8,
"JYD_troublesome": 5,
"JYD_adorable": 3,
"JYD_sharp": 12,
"JYD_mosquito": 0.5,
"JYD_termite":0.1,
"JYD_fetching": 10,
"JYD_peppy": 50,
"JYD_cordelia": 10,
"JYD_eager": 5,
"JYD_confident": 20,
"JYD_intelligentmkq": 6,
"JYD_stalwart": 30,
"JYD_rambunctious": 10,
"JYD_energetic": 5,
"JYD_adaw": 0.5,
"JYD_protective": 5,
"JYD_endurance": 3,
"JYD_reliable": 8,
"JYD_rugged": 5,

},

The ships I can understand, they have the name, but the weapons are a bit hard:

Code
"mining_weapon_strengths":{
"JYD_ab": 3,
"JYD_abf": 3,
"JYD_af": 3,
"JYD_lrk": 12,
"JYD_lrm": 9,
"JYD_mrb": 9,
"JYD_mrm": 9,
"JYD_srm": 4,
"JYD_pbtorp": 10,
"JYD_hab": 9,
"JYD_hdml":16,
"JYD_hbl": 25,
"JYD_mbl": 17,
"JYD_lbl": 8,
"JYD_abc": 3,
"JYD_mabc": 6,
"JYD_lab": 14,
"JYD_lpbtorp": 20,
"JYD_pe": 9,
"JYD_spe": 3,
"JYD_ionburst": 13,
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: Dazs on June 10, 2022, 09:17:58 AM
Hello there, glad to hear you are enjoying the mod. Junk Yard Dogs is my first released mod but not my first attempt at modding. My initial desire was to make a mod that read all the mining strengths in all the mods and have that strength show on the tooltip when you hover over a ship or a weapon. I spent several hours and asked several other mod makers if there was a way and was never able to pull it off. Sooooo, I figured the best way to ensure I knew the strengths of what I was using was to make my own mining focused faction. Yep, there you have it JYD's origin story. :)

To figure out the correlation of the tooltip names and the abbreviation code I use in the mining strengths, look at weapons_data.csv. The first column is the actual name used on the in game tooltip. The second column is the id of the weapon which is what I use in the mining strengths. I added that info below under spoiler tags:
Spoiler
#Ballistic   
Asteroid Breaker   JYD_ab
Long Range Kinetic Drill   JYD_lrk
Mining Recoilless Blaster   JYD_mrb
Drone gun   JYD_abf
Heavy Asteroid Blaster   JYD_hab
Asteroid Buster Cannon   JYD_abc
Medium Asteroid Buster Cannon   JYD_mabc
Long Range Asteroid Blaster   JYD_lab
   
#Energy   
Heavy Blaze Laser   JYD_hbl
Medium Blaze Laser   JYD_mbl
Light Blaze Laser   JYD_lbl
Phase Emitter   JYD_pe
Particle Emmiter   JYD_spe
Ion Burst Emitter   JYD_ionburst
Blaze Energy Blaster   JYD_beb
Blaze Energy Array   JYD_bea
   
#Missiles   
Drill LRM   JYD_lrm
Drill SRM   JYD_srm
Shard Anti-Fighter Swarmer   JYD_af
Armored MRM   JYD_mrm
Planet Buster Torpedo   JYD_pbtorp
Heavy Drill MIRV Launcher   JYD_hdml
Large Mount Planet Buster Torpedo   JYD_lpbtorp
[close]
Also, you can see a list of mining strengths of all ships and weapons as well as the mining strength of your current fleet in game when you go to a planet or asteroid and start the mining process you will see the option to show strengths. Idk, I should at some point take another crack at my initial mod idea now that I am more experienced.

I hope this answer helps, enjoy!

Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: bigwheel on June 11, 2022, 03:22:58 AM
Thank you for the information, that's very helpful!

I am really enjoying the faction because they are very thematic, with the ships with logistics mods, built-in drones, etc. You really know you're using them. At first I thought they were overpowered because of the large number of missile slots (the two cruisers Cordelia and Protective are amazing) but after about 10 hours and facing stronger enemies, I think that the low speed and flux efficiency shields are a good counterbalance.

I think mining isn't really viable unless you use a mod which compresses the ore, like your Ore Refinery. Then, JYD really shines, because the weapons/ships are already good, but the fact that they can mine makes them great. You can explore, fight and mine, all with the same fleet quite well.

As for the ingame tool, I can see the strength of my fitted ships and fleet as a whole, but the option to see mining strength per weapon/ship throws an error. Google tells me someone had a similar problem and their problem might be the mod Modern Carrier which I am also using. Strange, but there you go.

Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: Dazs on June 11, 2022, 05:28:59 AM
I am really enjoying the faction because they are very thematic, with the ships with logistics mods, built-in drones, etc. You really know you're using them. At first I thought they were overpowered because of the large number of missile slots (the two cruisers Cordelia and Protective are amazing) but after about 10 hours and facing stronger enemies, I think that the low speed and flux efficiency shields are a good counterbalance.
Thank you! I truly appreciate you taking the time to consider all aspects rather than taking a knee-jerk reaction. I get flack on discord from certain players that only look at one aspect of the mod and label it overpowered and recommend other players not to use it.
I think mining isn't really viable unless you use a mod which compresses the ore, like your Ore Refinery. Then, JYD really shines, because the weapons/ships are already good, but the fact that they can mine makes them great. You can explore, fight and mine, all with the same fleet quite well.
I enjoy mining for the random finds as well as the mining itself, I think Histidine deserves more credit than they do for the addition of viable mining with some added surprises to the game. Ore Refinery used to be a feature of JYD but I figured I would separate it for miners who prefer a faction like Roider Union or HMI. I am glad you found it and like it, I haven't received any feedback on it in some time and it's nice to hear a kind word. Maybe I'll give it tinker once I am done with the JYD patch I am currently working on.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: bigwheel on June 11, 2022, 09:15:34 AM
Well I'm not a playtester and I have so many mods running I would hesitate to speak to the balance too much! When I play a faction I like to force myself to use only their ships where possible, and I think if you do that, most factions (vanilla and modded) have their limitations as well as their strengths.

With Ore Refinery and playing JKD, I think mining is very powerful and I found it easy to make money and start snowballing, because you don't need to make many sacrifices. All your ships and weapons have mining power. In contrast, I think mining would be quite weak if you use non-JKD ships and modules like the Mining Blaster, and probably most people don't bother. Maybe one day I'll try it, having a fleet with dedicated mining ships and then combat ships to protect them.

It would be nice if there were an easier way to see mining power of every ship and module, but I guess mining is a pretty small part of Nexerelin so it might not be a priority.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: travhill20 on June 11, 2022, 11:55:22 PM
I love your ships. As previously mentioned, they help fill in a mining and logistical gap that surprisingly few have taken advantage of.
What a nice comment to wake up to, thank you so much! Have you checked out Roider Union? SafariJohn has a lot of mining related content as well and it is well made.
Some of the ships are incredibly powerful but feel more worth their value than a lot of other similar class ships. The art is lovely and the new black background with your ships really makes them all shine distinctly. My favorite collection right now and I've been playing it off and on since the game was just 1 system. Well done.
I went with the star scape background I use for Dogstar on the OP image as I thought it would better give an impression of what they would look like in game over a blank background. I am happy to hear you appreciate it. I am in the process of balancing the civilian and logistic focused ships in the JYD lineup so maybe just powerful instead of incredibly powerful in the next update :)
P.S. How can I tip you for your service to the community?
That is quite flattering and I appreciate the sentiment. I do see other mods have links to Patreon or their PayPal but I haven't seriously considered it since I do this for relaxation and as a hobby. Idk, maybe I'll look at what specifically other mod makers do now that you have me thinking about it.

Thank you again for your kind words, you've made my day. I should have the next update out by Sunday(ish), work is just taking up so much of my time this week. Enjoy!


Love to hear it! I just noticed you make Carter's freetraders also.... my 2nd favorite faction, and yes, I play with roiders as well but i'm a bit of a stickler for high shield efficiency and some of those ships are terrifyingly inefficient. Also.. I found your old tip jar =D           https://Ko-fi.com/home/coffeeshop?txid=0e99b759-c77f-4966-89ba-fead728a314a&mode=public&img=ogiboughtsomeone
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.9 - 06/07/22
Post by: Dazs on June 12, 2022, 05:44:10 AM
Well I'm not a playtester and I have so many mods running I would hesitate to speak to the balance too much! When I play a faction I like to force myself to use only their ships where possible, and I think if you do that, most factions (vanilla and modded) have their limitations as well as their strengths.
I play the same. I may start off using whatever ship I can scavenge but eventually I want to play with a full fleet of faction ships. It is why I designed both JYD and CFT as partial scavengers but with every conceivable slot in their lineup so it would fit my playstyle. Glad to hear someone else does similar. :)
With Ore Refinery and playing JKD, I think mining is very powerful and I found it easy to make money and start snowballing, because you don't need to make many sacrifices. All your ships and weapons have mining power. In contrast, I think mining would be quite weak if you use non-JKD ships and modules like the Mining Blaster, and probably most people don't bother. Maybe one day I'll try it, having a fleet with dedicated mining ships and then combat ships to protect them.
I base my fleets around exploration then scavenging then mining and lastly combat. I usually pick a start that has trade/utility ships and mine the nearby asteroids for some cash. Once I have a tanker, I look at the military tab and see if there is conflict with two factions I am neutral to friendly with and go there and scavenge ships and supplies. Then it's off to explore the sector based around survey missions as a guide for direction and cash to keep the tanks full.
It would be nice if there were an easier way to see mining power of every ship and module, but I guess mining is a pretty small part of Nexerelin so it might not be a priority.
Well based on the feedback I get on JYD and Ore Refinery I think it is more popular than you may think. Players have been pretty forgiving for my ineptitude in ship balance and have helped immensely in getting this mod finalized. I believe that is because they see the intent I am trying to pull off and are willing to put in some time to help me get it there. Which is pretty awesome btw! 
Love to hear it! I just noticed you make Carter's freetraders also.... my 2nd favorite faction
Nice, yea CFT was sort of a side project that I finally had time to complete (well to get it to run). I had a bunch of left over ships and kitbash parts and an though I am not much of a smuggler I felt there was a hole in the game for a faction that specializes in it but are not pirates. Plus I had an ancestor who was a well known smuggler so that that all came together into CFT.
I play with roiders as well but i'm a bit of a stickler for high shield efficiency and some of those ships are terrifyingly inefficient.
Well SafariJohn has his goals and I have mine. I think that mod is pretty well made and I played as a Roider for some time after Tiadong Heavy Industries was no longer viable. It was the mod that got me into mining and all respect for that. CFT is based around hit and fade tactics so their shields efficiency should fit it well with your playstyle. In the last patch I did add some mining ships so their AI could have a mining fleet so you could play as full CFT and get it all.
Also.. I found your old tip jar =D           https://Ko-fi.com/home/coffeeshop?txid=0e99b759-c77f-4966-89ba-fead728a314a&mode=public&img=ogiboughtsomeone
I looked around at what other mod authors were doing and I saw that Vayra used ko-fi and she is my favorite mod author so I looked into it. I added it to my mod pages yesterday but I in no way expect anyone to use it as I never want to charge for what I do. But you asked and there it is, thank you for the coffee!

Lastly, the next patch is almost done and will be released this afternoon. I had hoped to get it out early but once I got into it I wound up making more changes and additions than I had set out to based on player feedback so sorry for the delay. It does address all the comments and conversations between players and myself and I hope you all enjoy the changes. Stay tuned!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: Dazs on June 12, 2022, 02:28:49 PM
v1.95 released today, a bit later than I had anticipated but at least I got the release day correct. Pretty hearty patch with code changes, graphic updates a new ship two new weapons and a new drone wing. Changelog on the Forum OP and in the RAR has the details and I suggest you at least skim them. Also, I revamped the Forum Op to be far less cluttered and more interactive. I noted those changes as well in the changelog if you are interested.

I gave an individual thank you to each player who had posted suggestions but I just wanted to thank you all again for you continued support as I muddle my way. I hope you find the changes enjoyable.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: Usgiyi on June 12, 2022, 05:03:12 PM
Only had time to read the changelog atm. Changes look good. I see you removed the autoforge from the Fetching. Figured I should mention you also have it on the Loyal and Endurance. The Loyal was and is stronger than the Fetching, at least when you fit harpoons to every slot. Endless harpoons everywhere, heh. Honestly vanilla missiles are weird balance-wise. Some missiles aren't op at all with infinite ammo and some like the harpoons just completely break the game.

I also wanted to mention lore-wise it seems odd for JYD to have 2 pristine nanoforges when the Hegemony only has 1. From what I understand only major (or highly influential) factions even have a pristine nanoforge. You also have a little mistake in your starsystem config, the light industry of dogstar4 is assigned a pristine nanoforge, which of course does nothing as light industry can't slot nanoforges.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: Dazs on June 13, 2022, 01:05:29 AM
Only had time to read the changelog atm. Changes look good. I see you removed the autoforge from the Fetching. Figured I should mention you also have it on the Loyal and Endurance. The Loyal was and is stronger than the Fetching, at least when you fit harpoons to every slot. Endless harpoons everywhere, heh. Honestly vanilla missiles are weird balance-wise. Some missiles aren't op at all with infinite ammo and some like the harpoons just completely break the game.
I felt there was a good case to remove it from the Fetching since it already had expanded racks built in and it was sort of doubled dipping. I left it in the Endurance because it is a dedicated missile ship but with only one mount and it is pretty useless when it runs dry. There is a case to be made for the Loyal though, the auto forge on that ship is a legacy from when I had all the weapons built-in. I changed that a couple patches back and I had sort of forgotten it had one and did not consider removing it in this patch. I'll give it a once over when I can but um I just spent 20 some hours pouring over JYD bug hunting and I'm a lil burned out atm and unless it is a critical error, I want to take some time to re-calibrate and actually play the game lol.
I also wanted to mention lore-wise it seems odd for JYD to have 2 pristine nanoforges when the Hegemony only has 1. From what I understand only major (or highly influential) factions even have a pristine nanoforge. You also have a little mistake in your starsystem config, the light industry of dogstar4 is assigned a pristine nanoforge, which of course does nothing as light industry can't slot nanoforges.
Well I would counter that with the established lore of JYD is that they are big time explorers and salvagers as well as miners. I do not think it is much of a stretch that they came across them while salvaging an abandoned station or planetary ruin. That is how I get them and I am just a singe commissioned officer and they have several fleets. I'll look into the light industry concern on 4 though and add it to my next pass along with the Loyal.

Thank you for both the kind words and all the help testing the mod. I would be curious to hear your thoughts once you've dug into the current changes further if you have the time.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: Usgiyi on June 13, 2022, 01:45:35 PM
Yeah, there's a bit of a disconnect between the games lore and its actual gameplay. "I thought these nanoforges were supposed to be rare? We were only out there for 2 years, one small fleet, and we found 3 pristine nanoforges.. why isn't the Hegemony out there? They could field dozens of salvaging fleets. On top of that we found 5 habitable worlds; the commander said we're going to set up on one of them, since the Hegemony doesn't seem to care." Then in about a year you can have a manufacturing capacity rivaling the Hegemony and more or less be top of the sector's economy. In another couple years the players faction would be unrivaled in economic power. Makes the Hegemony look pretty lazy or extraordinarily incompetent. That or the player is just the god emperor.

The last playthrough I did JYD seemed to be a bit strong. I'm not sure if they just got lucky or what happened exactly, but JYD took over Sindria. Any faction that declared war on them would soon lose one of their planets. That's what made me even look at their industry. A few of the planets were pretty weak & undefended so that didn't seem unusual, but it did surprise me when JYD took over Sindria, considering how many strong fleets I always see there. It also wasn't just temporary, the Diktat made multiple attempts to take it back but always failed. So yeah, no idea if they just got lucky and then started snowballing or if their industry is a bit too strong. Was only one playthrough though, I'll see what happens in the next one I do.

As for ships.. yeah the Endurance seemed fine with the auto forge, I didn't test it all that much though, was just using it as a support ship for capitals. Just wanted to mention it in case you didn't know it had the auto forge.

I'll give it a once over when I can but um I just spent 20 some hours pouring over JYD bug hunting and I'm a lil burned out atm and unless it is a critical error, I want to take some time to re-calibrate and actually play the game lol.

Totally understand, I should've mentioned it in one of the previous posts as I knew about it back then. Take a well deserved break & have some fun.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: Dazs on June 13, 2022, 03:35:22 PM
Well I toned down their aggression quite a bit this patch so you shouldn't see them invading near as much in a new game. There were a couple comments on discord plus what you had here since I posted 1.95 so I've already complied a to-do list. I'll keep an eye out for any other issues or ideas that pop up for JYD but I have some ideas I'd like to tinker with my other mods, however, for sure I'll have it removed from the Loyal in the next patch.

Thanks for the follow up.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: bigwheel on June 14, 2022, 09:08:11 AM
Haven't installed the new version yet so this may be fixed but the JYD hullmod Reflective Armor says it increases shield flux by 10% but it actually decreases it according to the tooltip in the fitting window e.g. 150 to 135, not 150 to 165 as expected.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: Dazs on June 14, 2022, 09:55:58 AM
Haven't installed the new version yet so this may be fixed but the JYD hullmod Reflective Armor says it increases shield flux by 10% but it actually decreases it according to the tooltip in the fitting window e.g. 150 to 135, not 150 to 165 as expected.

Hi there, thank you so much for brining this to my attention. It boils down to my misunderstanding of how a particular mutable ship stat operates and not doing my due diligence. I'll have a fix in the next patch but if you want to put the fix in yourself it is not difficult (one of the reasons I keep my code open source).

From the JYD folder navigate to data\scripts\hullmods and open the file JYD_reflectivearmor.Java with an editor, I recommend notepad++. In that file navigate to line 17 public static final float SHIELD_UPKEEP_MULTIPLIER = and change the 0.90f to 1.1f 
Now to fix the tooltip reporting go to line 28   if (index == 1) return "" + (int) ((1f - SHIELD_UPKEEP_MULTIPLIER) * 100f); and add a - directly in front of the 100 to be -100f

I was going to work on a patch for Hiver Swarm but it looks like I need to go ahead and comb through JYD again for things like this. I'll just add it to the long list of bonehead noob mistakes I made. I am so thankful to have players such as yourself that put up with it and are willing to QA for me.
 
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: AKAJIA on June 14, 2022, 01:44:51 PM
JYD_hab does not generate energy when shooting, is this normal?
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: Dazs on June 14, 2022, 03:21:33 PM
JYD_hab does not generate energy when shooting, is this normal?
I designed it as a low energy per damage output weapon vs other medium weapons like the heavy machine gun. I have it set to drain 9 energy per 26 damage where as the HMG is 15 energy per 40 damage for example. At least that is my intent, however, when I just loaded the game I saw the tooltip say what you state. I am honestly stumped at the moment why it would be this way. I checked all the numbers I have in every entry for the HAB versus similar vanilla weapons as well as some of the JYD ones and the HAB is the only one that comes up that way in game.

At this stage it is a puzzle but one I intend to figure out. I'll have a better answer when I get a chance to look it over in more depth tomorrow. Sorry for the partial reply but I wanted to let you know I am looking into it and to thank you for pointing it out.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: Usgiyi on June 14, 2022, 10:02:47 PM
JYD_hab does not generate energy when shooting, is this normal?
I designed it as a low energy per damage output weapon vs other medium weapons like the heavy machine gun. I have it set to drain 9 energy per 26 damage where as the HMG is 15 energy per 40 damage for example. At least that is my intent, however, when I just loaded the game I saw the tooltip say what you state. I am honestly stumped at the moment why it would be this way. I checked all the numbers I have in every entry for the HAB versus similar vanilla weapons as well as some of the JYD ones and the HAB is the only one that comes up that way in game.

At this stage it is a puzzle but one I intend to figure out. I'll have a better answer when I get a chance to look it over in more depth tomorrow. Sorry for the partial reply but I wanted to let you know I am looking into it and to thank you for pointing it out.

It's because the burst size is set to 0.9
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: Dazs on June 15, 2022, 04:47:49 AM
It's because the burst size is set to 0.9

And circle gets the square! That nub list is getting longer and longer lol, thank you for saving me the time to figure it out. Change that 0.9 to 1 in the weapon_data.csv and it is working as intended. Balanced just above the the heavy machine gun in damage, range and better flux efficiency but frag damage verses kinetic on the HMG. You can change it yourself on your end or wait, the fix will be in the next patch which I *should* have up in a day or so.

Thank you yet again Usgiyi!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: AKAJIA on June 15, 2022, 06:49:35 AM
It's because the burst size is set to 0.9

And circle gets the square! That nub list is getting longer and longer lol, thank you for saving me the time to figure it out. Change that 0.9 to 1 in the weapon_data.csv and it is working as intended. Balanced just above the the heavy machine gun in damage, range and better flux efficiency but frag damage verses kinetic on the HMG. You can change it yourself on your end or wait, the fix will be in the next patch which I *should* have up in a day or so.

Thank you yet again Usgiyi!

nice, it seems that the problem is solved perfectly.
Another point, the JYD_lrm missile is a little too powerful, it is too tempting compared to the same level missiles, would you consider balancing it.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: Dazs on June 15, 2022, 07:12:26 AM
Another point, the JYD_lrm missile is a little too powerful, it is too tempting compared to the same level missiles, would you consider balancing it.
TY for the idea, I have only gone over ships and descriptions so far and hadn't gotten to weapons yet in my issue finding for the next update.

The Drill LRM is intended to be an explosive variant of the Pilum LRM Launcher, at least that was my initial vision. No idea why I set it to 9k range, must have been a typo idk I designed it 11 months ago. Looking it over I agree it is a little OP and I'll give it an overhaul for the next patch. Once thing I want to keep is the 7 OP as that is it's primary selling point as a medium missile.

Ty yet again, this is becoming a habit (a welcome one) :)


Title: Re: [0.95.1a] Junk Yard Dogs - V 1.95 - 06/12/22
Post by: bigwheel on June 15, 2022, 04:00:20 PM
I can also confirm the Reflective Armor fix works.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.96 - 06/16/22
Post by: Dazs on June 16, 2022, 01:59:51 PM
v1.96 released today - Save Compatible with 1.95

Changelog on the forum OP and in the RAR has the details but in brief, I fixed all the issues that have cropped up since 1.95 based on player feedback - TY so much Cookein, Usgiyi, AKAJIA, and Bigwheel for all your helpful insights. Added a new medium energy PD weapon, the Particle Streamer - Essentially a medium version of the Particle Emitter and updated the graphic for the Loyal by sharpening the outlines and embedding proper weapon mounts as seen below:

(https://i.imgur.com/D8wJyQS.png)

Enjoy!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.96 - 06/16/22
Post by: 5ColouredWalker on August 01, 2022, 09:48:13 PM
Trying a JYD run, and very much enjoying it. Overall feels rather good and I absolutely love the ship names. The Blaze weapon line feels too short range, but that's just because energy weapons feel too short range in general :P

That said on the 'actually criticisms' part, the Irksome is incorrectly treated as a Civilian Ship by the game, which while funny because it makes early pirate fleets suicide on you, is very odd since it's as tanky as a destroyer and with Drill LRM/Brawler missiles as standard, which combine an Asteroid Burster Cannon for anti-shield and it's drones means it does really well as a massed slow frigate, and if you have Carters, you start with a free shield  blueprint rather than neading to buy one. [Edit: The same applies to other militarized vessels such as the JYD's Valkirie, who while not great in combat is clearly actually built for it and isn't a civilian ship until you take it into combat and it runs away from Kites like a ***.]

Additionally the Particle Emitter weapon line seems to have too much EMP. For example compare the Phase Emitter and Ion Beam. The Ion beam puts in good work in Vanilla, the Phase Emmiter sacrifices 100su and 3OP for 6x the damage and 13.75x as much emp damage AND better flux stats meaning it goes from 'Interesting Utility' to 'Dedicated Anti-Armor'..
A PD laser is 400 range, 4OP, for 75 damage and 40 Flux, a Particle Emitter gets an extra 100 range, double damage and as much emp as a Ion beam for 70 flux. Honestly as a weapon it's so amazing that on some ships I want throw on PD Prep and use it as a primary. [It's only a want since I can't find enough particle emitters for it.] [Edit: Also, I thought it was suppost to negate engines by being an EMP weapon. It might be worth clarrifying that it has the same anti-movement effectthe Graviton Lance is supposed to have but dialed up. Really noticable at 2-3 on target.]

As for the Drone Fighters all the ships get, they're almost all equipped with Drone Guns being Kinetic Hard Flux instead of Energy Beams. This is astoundingly better than Mining Drones, to the point it's barely worth bringing Kinetics on certain ships since fighters do it all for you.

Lastly before I forget again, the Armored MRM's description is broken, a bunch of the text is replaced with a % at 2 places it seems.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.96 - 06/16/22
Post by: power12359 on August 12, 2022, 09:58:16 PM
You removed the missle autoforge from Loyal but didn't change the description.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.96 - 06/16/22
Post by: darkwarrior1000 on August 16, 2022, 03:03:34 AM
I noticed something a little off with the sharp. for whatever reason it's constantly taking hull damage even if its armor hasn't been removed. I'll bump into some random asteroid and take hull damage and get the associated hull damage explosions too. the zoom settings for it are also strange. it looks super big in the fleet screen but when you go to refit it it's really zoomed out.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.96 - 06/16/22
Post by: Dazs on September 07, 2022, 07:55:56 AM
Hello one and all. I apologize for being MIA for the last couple weeks. I was on a two week vacation (which I believed I mentioned in the CFT thread) and when I got back I was so overloaded with work that I had no time for play. I truly appreciate all the thoughts and ideas given to all my mods in my absence and I *should* be able to start working on updates by the weekend. I will be starting with changes to Hiver Swarm and working my way to the other two faction mods as well as some ideas for Ore Refinery (no ETA on those just know they are on my to-do list)

I will give more detailed feedback once I have time to go through all the replies on all my mods and get back to you all.

Thank you,
Dazs
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.97 - 09/13/22
Post by: Dazs on September 13, 2022, 11:03:07 AM
v1.97 Released today - 1.96 Save Game compatible - Numerous player suggested balance changes, two new 2 OP weapons and a new hull mod.

Changelog on the Forum OP and in the RAR has the details - Also re-designed the Forum OP to be more reader friendly, give it a gander.

As always, I am thankful for all the comments and suggestions. I am energized to tinker with my mods when people take the time to share their thoughts and ideas so please keep them coming!

@5ColouredWalker, power12359 and darkwarrior1000 - Instead of giving a detailed reply to your posts, I just incorporated them into this patch with numerous heartfelt thank yous in the changelog :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.97 - 09/13/22
Post by: Air Fryer Owner on September 15, 2022, 09:10:02 PM
Hi,

I'm currently running 1.96 and was looking to update to the latest version.
I cant seem to find v1.97 to bridge to v1.98.

Do you have a stash with the 1.97 version?
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.98 - 09/13/22
Post by: Dazs on September 15, 2022, 11:42:29 PM
Hi there. You should be fine going from 1.96 to 1.98. 1.97 was a minor quick fix patch with only a couple changes that were save compatible to 1.96.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 19, 2022, 09:50:26 AM
V1.99 released today - Save Game compatible with 1.98

Even more player suggested tweaks, some graphic clean up, a new hull mod and a new weapon. Changelog on the Forum OP and in the RAR has all the details.

I updated two ship sprites as part of this patch. The ship on the left is the old sprite and the one on the right is the current. Take a peek under the spoiler tags if you are interested in the changes.

Spoiler
(https://i.imgur.com/BCxnVTL.png)
[close]

I cannot say it enough, I am so thankful to all the players who have made suggestions or beta tested my mods. If you have any comments or suggestions you can contact me on the forum or in discord, I check each daily. Stay safe rock hoppers!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Stormy Fairweather on September 19, 2022, 11:49:23 AM
noice. honestly not a fan of the blueprints being available at all myself, so will tweak it to no_dealer instead of rare_bp for the hvb ships (after all, they wont be unique long if you can mass produce em). the no_dealer is likely redundant with yer other tweaks, but /shrug. other tweaks and fixes are great. thanks for the mod
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 19, 2022, 01:13:57 PM
Not a bad idea if you REALLY want them as rare as unicorns :) I keep the code open source so people can tinker away or look it over for ideas. Heck, if you come up with something good, let me know!

Thank you for the idea in the first place and the kind words about the mod
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Stormy Fairweather on September 21, 2022, 04:05:14 AM
I think something went wrong. your HVB no longer show profile pics, and their dialogue seems offset when you encounter them. thought it may have been my tinkering, but this is a fresh game with yer mod as packaged. other mods HVB still display correctly. looked over the files and cannot find what went wrong anywhere. so i think imma revert to yer previous version for now

(https://i.imgur.com/RDkxaUP.png)

(https://i.imgur.com/cWBMWDA.png)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 21, 2022, 04:10:12 AM
I think something went wrong. your HVB no longer show profile pics, and their dialogue seems offset when you encounter them. thought it may have been my tinkering, but this is a fresh game with yer mod as packaged. other mods HVB still display correctly. looked over the files and cannot find what went wrong anywhere. so i think imma revert to yer previous version for now

OK that is odd behavior, I cannot think of any change I made that would do that since I did not edit the HVB file itself but I'll look into it on my end. I am working on a Hiver update ATM but when I get a chance, I'll start a new game and advance until I am high enough to receive the bounties and get back to you on what I see. Thank you for the update!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Stormy Fairweather on September 21, 2022, 04:50:41 AM
I got no clue friend. might still be something on my end. but when i went back to 1.98 i dont have this issue at all.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Grotez on September 21, 2022, 05:05:08 AM
Ok, I like the faction, but giving them 2 pristine nanoforges from the start is pretty ridiculous. "JUNKyard dogs" and they have the most solidly built ships in the sector. For flavor it's like HMI's and this faction's ships(with the junker mechanic of more D-mods = more OP) they should flip
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 21, 2022, 06:17:04 AM
I got no clue friend. might still be something on my end. but when i went back to 1.98 i dont have this issue at all.

I'll check my work against 1.98 thanks for the update. While I am testing, if you could post a list of mods activated it would be helpful. If you are unsure how, go to your mods folds and look for a file called enabledMods and open it. Copy/paste the list to the forum and voila!

Ok, I like the faction, but giving them 2 pristine nanoforges from the start is pretty ridiculous. "JUNKyard dogs" and they have the most solidly built ships in the sector. For flavor it's like HMI's and this faction's ships(with the junker mechanic of more D-mods = more OP) they should flip

You make a good point and I do see some complaints on discord that their fleets are a bit too numerous. In the next update Ill switch them to corrupted and knock out two issues at once. The Junk Yard aspect of the name is a tie in to the lore of the faction and system. Dogstar system and the HVB's have easter eggs as to what I was referencing if you are interested. As to their solid nature, that is because they spend most of their time getting bashed by asteroids so they have high armor. :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Stormy Fairweather on September 21, 2022, 07:56:12 AM
portraits vanished in my new game, missing text too. so it must not be yer update. again, only the bounties from your mod. have bounties from other mods all working fine. but this game is running the tweaked version i made. so... /shrug. as to the rest.

Spoiler
{"enabledMods": [
  "yunrutechmining",
  "anotherportraitpack",
  "better_variants",
  "BSC",
  "ORK",
  "CWSP",
  "CaptainsLog",
  "CFT",
  "Csp",
  "lw_console",
  "seven_nexus",
  "FPE",
  "fluffships",
  "HMI",
  "hte",
  "interestingportraitspack",
  "timid_xiv",
  "JYD",
  "keruvim_shipyards",
  "lw_lazylib",
  "ArkLeg",
  "exshippack",
  "MagicLib",
  "Mayasuran Navy",
  "dp_mnemonic_sensors",
  "nexerelin",
  "kayse_phaseships",
  "officerExtension",
  "playerflagpackex",
  "rotcesrats",
  "tahlan_scalartech",
  "Scrapyard",
  "SCY",
  "SEEKER",
  "swp",
  "sun_starship_legends",
  "stelnet",
  "tahlan",
  "Terraforming & Station Construction",
  "exalted",
  "TORCHSHIPS",
  "US",
  "vic",
  "variants_lib",
  "vayrasector",
  "vayrashippack",
  "XhanEmpire",
  "astroidships",
  "shaderLib"
]}
[close]

as you can see, i have a few of em. rest work. no idea if it is something on my end, or just yer mod. but ye. they all go weird for me
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 21, 2022, 09:16:21 AM
 OK I went though my list:

Spoiler
"yunrutechmining",
  "$$$_lightshow",
  "pantera_ANewLevel25",
  "anotherportraitpack",
  "apex_design",
  "armaa",
  "lw_autosave",
  "battletechportraitpack",
  "timid_admins",
  "beyondthesector",
  "BSC",
  "bountiesexpanded",
  "HMI_brighton",
  "ORK",
  "CaptainsLog",
  "capturecrew",
  "CFT",
  "Csp",
  "seven_nexus",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "timid_cum",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "diableavionics",
  "Diktat Enhancement",
  "edshipyard",
  "Everybody loves KoC",
  "XLU",
  "FPE",
  "fluffships",
  "sun_fuel_siphoning",
  "GrandColonies",
  "GMDA",
  "HMI_SV",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "HIVER",
  "IndEvo",
  "interestingportraitspack",
  "internalaffairs",
  "Imperium",
  "timid_xiv",
  "JYD",
  "kadur_remnant",
  "keruvim_shipyards",
  "LTA",
  "lw_lazylib",
  "ArkLeg",
  "lockedAndLoaded",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "more_hullmods",
  "ness_saw",
  "wisp_NeutrinoDetectorMkII",
  "sun_new_beginnings",
  "nexerelin",
  "objects_analysis",
  "OcuA",
  "Ocutek",
  "luddandlions",
  "JYDR",
  "oas",
  "ORA",
  "wisp_perseanchronicles",
  "QualityCaptains",
  "roider",
  "rotcesrats",
  "sun_ruthless_sector",
  "tahlan_scalartech",
  "SCY",
  "secretsofthefrontieralt",
  "SEEKER",
  "shadow_ships",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "StopGapMeasures3",
  "Sunrider",
  "superweapons",
  "timid_supply_forging",
  "surveycorpssp",
  "symmetricalships",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "TORCHSHIPS",
  "transfer_all_items",
  "transpoffder",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "whichmod",
  "XhanEmpire",
  "prv",
  "shaderLib"
[close]
and compared it to yours and found that you have better_variants, CWSP, exshippack, dp_mnemonic_sensors, kayse_phaseships, officerExtension, playerflagpackex, Scrapyard, variants_lib, astroidships enabled where as I do not. Most of these I recognize but a couple I have to look up. I was kinda suprised there were so many as I run a pretty mod heavy game. I'll look over the code on these and hunt this down eventually and get back to you when I do.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Stormy Fairweather on September 21, 2022, 06:29:46 PM
wow, you really go above and beyond XD. and ye, i think i am finally happy with my mod list. though i toggled off all invasion/expansion settings for nex empires. i like the flavour of conflicts and such, but shifting borders and dying factions just isnt fun to me.

i dont know if this helps, but yer HVB SEEM to show up correctly when they first show up, but then the pics vanish when the save is loaded.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 22, 2022, 06:32:28 AM
wow, you really go above and beyond XD. and ye, i think i am finally happy with my mod list. though i toggled off all invasion/expansion settings for nex empires. i like the flavour of conflicts and such, but shifting borders and dying factions just isnt fun to me.
First off, thank you for the kind words :)
i dont know if this helps, but yer HVB SEEM to show up correctly when they first show up, but then the pics vanish when the save is loaded.
OK the plot thickens, that makes it a pickle to figure but I am on the case!

I went through the mods I could identify and found some with both Varya and Magic bounty code but I saw no potential conflicts. I am not as well versed with magic bounty so I may be in error there so I'll keep better variants (the only one that uses MB code) on the back burner. Now I could not find dp_mnemonic_sensors, kayse_phaseships, and playerflagpackex. Are they discord only mods or are they like exshippack which is actually Machina Void Shipyards which you would never decipher from the faction ID unless you knew :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Stormy Fairweather on September 22, 2022, 08:57:47 AM
kayse is 'no such org' (https://fractalsoftworks.com/forum/index.php?topic=21848.0), mnemomic sensors is (https://fractalsoftworks.com/forum/index.php?topic=25328), and playerflag pack just adds a few flags. dont recall where i got it.

as to the issue, i am at a loss myself. ive looked at the files, everything seems to be in order. your non bounty portraits load for npcs in your faction, adn while i may be confused on the pattern, i KNOW i have seen your bounties properly display, but once they go 'bad' the portrait and text never comes back. no other mod with HVB has this issue, so i am pretty sure that end of it is working properly, and JYD non-HVB bounties work fine too.

on the prior topic btw, and yer comment about wanting em to be rare as unicorns... my favorite faction mods add factions that seem like they coulda been in vanilla, with a variety of ships, but also some unique ones added via bounties, missions, salvage, etc. is probably silly, but collecting unique ships is one of my favorite things to do in the game, always end up with a planet dedicated to em. and a lot of the faction mods i add do this... so while any given ship might be rare as a unicorn, when you have a couple hundred such in the game you are sure to stuble across a few. and depending on which you find can make for a very different game.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 22, 2022, 10:57:47 AM
kayse is 'no such org' (https://fractalsoftworks.com/forum/index.php?topic=21848.0), mnemomic sensors is (https://fractalsoftworks.com/forum/index.php?topic=25328), and playerflag pack just adds a few flags. dont recall where i got it.
Thank you for the update, it helps. I looked over no such org and found no conflicts, however, I do have a concern regarding mnemomic sensors which I will be asking the mod author about. Run Starsector.run in the .run folder seems to change your game parameters but I see no documentation about that on the mod page. I'll get back to you on that once I get some clarity from DesperatePeter.
as to the issue, i am at a loss myself. ive looked at the files, everything seems to be in order. your non bounty portraits load for npcs in your faction, adn while i may be confused on the pattern, i KNOW i have seen your bounties properly display, but once they go 'bad' the portrait and text never comes back. no other mod with HVB has this issue, so i am pretty sure that end of it is working properly, and JYD non-HVB bounties work fine too.
You had stated earlier that you went back to using an adjusted version of JYD. Have you tried loading a game with the 1.99 version and if so, are you still getting this issue? If you cannot for some reason, I would appreciate a copy of what you changed so I can look into if that is the problem.
on the prior topic btw, and yer comment about wanting em to be rare as unicorns... my favorite faction mods add factions that seem like they coulda been in vanilla, with a variety of ships, but also some unique ones added via bounties, missions, salvage, etc. is probably silly, but collecting unique ships is one of my favorite things to do in the game, always end up with a planet dedicated to em. and a lot of the faction mods i add do this... so while any given ship might be rare as a unicorn, when you have a couple hundred such in the game you are sure to stuble across a few. and depending on which you find can make for a very different game.
Oh I get it, I run with several faction and ship pack mods in my game first for compatibility testing but also because I enjoy coming across the design, artwork and usability of other mod maker's ships.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Stormy Fairweather on September 22, 2022, 01:24:51 PM
since i was getting the same behavior with the old version, i updated to yer current one. disabled the sensors mod, still get the same behavior. leastwise, in my existing save.

so. new game. use console to force a HVB.

Spoiler
(https://i.imgur.com/RxaOPDq.png)
[close]

there he is, no prob. saved the game, reloaded it... and he was still there. shut the game off, reloaded it, and now...

Spoiler
(https://i.imgur.com/iMt9I0W.png)
[close]

i notice it changed the location he was at. dont know if that helps, but ye, soon as i shut down the game and reload it all yer HVB do this. it must be something on my system if yer not getting the same and it seems no one else has mentioned it. i did this with the mnemomic sensors still disabled. but i really hope you figure this out, cause it kinda runs immersion
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Madbadger2 on September 22, 2022, 03:24:07 PM
Problem with the drone PD gun - looks like the "PD" hint is i the wrong row - no PD for Drone PD but is one for the Heavy Asteroid Blaster, which is in the row in the Weon csv right beneath it. Hope this helps.  This, combined with changing the damage type of the the drone PD from kinetic to frag without changing damage, makes the drone pd, and by extension the fighters that use it, much less useful.

Other than that love the mod - though you might want to keep the range on the medium version of the particle emitter at 500, because it has a lot worse flux efficiency (small is 150 dpd for 70 fps, medium is 250 dps for 170 fps - it just adds 100 to both which hurts because small flux efficieny was much better than that)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 22, 2022, 05:07:46 PM
since i was getting the same behavior with the old version, i updated to yer current one. disabled the sensors mod, still get the same behavior. leastwise, in my existing save.

so. new game. use console to force a HVB.

Spoiler
(https://i.imgur.com/RxaOPDq.png)
[close]

there he is, no prob. saved the game, reloaded it... and he was still there. shut the game off, reloaded it, and now...

Spoiler
(https://i.imgur.com/iMt9I0W.png)
[close]

i notice it changed the location he was at. dont know if that helps, but ye, soon as i shut down the game and reload it all yer HVB do this. it must be something on my system if yer not getting the same and it seems no one else has mentioned it. i did this with the mnemomic sensors still disabled. but i really hope you figure this out, cause it kinda runs immersion
Thank you for the illustrative spoilers. I have not had the time to play the game enough to get my new char high enough to receive the bounties so I cannot say whether or not it is happening on my end yet. I'll have more time to figure this out once I am done with an update I am currently working on for Hiver Swarm. Figure early next week at the latest I should have a better answer. The hunt goes on!

Problem with the drone PD gun - looks like the "PD" hint is i the wrong row - no PD for Drone PD but is one for the Heavy Asteroid Blaster, which is in the row in the Weon csv right beneath it. Hope this helps.  This, combined with changing the damage type of the the drone PD from kinetic to frag without changing damage, makes the drone pd, and by extension the fighters that use it, much less useful.
You are correct good sir, the PD tag missing is yet another in the long line of oopsies that I am so thankful for input. You make a good point regarding the damage balance. I changed it becasue I was getting many complaints that it was overpowered and turning the Termite drones into death machines. I will give it a pass and look into balancing it better vs the mining laser that it is a ballistic analog for.
Other than that love the mod - though you might want to keep the range on the medium version of the particle emitter at 500, because it has a lot worse flux efficiency (small is 150 dpd for 70 fps, medium is 250 dps for 170 fps - it just adds 100 to both which hurts because small flux efficieny was much better than that)
Valid point and I agree. I'll make that change for the next update (ETA unconfirmed) :)

Thank you both for the comments, I surely appreciate it!
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Stormy Fairweather on September 22, 2022, 07:37:05 PM
you said you use most of the mods i have on my list, one of em was console commands (mostly just in case of bugs), and you can force any HVB on day one with "forcehvb (id of hvb)". was how i got those screens to test my theory it was reloading that was causing it.

hiver swarm seems pretty cool, but just a little too immersion breaking. but just a thought for ya... space monsters. something i miss from most space games, like stellaris. rather than having the hive be a faction with planets and such, how about random space creatures that you can meet in hyperspace (perhaps code a new variety of sensor ghost that turns into a monster)? i bet a variation on that would be super popular, leviathans is, after all, still one of the most popular stellaris dlc to date. i'd have em drop rare loot that can be sold (not equipped) and a minor faction increase with everyone as rewards for killing em, and perhaps an option to drop supplies as bait to escape them. anyway, just spitballing.

also, didnt realize carter's was yours too. awesome, great mod that one too. (though i change the name to pink so as to be unique from the rest of the factions)
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 23, 2022, 12:27:27 AM
you said you use most of the mods i have on my list, one of em was console commands (mostly just in case of bugs), and you can force any HVB on day one with "forcehvb (id of hvb)". was how i got those screens to test my theory it was reloading that was causing it.
Yes I use console commands and am aware of being able to force them but I want to have them occur naturally to ensure that they are set up correctly natively.
hiver swarm seems pretty cool, but just a little too immersion breaking. but just a thought for ya... space monsters. something i miss from most space games, like stellaris. rather than having the hive be a faction with planets and such, how about random space creatures that you can meet in hyperspace (perhaps code a new variety of sensor ghost that turns into a monster)? i bet a variation on that would be super popular, leviathans is, after all, still one of the most popular stellaris dlc to date. i'd have em drop rare loot that can be sold (not equipped) and a minor faction increase with everyone as rewards for killing em, and perhaps an option to drop supplies as bait to escape them. anyway, just spitballing.
I understand completely, the original intent of Hiver Swarm was to be just that. Their ships were going to be part of JYD as lost wrecks of an unknown race floating around in space but it sort of took on a life of it's own. I believe I have the genesis of that on the front page of the Hiver Swarm forum. Have you tried prv starworks? https://fractalsoftworks.com/forum/index.php?topic=12553.0 Prav has a race of biological aliens, the Agni, that can be found. They are not hyperspace capable but instead occupy a couple systems in the sector. They are quite a challenge and very well done.
also, didnt realize carter's was yours too. awesome, great mod that one too. (though i change the name to pink so as to be unique from the rest of the factions)
Yep that's mine as well. I had an idea and a ton of ship part assets and well it also took on a life of it's own :) I used white as the base color since that is the main part of their flag but there are other colors and I am not married to it. I am curious, what RBG of pink did you use to make it unique?
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Stormy Fairweather on September 23, 2022, 01:26:48 AM
i used 247, 175, 200, kinda trying for halfway between the red and white, while being distinct from the other mods i use. did the same thing with a few others i like, including tweaking a few flags to be more appropriate imo. dont rightly recall which all i modded, so here is my list of how my factions look if yer interested. i know i tweaked the flags for iron shell and hazard mining to be more in line with their new faction colors, outright replaced the terrible pamad flag, and changed the naming conventions on em all for consistency. but not sure that is all i did. few of the colors are still pretty similar, but im happy enough to not tweak em further for now.

Spoiler
(https://i.imgur.com/nWgYw3F.jpg)(https://i.imgur.com/OStAkEg.jpg)
[close]

welp, console might help with testing, because that i got the same behavior naturally or forced. but again, it might just be on my end. somehow. genuinely baffled, i am not completely clueless when it comes to modding, but i cant figure out at all what would be causing yer HVB to lose their portraits. it is, tbh, the only serious issue with my install, the only thing i really feel the need to fix. but after reverting to a fresh install of your mod, i am not sure what more to try.

i really like the idea of the hiver swarm, and/or other aliens. more individual monsters than civilizations personally, but dont want to stick things in that dont feel 'vanilla'. that is why i like JYD and carter so much, they feel much like they coulda been included with the base game (though i get a wierd thing with King's Cove displaying the name wrong on the sector map, with a ? instead of ', which i modify in my save directly which solves that on a per game basis, but is a minor nuisance). as an aside, that 'kingdom of terra' mod has a few ships that would make FANTASTIC roaming space beasts, but as a faction... immersion destroying.

edit - even managed to add some portraits for the bultach guys, who did have blank portraits, without issue. so really dont understand why i cant figure out the issue i am having with your hvb. and only them. yer other portraits work fine, and other hvb work fine... but something about your hvb just isnt for me.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 23, 2022, 09:09:18 AM
OK finally Speedball Trucker (the first JYD bounty) showed up and her picture was where it should be. Saved the game, reloaded it and picture was still there. Exited the game fully and loaded the save and poof her picture is gone. I went through the starsector log looking for errors and nada. I am stumped as to why this is happening and whether or not it has been happening the entire run of the mod or just with the recent update.

@Stormy Fairweather I am so sorry that this problem has been causing you so much time and effort and I truly appreciate you brining it to my attention and helping me figure it out. I was going to work on CFT after I am done with the Hiver Swarm patch I am currently working on but I will switch that priority to JYD and I have already set aside time in my schedule next week to figure this out.

Thank you for your understanding and patience.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Stormy Fairweather on September 23, 2022, 05:44:07 PM
so it wasnt my system. that is actually a relief for me... but a headache for you im sure. i looked over everything myself, several times now, and i am baffled too. i am nowhere near your level on the modding, but nothing leapt out at me either. the fact that the portrait and text loads the first time, and vanishes on reloading the game, is weird as ***. and also explains why it went unnoticed for so long. because this behavior is at LEAST as old as your last update.

thank you for working on this, and for the mod. nothing to apologize for, i legit have nothing better to do with my time, and havent really spent that much on it cause too busy playing it XD

edit - seem to recall you mentioning you updated the description on the fetch deck to stipulate it is JYD only... but the description seems the same to me.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 24, 2022, 07:47:24 AM
so it wasnt my system. that is actually a relief for me... but a headache for you im sure. i looked over everything myself, several times now, and i am baffled too. i am nowhere near your level on the modding, but nothing leapt out at me either. the fact that the portrait and text loads the first time, and vanishes on reloading the game, is weird as ***. and also explains why it went unnoticed for so long. because this behavior is at LEAST as old as your last update.
I received a ping yesterday on discord from a player having the same problem so it is not just you and me. I have repositories of all versions of JYD since release and I will be testing older versions to see if the same issue is occurring as part of the process of elimination. I am about ready to finish the patch for Hiver Swarm so I should be able to start on JYD tomorrow instead of next week. No ETA on release as I have other requests and ideas of my own for this mod to add to it but when (if?) I figure this particular issue out, I'll post a reply and let you know.
thank you for working on this, and for the mod. nothing to apologize for, i legit have nothing better to do with my time, and havent really spent that much on it cause too busy playing it XD
No worries friend, I see my mods as a collaborative effort. The more player input I receive, the better I can make the mod which is good for all involved.
edit - seem to recall you mentioning you updated the description on the fetch deck to stipulate it is JYD only... but the description seems the same to me.
That is odd, if you look at hull_mods.csv the fetch deck is on line 11 and the desc should state "JYD loves their fighters so they designed this hull mod to work exclusively on JYD hulls that will allow you to launch fighters and drones %s farther and replace them %s faster." Perhaps you are seeing the shortened version, I will change the the text on that to reflect JYD only as well this update.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Stormy Fairweather on September 24, 2022, 08:41:16 AM
Ah, i see it. it just looked like flavour text tbh. most hullmods with specific requirements/limitations have an error message in red below the flavour text when/why you cant use it, such as telling you a ship already has shields if ya try to stick a makeshift generator on it. serves me right not reading *** XD.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 24, 2022, 09:52:54 AM
Ah, i see it. it just looked like flavour text tbh. most hullmods with specific requirements/limitations have an error message in red below the flavour text when/why you cant use it, such as telling you a ship already has shields if ya try to stick a makeshift generator on it. serves me right not reading *** XD.
Ah ok, I set it up that if you are looking at the hull mod list on a non-JYD hull you can see it but it'll be greyed out and it can not be installed. Seemed like a simpler solution to just not make it an option in the first place. It is the only hull mod that I put that limitation on because fighter/drone use is a core concept for JYD and it is real OP on some carriers so I wanted to make it a reward for players who use JYD ships.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: darkwarrior1000 on September 24, 2022, 10:29:17 PM
on the topic of the bounties since they've been brought up I've been playing with the last couple versions of this mod quite extensively across multiple save files and only ever got the bounties for leroy brown, the nameless, jim walker, and treetop lover. I've never seen any of the other bounties and I've never seen any bounty portraits to begin with. I've verified the portrait files weren't missing. maybe it has something to do with starsector not meshing well with portraits in subfolders? maybe something like the game engine just using the portrait file name and looking for it in the portrait directory without regard for subdirectories rather than using the full file path initially given for subsequent queries?

as a side note, if you're looking for some extensive bounty use via magiclib take a look at something like seeker - unidentified contact. that mod's almost entirely build around them.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 25, 2022, 03:00:22 AM
on the topic of the bounties since they've been brought up I've been playing with the last couple versions of this mod quite extensively across multiple save files and only ever got the bounties for leroy brown, the nameless, jim walker, and treetop lover. I've never seen any of the other bounties and I've never seen any bounty portraits to begin with. I've verified the portrait files weren't missing. maybe it has something to do with starsector not meshing well with portraits in subfolders? maybe something like the game engine just using the portrait file name and looking for it in the portrait directory without regard for subdirectories rather than using the full file path initially given for subsequent queries?
First off, I am happy to hear you've stuck with JYD so long, thank you! Secondly, what a fantastic suggestion and one I would never have considered. I'll will re-path them as part of the process.
as a side note, if you're looking for some extensive bounty use via magiclib take a look at something like seeker - unidentified contact. that mod's almost entirely build around them.
Seeker is a great mod and one I use, good call out there. At some point in the mod, I did have magic bounties but I received complaints that whatever I was doing was messing up another bounty system. IDK I guess I sort of removed that code and never revisited it. I still use Vayra's bounty system which is sort of outdated (her mods are so great, I hope she returns to the mod scene) and really should convert to magic. It's just so much work lol, lazy on my part I guess.

Thank you for the clue to this baffling puzzle. I have several other updates for JYD ready to go with just this one issue holding it up and now we're one step closer.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Stormy Fairweather on September 25, 2022, 03:22:41 AM
i did try to solve that by moving the portraits out of the subfolder, but it didnt make any difference in my own tests. but i may have overlooked something or cut the wrong corner
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: darkwarrior1000 on September 25, 2022, 04:22:56 PM

At some point in the mod, I did have magic bounties but I received complaints that whatever I was doing was messing up another bounty system. IDK I guess I sort of removed that code and never revisited it.


I have my suspicions. I play with a lot of mods that add bounties through magiclib like seeker, caymon's, arma, the yunru stuff, etc. I've noticed that the unofficial bounty board can't display that many bounties at the same time. perhaps this is just the way magiclib is coded (haven't looked into the source code for it) or just a vanilla limitation of the bar menu (never seen more than six options at the same time), but rather than messing up other bounties it may be that because there are so many bounties to display that magiclib just can't show them all. I go out and do some bounties and the unofficial bounty board fills right back up. I've noticed this most keenly in independent planets since a lot of magiclib bounties get tied to independents.
Also, in the case of some mods like seeker the fleets for some bounties are spawned early. for the derelict investigation one, the I ran into the fleet before I even accepted the bounty (although it was available for me to accept). this also interacts in unexpected ways with nex since hostile factions may up and destroy the fleet you were intended to hunt making you fail the bounty.
That aside, I'm almost positive it's just a case of magiclib being overloaded with things to display that it simply can't handle. I suppose you can ask in the magiclib thread, but I'm highly doubtful magiclib bounties can directly interfere with other magiclib bounties unless they have the same ID or whatever.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Dazs on September 25, 2022, 04:42:44 PM
Thank you for the helpful reply. I have deleted all magic bounty code in the current version and use only Vayra's HVB system. I do not think that there could be a conflict between the two as they call different functions. I have spent about a dozen hours trying to figure out this portrait thing now to the point of rewriting the code from scratch, ugh it is the only thing holding up the next JYD update.

Perhaps I should convert to magic though as Vayra hasn't been around in ages and not as many players have her mod installed versus magiclib. I guess I keep holding out for her return. Either way, I'm giving it till tomorrow and if I haven't figured it out by then, I'll just keep it on the JYD to-do list.
Title: Re: [0.95.1a] Junk Yard Dogs - V 1.99 - 09/19/22
Post by: Stormy Fairweather on September 25, 2022, 07:40:31 PM
there was an 'unofficial' varya update not too long ago. think quite a few are using it, and i think the person who 'adopted' it will be trying to keep it up to date. but goddam, didnt realize you had been putting in THAT much effort. it is kinda the one real problem with yer mod, so fixing it would be great, but i remain baffled because i have compared your bounties side by side with some from other mods, and legit cant see anything wrong in yours. i do, however, think dark is mistaken about loading too much at once, since A) this behavior is limited to your bounties, and B) i've seen it when forcing only one bounty.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.0 - 09/26/22
Post by: Dazs on September 26, 2022, 07:33:55 AM
v2.0 released today - Save Game compatible with 1.99

Some error corrections, asset buffs & nerfs, a new small HE weapon and a new drone that wields it - Changelog on the forum OP and in the RAR has the details

As part of this update it was brought to my attention on discord that ship sprite for the Puzzle was being used in SWP (Ship/Weapon Pack) and when I looked at the timestamps, Dark Revenant had added it to their IBB about a month before I added it to JYD so to avoid confusion I replaced it with a new one of my design (changelog has details). Below is an image of the before (on the left) and the after (on the right)

(https://i.imgur.com/fKNuTKT.png)

I am sorry to say that the issue with bounty portraits not showing after a game save load is still a mystery even after multiple fix attempts and research. It is on the to-do list for the next update to either finally figure it out or convert to the magic bounty system.

As always, I am thankful to the players who made suggestions for JYD. It is a collaborative effort and the more great input I can implement, the better the mod is for all of us so please keep those comments flowing :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.0 - 09/26/22
Post by: Stormy Fairweather on September 26, 2022, 08:32:04 AM
awesome. one thought i have on the bounties, is that the encounter text being broken is may be a clue to the issue. my first post about this on page 19 shows what i am talking about. and you mentioned some oddities with contractions in the description in your update. now to try out yer new stuff XD
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.0 - 09/26/22
Post by: darkwarrior1000 on September 26, 2022, 02:38:44 PM
speaking of the puzzle, it's a bit weird that it has base burn 7 when it's just an upscaled light cruiser. something like eradicator isn't too far off mechanically and it's sitting at a comfy 9 max burn. regarding sprites, eaglefang has a similar problem. there's an IBB ship in S&WP called the apex and it has the same sprite.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.0 - 09/26/22
Post by: Dazs on September 26, 2022, 03:03:09 PM
awesome. one thought i have on the bounties, is that the encounter text being broken is may be a clue to the issue. my first post about this on page 19 shows what i am talking about. and you mentioned some oddities with contractions in the description in your update. now to try out yer new stuff XD
Yes that is what lead me to that step, if I hadn't credited you in the changelog, my bad :(  - If I hadn't, I'll amend the log in the next update, credit wehre credit is due!

speaking of the puzzle, it's a bit weird that it has base burn 7 when it's just an upscaled light cruiser. something like eradicator isn't too far off mechanically and it's sitting at a comfy 9 max burn.
I upgraded the Puzzle to a regular cruiser with better stats than it had but you make a good point that 7 may be too low. I originally had it set to that as a balancing measure but I'll up it to 8 in the next update.
regarding sprites, eaglefang has a similar problem. there's an IBB ship in S&WP called the apex and it has the same sprite.
Not surprising, there were a couple nice looking pirate themed ships on that posting on spiral arms, my guess is DR snagged before I did. I'll look into it and compare but will most likely be designing a replacement for that as well for 2.1 (no eta, currently working on a CFT update) if that is the case.

Thank you for the heads up.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.0 - 09/26/22
Post by: Dazs on September 26, 2022, 04:05:04 PM
regarding sprites, eaglefang has a similar problem. there's an IBB ship in S&WP called the apex and it has the same sprite.
Looked into it and sure enough under the boss folder there it is plain as day. Looks like some kitbashing is in my future :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.0 - 09/26/22
Post by: Stormy Fairweather on September 26, 2022, 09:39:45 PM
i genuinely dont care about credit, friend. if i helped at all, great. but i didnt do anything worth crediting. i just like the mod and am looking forward to having the kinks ironed out.

on the topic of yer CFT mod you said you wanna work on... if you look at the system map you will notice king's cove is always 'King?s Cove' on the system map. the ' show properly everywhere else, except in the system view. i had thought maybe the font was lacking the symbol, but when i go into my save file and edit it it displays properly. i did mention this in passing earlier, but i imagine you had yer hands full at the time. if you open yer save and search for "king\" you will find where and why the ? is appearing. and this really isnt that big a deal, easy enough to fix for each playthough if someone cares enough to do it, but it is something that could add a little polish being sorted out.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.0 - 09/26/22
Post by: Dazs on September 27, 2022, 02:34:41 AM
i genuinely dont care about credit, friend. if i helped at all, great. but i didnt do anything worth crediting. i just like the mod and am looking forward to having the kinks ironed out.
Understandable but I do appreciate all the commentary you have given and it's just my little way of saying thank you embedded in the mod. Anyway, I hadn't thought you were helping me for the glory of it all. :)
on the topic of yer CFT mod you said you wanna work on... if you look at the system map you will notice king's cove is always 'King?s Cove' on the system map. the ' show properly everywhere else, except in the system view. i had thought maybe the font was lacking the symbol, but when i go into my save file and edit it it displays properly. i did mention this in passing earlier, but i imagine you had yer hands full at the time. if you open yer save and search for "king\" you will find where and why the ? is appearing. and this really isnt that big a deal, easy enough to fix for each playthough if someone cares enough to do it, but it is something that could add a little polish being sorted out.
Did as you instructed and the \u2019 next to King is the UTF-8 representation of '. It *should* be showing up correctly but I am getting a ? as well. Odd that it is kicking it out, I'll run it though a compiler and see if anything shows up. TY for the note.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.1 - 10/14/22 -Happy Birthday JYD edition!
Post by: Dazs on October 14, 2022, 02:47:28 PM
v2.1 released today - Save Game compatible with v 2.0  - Happy 1 yr birthday JYD edition!

Today marks one year since I released my first mod JYD. I have looked back at the changelog entries and am so thankful for the dozens of players who have added to and tweaked the mod since release. The patch includes some fixes, a new hull mod, a new wing and a new Destroyer. As part of the update I also replaced the image for the bounty ship, Eaglefang. Darkwarrior1000 pointed out to me that Dark Revenant uses the same Spiral Arms image in SWP and they added it a couple weeks before I did so I thought it was the right thing to do. I am pretty happy with the kitbash (image below is the old on left and new on right) and I hope you enjoy it as well.

(https://i.imgur.com/sPtlTD7.png)

Changelog in the RAR and on the forum OP has the details and all new assets can be seen in their respective images on the forum OP as well. As always, I look forward to your suggestions and comments. Thank you all for your support and happy exploration rock hoppers!
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.1 - 10/14/22 -Happy Birthday JYD edition!
Post by: Dazs on October 15, 2022, 05:53:49 AM
Quick oopsie addendum. I accidently uploaded the "all ships" image for CFT instead of JYD. Noticed that that today while working on CFT and fixed it. It now correctly shows the JYD lineup with the new ship (7 down, 4 across). Sorry to the 732 people who viewed the incorrect image, I promise it wasn't gorilla marketing for CFT.

That being said... if you liked what you saw, give Carter's Free Traders a try! :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.1 - 10/14/22 -Happy Birthday JYD edition!
Post by: darkwarrior1000 on October 22, 2022, 08:15:45 PM
just a heads; you remember that boundary issue with the sharp and how it was taking hull damage from everything touching it despite having full armor? seems like lean has that problem too.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.1 - 10/14/22 -Happy Birthday JYD edition!
Post by: Dazs on October 23, 2022, 04:22:19 AM
just a heads; you remember that boundary issue with the sharp and how it was taking hull damage from everything touching it despite having full armor? seems like lean has that problem too.
Thank you for the heads up. I'll look into it and add it to the next update. No ETA on that unfortunately, I am currently working on a Hiver update but my free time is pretty jammed up atm.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.2 - 11/12/22
Post by: Dazs on November 12, 2022, 11:29:00 AM
v2.2 released today - Save Game compatible with v 2.1 - Note: If you have a Cute or Lean in your fleet they will need to be re-armed

Some graphic touchups, code fixes, a new ship system for the Rambunctious and fixed several initial release noob mistakes :)
Changelog on the forum OP and in the RAR has all the details

@balordezul - It took me a couple months but I finally figured out a ramming system for the Rambunctious!
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.2 - 11/12/22
Post by: edixo on November 25, 2022, 12:37:28 AM
Idea: Make the Junkyard Resource Forge able to use a Catalytic Converter. Ko Combine adds Shipbreaking Center to Agreus that can use the Catalytic Converter. Why shouldn't JYD be able to do that as well?
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.2 - 11/12/22
Post by: Dazs on November 25, 2022, 04:18:40 AM
Idea: Make the Junkyard Resource Forge able to use a Catalytic Converter. Ko Combine adds Shipbreaking Center to Agreus that can use the Catalytic Converter. Why shouldn't JYD be able to do that as well?
Wow a triple mod reply morning, black Friday indeed! :)  I do not currently have that installed but I'll get it and look into it. My guess is that they have a custom code which I would not want to duplicate but it would give me some ideas for sure. Thank you pointing me in that direction!
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.3 - The great JYD nerfing edition 01/14/23
Post by: Dazs on January 14, 2023, 05:26:55 AM
V 2.3 released today - NOT save compatible - New game required due to removed/changed content

The core to the update is that all but two of the hull mods have been moved to a separate mod - Carter's Junk Hull Mods - the link to which can be found in my forum signature.

JYD is my first mod and essentially I believe now that I am more seasoned that I may have gone overboard with the ship power levels. By stripping out all the former JYD hull mods the power level of their NPC fleets drops. I left the variants that I removed hull mods from with open OP which allows the player to decide if they want those mods or not rather than me forcing my vision on them. I state my reasons in more depth for this change there so if you would like to know why I made this move look there.

Changelog on the forum OP and in the RAR has all the details
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.3 - The great JYD nerfing edition 01/14/23
Post by: REC_Monika on January 15, 2023, 01:17:46 PM
hello , i have a problem with my brain , i saw a new version of JYD in game , so i downloaded instantly wifout reading anything (2.3 , i had 2.2) put it right in the mods folder , deleting the 2.2 and starsector was like nah this *** aint compatibile go get the 2.2 versione idiot the problem is i DO NOT have it yep , no back up or anything and i cant bring it back from the bin cause i keep my games on my D: drive and i cant find any archives (even tried the wayback machine) can anyone help my 2 braincells decide what shoud i do



P.S i like cats
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.3 - The great JYD nerfing edition 01/14/23
Post by: Dazs on January 15, 2023, 02:34:50 PM
hello , i have a problem with my brain , i saw a new version of JYD in game , so i downloaded instantly wifout reading anything (2.3 , i had 2.2) put it right in the mods folder , deleting the 2.2 and starsector was like nah this *** aint compatibile go get the 2.2 versione idiot the problem is i DO NOT have it yep , no back up or anything and i cant bring it back from the bin cause i keep my games on my D: drive and i cant find any archives (even tried the wayback machine) can anyone help my 2 braincells decide what shoud i do
First off, just wanted to say the unexpected use of comic sans gave me a smile. Don't beat yourself up, I am sure you aren't the only one with this issue. Attached to this reply is a link to a 2.2 version I uploaded to dropbox that you (+whoever else may need it) can use to finish out your game. Just be aware that future updates of JYD will have all the 2.3 changes.
https://www.dropbox.com/s/rlxb7av204zwtdf/Junk%20Yard%20Dogs%202.2.rar?dl=0
P.S i like cats [/font]
That's ok, we may be junkyard dogs but cat's are ok too :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.3 - The great JYD nerfing edition 01/14/23
Post by: darkwarrior1000 on January 19, 2023, 06:56:44 AM
Hey remember all that trouble with bounties not loading and all? Well, I found some interesting stuff while looking through the log.

Code
450316 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/kite_Interceptor.variant]
450317 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kite_Interceptor.variant
450317 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'kite_Interceptor' from bounty jyd_speedball_trucker_hvb. Bounty is INVALID!

450318 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/kite_Interceptor.variant]
450321 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kite_Interceptor.variant
450321 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'kite_Interceptor' from bounty jyd_rapid_roy_hvb. Bounty is INVALID!

450321 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/kite_Interceptor.variant]
450323 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kite_Interceptor.variant
450323 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'kite_Interceptor' from bounty jyd_lady_m_hvb. Bounty is INVALID!

450326 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/kite_Interceptor.variant]
450328 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kite_Interceptor.variant
450328 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'kite_Interceptor' from bounty jyd_operator_hvb. Bounty is INVALID!

450328 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/kite_Interceptor.variant]
450330 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kite_Interceptor.variant
450331 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'kite_Interceptor' from bounty jyd_treetop_lover_hvb. Bounty is INVALID!

450331 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/kite_Interceptor.variant]
450332 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kite_Interceptor.variant
450333 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'kite_Interceptor' from bounty jyd_roller_derby_hvb. Bounty is INVALID!
Notably, this error is NOT PRESENT for any of the bounties I do see whenever I play. Ones like Leroy Brown and Nameless. This shed any light on the problem?
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.3 - The great JYD nerfing edition 01/14/23
Post by: Dazs on January 19, 2023, 07:14:39 AM
Indeed it does, thank you so much for the detective work. Apparently even though the variant file is kite_Interceptor.variant inside the file it states     "variantId": "kite_hegemony_Interceptor" - This is the first time I have come across the file name and variant Id being different. It probably exists elsewhere but it is uncommon and shame on me for judging a file by it's cover :)

I will go through the bounties and update them with an appropriate pirate frigate replacement for the next patch. I am sort of working concurrently on JYD, CFT and CJHD patches at the moment but I'll get JYD out first since this is a code error and potential crash issue. So look forward to an update later today for this along with a couple things I have already done that was meant for a larger patch, may as well include them since the work is already done.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.4 - 01/19/23
Post by: Dazs on January 19, 2023, 05:15:55 PM
V2.4 released today - Save Compatible with v2.3

Small update that fixes some JYD bounties, a new mining drone and some changes to the Obedient, Endurance and Curious. Changelog posted on the forum OP and in the RAR has the details.

MVP of this update is darkwarrior1000 for his constant vigilance in helping me get JYD bounties correct!
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.4 - 01/25/23
Post by: Dazs on January 25, 2023, 09:42:48 AM
v2.5 - Save Compatible with v2.4 but you may need to re-equip the changed ships if you have them in your fleet

Changed the stats of several JYD weapons for balance reasons, fixed some grammatical mistakes in the ship and weapon descriptions, buffed up several variant loadouts and cleaned up the ship image for the Sharp. A special thank you to Madbadger2 for all their help in theory crafting and testing the weapon changes.

Changelog in the RAR and on the forum OP has all the details

 (image below is the old version of the Sharp on the left, current version on the right)
(https://i.imgur.com/p5hZfif.png)
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.5 - 01/25/23
Post by: darkwarrior1000 on January 25, 2023, 09:51:27 PM
might want to give the bounty flagships a once over to check for boundary issues. I noticed it on the sixfootfour and others might have it too.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.5 - 01/25/23
Post by: Dazs on January 26, 2023, 03:31:56 AM
might want to give the bounty flagships a once over to check for boundary issues. I noticed it on the sixfootfour and others might have it too.
Good morning! I loaded the Sixfootfour into the editor and the boundary lines are outside the sprite pixels that I can see. What kind of issues are you seeing on your end? I had just gone though all the ships two patches back and checked them all so I am fairly confident they are correct but I'll give them another look see later today.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.5 - 01/25/23
Post by: darkwarrior1000 on January 27, 2023, 02:02:55 PM
It's similar to issues I've had before with the sharp: taking hull damage despite still having armor.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.5 - 01/25/23
Post by: Dazs on January 27, 2023, 03:05:48 PM
It's similar to issues I've had before with the sharp: taking hull damage despite still having armor.
.
OK, thank you for the update. I'll look into it tomorrow and do some testing and if I find an issue I'll release a quick hotfix for it
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on February 23, 2023, 03:01:50 PM
v2.6 released today -Save Compatible with v2.5 but you may need to re-equip the changed ships if you have them in your fleet   

Many player suggested modifications that I have thanked in the changelog but I wanted to give a big ole thank you to Madbadger2 for helping me beta test and theory craft. Modified all the dedicated carriers to no longer have built in drones, fixed some mistakes, modified some ships, modified the JYD missiles and added a direct download link (no more Google re-direct).

All the details (and numerous thanks) can be found in the changelog on the forum OP and in the RAR.

Note to Kendris, the *** Knight - apparently the mod forum takes issue with your preferred title and blocks it. :(
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: CptSpecter on March 01, 2023, 09:05:56 PM
Hey just hopping to say that I love the mod and it's vision.
I was looking for something that integrates drones and fighters into a lot of ships, as soon as I saw the borer equipped mudskipper I fell in love.
Thanks a lot for all the time and effort.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on March 02, 2023, 02:11:42 AM
Hey just hopping to say that I love the mod and it's vision.
I was looking for something that integrates drones and fighters into a lot of ships, as soon as I saw the borer equipped mudskipper I fell in love.
Thanks a lot for all the time and effort.
Wow what a nice thing to take the time and consideration to say. You've made my morning for sure and I haven't even had my coffee yet!
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Aristedes on March 05, 2023, 06:09:44 AM
Love the mod overall, but I feel that some of the ships have completely insane OP ratings.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on March 05, 2023, 06:14:39 AM
Love the mod overall, but I feel that some of the ships have completely insane OP ratings.
So nice to hear thank you. I am curious which ships you find to be insane OP and some clarity as to why would be helpful.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Serina on March 05, 2023, 10:28:29 AM
First of all, I really like the design of this faction, being rugged explorers and miners armed with automated drones. I love the aesthetic of the re-fitted ships, and how the faction seems to be able to cram an assortment of guns and drones on even the tiniest ship.
That said, I just have to ask: has anyone here actually tried to fight a medium-or-bigger JYD fleet?
Because I'm at a loss at how to counter the, frankly, insane drone spam.  :-\
I can pit my entire fleet of 30 ships(including several capitals) against a similar JYD fleet, and if I'm lucky, I'll be able to take down ~5 frigates before my entire fleet is swarmed and "processed" by mining drones.
It doesn't seem to matter how much DP I put on my ships; as soon as I kill one drone, five more will have respawned from any of the 30 ships fielded by the JYD fleet.
Meanwhile, all the JYD has to do is stay slightly outside of my weapon range and just send virtually infinite drones at me. They're not even manned, so I can't even win the war of attrition by killing their crew.

Please help. :D
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on March 05, 2023, 10:54:12 AM
First of all, I really like the design of this faction, being rugged explorers and miners armed with automated drones. I love the aesthetic of the re-fitted ships, and how the faction seems to be able to cram an assortment of guns and drones on even the tiniest ship.
That said, I just have to ask: has anyone here actually tried to fight a medium-or-bigger JYD fleet?
Because I'm at a loss at how to counter the, frankly, insane drone spam.  :-\
Hello there and thank you for the kind words. I recently stripped out the drones on several ships so I am curious if you are using the latest version. My intention for them is to be a fairly neutral peaceful faction unless you play as a pirate, they HATE pirate factions. That in mind, I gave them some teeth to counter the pirate fleets that go after them and usually the Hegemony turns on them since they use automation. I have done several balance passes but I do try to keep the previous statement in mind when I do. I am waiting to see if Aristedes can give more clarity on their statement before I made any further adjustments however I will keep your comments in mind as well.
I can pit my entire fleet of 30 ships(including several capitals) against a similar JYD fleet, and if I'm lucky, I'll be able to take down ~5 frigates before my entire fleet is swarmed and "processed" by mining drones.
It doesn't seem to matter how much DP I put on my ships; as soon as I kill one drone, five more will have respawned from any of the 30 ships fielded by the JYD fleet.
Meanwhile, all the JYD has to do is stay slightly outside of my weapon range and just send virtually infinite drones at me. They're not even manned, so I can't even win the war of attrition by killing their crew.

Please help. :D
In your scenario of fighting a 30 ship fleet I would suggest you field at least two large carriers equipped with good interceptors and all PD weapons on the ships, at least one tank like capital and some fast cruisers with good ranged weapons to catch their fleeing ships. The rest of the fleet you can fill with w/e else is on hand. Their shields are average but have good armor so I'd suggest more explosive weapons equipped. Overall good PD coverage on your ships and longer ranged weapons are the key. Hope that helps but please consider not picking on my doggos. :)
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Serina on March 05, 2023, 11:09:36 AM
Quote
In your scenario of fighting a 30 ship fleet I would suggest you field at least two large carriers equipped with good interceptors and all PD weapons on the ships, at least one tank like capital and some fast cruisers with good ranged weapons to catch their fleeing ships. The rest of the fleet you can fill with w/e else is on hand. Their shields are average but have good armor so I'd suggest more explosive weapons equipped. Overall good PD coverage on your ships and longer ranged weapons are the key. Hope that helps but please consider not picking on my doggos. :)
Now that you mention it, I am infact a version behind. On version 2.5.
I usually try to avoid changing/updating mod in running saves, and I'd rather avoid having my savegames broken due to incompatibilities.
I'll try updating and see if that makes things a bit more manageable. And sorry; usually I leave the woofers alone(I especially love all the ship names), but I'm playing as a pirate on this playthrough. :(
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on March 05, 2023, 12:18:20 PM
Now that you mention it, I am infact a version behind. On version 2.5.
I usually try to avoid changing/updating mod in running saves, and I'd rather avoid having my savegames broken due to incompatibilities.
I'll try updating and see if that makes things a bit more manageable. And sorry; usually I leave the woofers alone
2.6 is save compatible to 2.5 so you should not have an issue updating and keeping your current save, keep a copy of 2.5 if you want to be absolutely sure. It removes all the drones from their dedicated carriers so you should see a difference.
(I especially love all the ship names),
Dad jokes are best jokes :) I took inspiration from Ian M Banks Culture series, look it up if you like a good sci fi read.
but I'm playing as a pirate on this playthrough. :(
Naughty noo-noo!
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: AKAJIA on March 06, 2023, 12:01:55 AM
Hi Dazs, I think Drones & Missiles is a bit too OP.
JYD_mrm, JYD_srm, JYD_af surpass missiles of the same class in terms of the number of ammunition and the interval between launches.
And JYD's drones are so good, numerous, powerful, with mining capabilities. I think you should give these drones and missiles some restrictions.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on March 06, 2023, 12:58:49 AM
Hi Dazs, I think Drones & Missiles is a bit too OP.
JYD_mrm, JYD_srm, JYD_af surpass missiles of the same class in terms of the number of ammunition and the interval between launches.
And JYD's drones are so good, numerous, powerful, with mining capabilities. I think you should give these drones and missiles some restrictions.
Good morning, thank you for the input. I had made the drones at different times over the course of the mod so they are certainly due for a balance pass when looking at them as a whole. The missiles have large ammo counts as a player request but I'll give them a comparison pass to others of their class. I'll add both to my to-do list for JYD, no ETA on it thought as I am currently working on CFT and Hiver updates.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: AKAJIA on March 07, 2023, 10:08:46 AM
Hi Dazs, I think Drones & Missiles is a bit too OP.
JYD_mrm, JYD_srm, JYD_af surpass missiles of the same class in terms of the number of ammunition and the interval between launches.
And JYD's drones are so good, numerous, powerful, with mining capabilities. I think you should give these drones and missiles some restrictions.
Good morning, thank you for the input. I had made the drones at different times over the course of the mod so they are certainly due for a balance pass when looking at them as a whole. The missiles have large ammo counts as a player request but I'll give them a comparison pass to others of their class. I'll add both to my to-do list for JYD, no ETA on it thought as I am currently working on CFT and Hiver updates.
I will look forward to it. Thank you for your hard work!
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on March 07, 2023, 12:46:41 PM
Hi Dazs, I think Drones & Missiles is a bit too OP.
JYD_mrm, JYD_srm, JYD_af surpass missiles of the same class in terms of the number of ammunition and the interval between launches.
And JYD's drones are so good, numerous, powerful, with mining capabilities. I think you should give these drones and missiles some restrictions.
Good morning, thank you for the input. I had made the drones at different times over the course of the mod so they are certainly due for a balance pass when looking at them as a whole. The missiles have large ammo counts as a player request but I'll give them a comparison pass to others of their class. I'll add both to my to-do list for JYD, no ETA on it thought as I am currently working on CFT and Hiver updates.
I will look forward to it. Thank you for your hard work!
Thank you for the kind words. :) First I will address missiles and later, once I get more clarity, drones since most of them are equipped with JYD missiles and the concern may be linked.

I did a deep dive comparison to vanilla and other mod missiles vs JYD's and talked to some players who have helped me do balance passes in the past and came to the (frankly perhaps TLDR) following conclusions:

The LRM is moderately better than current Pilum at doing armor damage if it actually hits. However it is too fast to crate the "Plium effect" of frightening ships from dropping shields or venting to clear hard flux which is their main purpose now. It is very similar to old pilum trading the loitering fear for somewhat faster salvos. But not enough to take advantage of very high flux or a brief overload at any significant range or evade point defense so its a tradeoff.

The SRM has more ammo than the sabot but is easier to stop/kill and has the same range. The missiles I compare to for power reasonableness are the reloadable ones from Machina Void Services, the Vedhas from Kyeltziv, the small and medium Nixus from LTA, the Jannisary, Jericho, and Jaya from Kadur, and the Seth small and medium from HMI. And on those terms they seem comparable.

The problem could be due to the trend of vanilla missiles being generally weak and Alex nerfing the good ones over time. Some more clarity would be helpful because when someone says "missiles of the same class" it sounds like they are referring to just vanilla. Hard to tell because I so seldom use limited ammo missiles because I find them almost useless except for the Squall which is sadly getting nerfed so when that happens expect to see a JYD squall analog. :)

TLDR conclusion pending further clarification from you is that JYD missiles are fine compared to typical mods though some are modestly better than vanilla for ammo cap, which isn't difficult :) The bar I use when designing missiles is "Are they better than leaving the slot empty and spending the OP on something else and do they offer something different from vanilla".

I look forward to any clarity that you can provide so I can focus in and address a specific concern better.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: CptSpecter on March 07, 2023, 08:00:24 PM
Hey just hopping to say that I love the mod and it's vision.
I was looking for something that integrates drones and fighters into a lot of ships, as soon as I saw the borer equipped mudskipper I fell in love.
Thanks a lot for all the time and effort.
Wow what a nice thing to take the time and consideration to say. You've made my morning for sure and I haven't even had my coffee yet!

Glad to hear all that! I really like the faction and everything the mod stands for.
If you don't mind my input, I'd like to say that when balancing something, maybe try not to strip the ships of its drones. It's one of the things I love the most about the mod and in my opinion a bit of the heart of the faction. Maybe try removing some of the armaments or restricting OP or something, I'm not much of an expert but would hate to see the fighter bays and drones go away from lots of ships.
Hope it doesn't bother you!
Thanks for the awesome content and all the effort put into it.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on March 07, 2023, 08:11:20 PM
Glad to hear all that! I really like the faction and everything the mod stands for.
If you don't mind my input, I'd like to say that when balancing something, maybe try not to strip the ships of its drones. It's one of the things I love the most about the mod and in my opinion a bit of the heart of the faction. Maybe try removing some of the armaments or restricting OP or something, I'm not much of an expert but would hate to see the fighter bays and drones go away from lots of ships.
Not to worry, the JYD ships all having drones is a key concept of the mod so that is not going away. I only removed them from the dedicated carriers because I received a couple reports that it was interfering with the computer controlled carriers. The mod has gone through several balance passes since release and I feel it is in a good place atm so not too many more changes will be made before the next Starsector update.
Hope it doesn't bother you!
Thanks for the awesome content and all the effort put into it.
It is no bother at all and thank you again for the kind works, much appreciated. I am always open to comments or suggestions for my mods. I see them as a group effort with the end goal of offering the best version I can and being a solo act I get blind spots that others see.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Aristedes on March 11, 2023, 01:47:32 PM
Love the mod overall, but I feel that some of the ships have completely insane OP ratings.
So nice to hear thank you. I am curious which ships you find to be insane OP and some clarity as to why would be helpful.

The ones that stand out the most are the ships whose descriptions are all "Flagship of XYZ".
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on March 11, 2023, 03:08:36 PM
Love the mod overall, but I feel that some of the ships have completely insane OP ratings.
So nice to hear thank you. I am curious which ships you find to be insane OP and some clarity as to why would be helpful.

The ones that stand out the most are the ships whose descriptions are all "Flagship of XYZ".
Ahh I assume you are referring to the Continental, Gambler, Puzzle, Downtown, Jealous, Slim, Justbeware, Treetop, Sixfootfour and Eaglefang which are all JYD pirate bounty flag ships. I beefed them up over vanilla ships because they are bounty ships and should be a little OP for the challenge. Most bounties have a  vanilla+ ship in them so it is not unique. Also, I thought if recovered they would be considered a reward in and of themselves. JYD fleets do not use them nor are they for sale in their markets which is why I was confused earlier since I do not consider them JYD ships.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: CptSpecter on March 12, 2023, 04:47:54 PM
Hey just as a quick note, not sure if it's intended. I think the short class drone tender has too much cargo capacity for its size.
Cheers!
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on March 12, 2023, 05:16:28 PM
Hey just as a quick note, not sure if it's intended. I think the short class drone tender has too much cargo capacity for its size.
Cheers!
Hello thank you for your input. The cargo difference was intended and that is the greatest difference between the two, 100 vs 175 but I took that in mind when balancing the other stats. I based the Short on the vanilla Sheppard and swapped some stats around to make room for that additional cargo space.

The Short is slower, less maneuverable, heavier mass, has a weaker less efficient shield, requires more crew to operate, carries less fuel, costs more to purchase, costs more to deploy, costs more supplies to recover and uses more supplies per month. On the plus side, it has more HP, armor, flux regen, ordnance, bays, and cargo. I felt the plus/minus was more in line with a drone use/salvage/mining centric faction than the Sheppard offered.

I hope that give a little more insight into how I've balanced the ships over the course of the mod.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: HopeFall on March 13, 2023, 09:17:58 PM
Overpowered when compared to every other mining mod on the Index, with their ships and weapons being generally in the highest tier for Nex mining power, along with being generally better combat vessels to boot. That said, I love it.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on March 14, 2023, 12:48:28 AM
Overpowered when compared to every other mining mod on the Index, with their ships and weapons being generally in the highest tier for Nex mining power, along with being generally better combat vessels to boot. That said, I love it.
I felt that since mining is their core focus then they should have a specialty so admittedly I did go a bit plus on the mining stats. I really cannot comment too much on other mining mods only in that they have their hook and I have mine. I do have most of them installed and I appreciate how they go about things but I wanted JYD to be it's own thing. Heck my favorite mining ship isn't even one of mine, whenever I fight a Pirate fleet with a Quarry mining rig from Keruvim in it I always hope to capture one :)

As to their combat power, I have put them through several balance passes with a couple volunteer beta testers over the course of the mod and I feel they are in a good space right now. In my games I role play as a scavenger and do not buy ships so I only use the ones I start off with and salvage. I have not done a full "JYD only" fleet game in some time though I set up the faction to offer every class and type of ship so maybe I'll do that. I'm working on a Hiver update ATM but once that is done, I'll do a balance pass on them again, nothing too drastic mind you I don't want you to fall out of love!
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Serina on March 17, 2023, 11:54:48 PM
Just want to say, I love the Sharps.
Feels like the firepower, OP and durability of a capital ship in the mobile hull of a cruiser.
The amount of forward-facing firepower you can pack into 1 large and 6 medium slots is insane. :D
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on March 18, 2023, 01:29:32 AM
Just want to say, I love the Sharps.
Feels like the firepower, OP and durability of a capital ship in the mobile hull of a cruiser.
The amount of forward-facing firepower you can pack into 1 large and 6 medium slots is insane. :D
Good morning, well I guess I am going to have to gut that one as well then (jk) :) 

The Sharp is a capital ship so it does have the OP & Flux stats of one but I have it labeled as a Battlecruiser because some of it's stats are lowered from a standard capital so it can be more nimble. My personal playstyle ruleset is to play as a pure salvager and not buy any ships or weapons but I have been known to follow JYD invasion fleets and hope for some goodies like the Sharp to drop. Not that I am rooting against them or anything but ya know things happen ;)
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Serina on March 24, 2023, 01:20:45 AM
So, I have a question about the Vicious class ship.
I recently managed to, uh, "acquire" one such vessel.
I noticed it has two departments. The main body, and a "snout" kind of department. How exactly does that work?
In the unfortunate circumstances leading up to me taking new ownership of the ship, I noticed it was seemingly a very durable ship, suffering barely any damage despite being surrounded by 4 hostile Sharps.
Until it suddenly wasn't, anymore. Durable, that is.
Anyway, I guess the seperate forward department has its own armour and hull hitpoints. So what happens if those are depleted before the main body is destroyed? And vice-versa?
With 130 OP to spend, after fitting the two guns, the best thing to do is just load up all the +armour/hull mods you can fit in, I guess?
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on March 24, 2023, 03:48:22 AM
So, I have a question about the Vicious class ship.
I recently managed to, uh, "acquire" one such vessel.
Oh you little sneaky sneak! :)
I noticed it has two departments. The main body, and a "snout" kind of department. How exactly does that work?
In the unfortunate circumstances leading up to me taking new ownership of the ship, I noticed it was seemingly a very durable ship, suffering barely any damage despite being surrounded by 4 hostile Sharps.
Until it suddenly wasn't, anymore. Durable, that is.
The Viscous is JYD's toughest ship and the only on in their lineup that has a module section. Modular ships function differently from one another. I recommend just building the non-main module (front) like you would build a ship for an AI. The main module (body) is what you will be using if you personally fly one so build that how you would normally.
Anyway, I guess the seperate forward department has its own armour and hull hitpoints. So what happens if those are depleted before the main body is destroyed? And vice-versa?
With 130 OP to spend, after fitting the two guns, the best thing to do is just load up all the +armour/hull mods you can fit in, I guess?
The front is sort of like it's own AI controlled ship minus engines and acts as a detachable weapons/armor sectional. It takes front damage first until is is destroyed(detached) so adding defensive hull mods to it is a good choice. Once it is gone then front damage is applied to the body so I gave the front section a decent amount of it's own OP so a player can either put high OP weapons on it or a good amount of hull mods. I am all about offering players choices in my mods.

Hope that is a helpful answer please let me know if I missed the mark.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Serina on March 24, 2023, 11:42:11 PM
Hope that is a helpful answer please let me know if I missed the mark.
That works. Good to know! So if I understand it correctly, the forward compartment can get "destroyed" but still leave the main ship functional?
After being impressed with the pummeling it took beforehand, I was already planning to give it just one pair of guns, use the rest of the OP on defensive mods and then let it be a dedicated tank ship. :D
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: Dazs on March 25, 2023, 02:34:10 AM
That works. Good to know! So if I understand it correctly, the forward compartment can get "destroyed" but still leave the main ship functional?
After being impressed with the pummeling it took beforehand, I was already planning to give it just one pair of guns, use the rest of the OP on defensive mods and then let it be a dedicated tank ship. :D
Correct, think of it like when you fight a station you take out sections of it before you can destroy it. The Viscous uses the same code that stations use for modules. If you want to make it super tanky then yes stack as many hull/armor/shield mods on that front section and keep the ship facing forward. It can take a good amount of damage that way but if you are fighting against a fighter or missile heavy enemy it could struggle so do not skimp on the PD. I would also give it an escort that can help defend it against fast frigates that like to get around it and weave in and out. 
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.7 - 03/29/23
Post by: Dazs on March 29, 2023, 11:47:01 AM
v2.7 released today - Save Compatible with v2.6 

Some code updates/corrections, new loading tips and ship names, a new unlocked hull mod, a new weapon exclusive to the Industrious, all new faction portraits (seen below) and I replaced the images for the Massive and Fetching (comparison image below) they are I think the last ship images I resized instead of doing a proper kit bash when I first started - discord "fans" rejoice!

Al the details can be found in the changelog posted on the forum OP and in the RAR. Several player suggestions made it into this one and I am thankful to them all so please keep them coming and let's make JYD the best it can be.

Custom JYD Portraits

Spoiler
(https://i.imgur.com/eZCwZdD.png)
[close]

Comparison image of the old Massive and Fetching vs New

Spoiler
(https://i.imgur.com/ZkXvoJY.png)
[close]
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.7 - 03/29/23
Post by: AKAJIA on March 30, 2023, 12:20:15 AM
Junk Yard Dogs 2.7\data\scripts\hullmods\JYD_expsys.java
if (index == 5) return "" + (int) ((SUPPLY_USE_MULT - 1f) * 100f);   
A percentage sign is missing here, I guess so?
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.7 - 03/29/23
Post by: Dazs on March 30, 2023, 04:02:38 AM
Junk Yard Dogs 2.7\data\scripts\hullmods\JYD_expsys.java
if (index == 5) return "" + (int) ((SUPPLY_USE_MULT - 1f) * 100f);   
A percentage sign is missing here, I guess so?
Good morning AKAJIA thank you for posting this. I have it w/out the % so it would show the actual supply use as opposed to the output as a percentage. For example if you were to put it on the Intelligent it would output 5 on the tooltip but if there is a + "%" at the end of line 45 then it shows the percentage which in the case of the Intelligent would be 10%.

Soooo v2.7.1 released - Save Compatible with v2.7 - Just a teenie tiny little change

However now that you have pointed it out I did a quick fix that adds it if just to keep consistent in the tooltip reporting.
Oh also for some reason Imgur shrunk the image of the new portraits so I uploaded a new on to the forum OP and discord link.
Title: Re: [0.96a] Junk Yard Dogs - V 2.7.2 - 05/11/23
Post by: Dazs on May 11, 2023, 06:22:29 AM
v2.7.2 released today- Not save compatible with prior versions

I received a couple requests for a .96a temp version while Nex is being worked on so I updated the mod to work with 0.96a and disabled Nexerelin interactions. The forum page still says it requires Nex but atm that is not the case. I will re-enable them once a stable patch for that mod is released by Histidine NOTE: Mod integrations listed on the forum page will be re-enabled as they are made 0.96a compliant as well.

I hope you are all enjoying the new content, I know I sure am!
Title: Re: [0.96a] Junk Yard Dogs - V 2.7.3 - 05/12/23
Post by: Dazs on May 12, 2023, 09:51:48 AM
v2.7.3  released today - Not save compatible with prior versions - Sorry, if I had only waited another day before releasing 2.72 :(
   -Re-enabled Nexerelin requirement, interactions and features
Title: Re: [0.96a] Junk Yard Dogs - V 2.7.3 - 05/12/23
Post by: LukeTasrook on June 03, 2023, 01:41:58 AM
Hey. I just wanna say that I really, really like this mod. The names of the ships especially send me into laughing fits. Thank you for this.

I wanted to report one thing that miffs me a bit. The asteroid fields around "Jigsaw" and "Kong" appear as "missing string". They don't have specified designations.
Title: Re: [0.96a] Junk Yard Dogs - V 2.7.3 - 05/12/23
Post by: Dazs on June 03, 2023, 01:52:01 AM
Hey. I just wanna say that I really, really like this mod. The names of the ships especially send me into laughing fits. Thank you for this.
Dad jokes, best jokes :)
I wanted to report one thing that miffs me a bit. The asteroid fields around "Jigsaw" and "Kong" appear as "missing string". They don't have specified designations.
Sorry about that, I thought I had fixed that in an earlier patch. Thank you for the kind words and the error report, I'll have that taken care of in the next update.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on June 03, 2023, 10:49:36 AM
v2.8 released today - Save Compatible with v2.7.3

Some code updates and several error corrections. All the details can be found in the changelog posted on the forum OP and in the RAR.
Two player suggestions made it into this one and I am thankful for them all so please keep them coming and let's make JYD the best it can be.
Title: Re: [0.95.1a] Junk Yard Dogs - V 2.6 - 02/23/23
Post by: gladius2metal on July 06, 2023, 09:48:42 AM
As to their combat power, I have put them through several balance passes with a couple volunteer beta testers over the course of the mod and I feel they are in a good space right now. In my games I role play as a scavenger and do not buy ships so I only use the ones I start off with and salvage. I have not done a full "JYD only" fleet game in some time though I set up the faction to offer every class and type of ship so maybe I'll do that. I'm working on a Hiver update ATM but once that is done, I'll do a balance pass on them again, nothing too drastic mind you I don't want you to fall out of love!

I am just playing a Nex campaign as pirates with this as the only faction mod added, neither I nor the AI has much of a chance against the JYD. I replaced my regular tankers with JYD tankers (and not the combat tanker), they have more capacity and all other stats are better, they also come with drones and thus can be deployed in combat, in contrast to my regular tankers. The troop transport is even worse, has advanced grounds support package and enough points that I can use it safely as a missile boat in combat.
Meanwhile I rip through Hegemony, Luddic Church, Tri Tachyon, etc. fleets like butter [EDIT2: with my regular fleet]. Might be wrong, but to me it seems like every JYD ship has like 20-60 extra OP points available in comparison to vanilla, on top of that a good flux ratio and almost always built in drones / fighters etc.

EDIT: great work and I really appreciate it, yet I don't think the ships are balanced or I am doing something completely wrong. I generally try to play only with pirate ships, I have a few captured JYD ships in my line-up, but they just feel too strong also when I use them.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on July 06, 2023, 11:35:56 AM
I am just playing a Nex campaign as pirates with this as the only faction mod added, neither I nor the AI has much of a chance against the JYD. I replaced my regular tankers with JYD tankers (and not the combat tanker), they have more capacity and all other stats are better, they also come with drones and thus can be deployed in combat, in contrast to my regular tankers. The troop transport is even worse, has advanced grounds support package and enough points that I can use it safely as a missile boat in combat.
Meanwhile I rip through Hegemony, Luddic Church, Tri Tachyon, etc. fleets like butter [EDIT2: with my regular fleet]. Might be wrong, but to me it seems like every JYD ship has like 20-60 extra OP points available in comparison to vanilla, on top of that a good flux ratio and almost always built in drones / fighters etc.
The general consensus on discord is that I have no clue on how to balance my mods and so I guess that is the current status of JYD. Though I have done several balance passes I do admit that I have their OP inflated because I generally enjoy having hullmods on my ships. The drones on each ship are a core concept of the mod and I felt that they were not too powerful but yet again I guess since I am clueless, well they probably are.
EDIT: great work and I really appreciate it, yet I don't think the ships are balanced or I am doing something completely wrong. I generally try to play only with pirate ships, I have a few captured JYD ships in my line-up, but they just feel too strong also when I use them.
I am torn to be honest, I have several people who enjoy JYD as it is and it has hundreds of consistent downloads when I update the mod. Then I have players such as yourself that feel it is too much. I am not a game designer or even a decent coder but I am all about giving players choices and variety in their gameplay and I feel my mods give options that others do not.  I feel it is up to the player whether or not they want to kit out a JYD ship as a super buff fighting ship, a logistics mule or a blend of both. As it is a single player game it hurts no ones game play if others enjoy playing that way. Also on the flip side, I have them set as neutralists so if you leave them alone when you have them installed as a NPC faction then they should generally leave you alone.

I appreciate the kind words and thank you for them so please do not misunderstand my reply. I rely on posts such as yours to keep my excesses in check. :) I have not received a post on the forum with specific areas that JYD could be improved in some time but I will give discord a peek and see if there are any leads there. I feel that I have all my mods stable and have some time so I'll tinker with JYD next. If anyone reading this has a request, concern or just wants to say hello then know that I check the forums daily and would welcome any input.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: gladius2metal on July 06, 2023, 11:48:24 AM
Quote from: Dazs
I have several people who enjoy JYD as it is and it has hundreds of consistent downloads when I update the mod.
From what I have seen it is a great mod and a lot of work went into it!!!

It is my circumstances, it is my second Nex campaign, the first one was too easy. Now, I selected pirates (which is tagged as hard) and I am very far into the campaign, fighting off attacks from all sides, yet, it took me a while to realize that JYD is so strong, but that could also be due to how I built my ships.

Also balancing something is very hard to do in general.

Maybe add in the mod description, something like "Warning, some people think that JYD ships are overpowered."
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on July 07, 2023, 03:17:53 AM
From what I have seen it is a great mod and a lot of work went into it!!!
Why thank you, I do appreciate that. I do not think of it as "work" per-se, I just felt there wasn't a mod that quite fit what I wanted and I really enjoy the game. Along the way I picked up several skills and enjoyed the process.
It is my circumstances, it is my second Nex campaign, the first one was too easy. Now, I selected pirates (which is tagged as hard) and I am very far into the campaign, fighting off attacks from all sides, yet, it took me a while to realize that JYD is so strong, but that could also be due to how I built my ships.
So you only have NEX, it's dependent mods and JYD installed? Wow I am honored that of all the faction mods out there you chose this one. One thing to keep in mind about JYD though is they HATE pirates. I have it built into their in game lore and they have several bounties to hunt down the pirate clan that spurred them to form the faction.
Also balancing something is very hard to do in general.
I had no clue what I was doing when I started and it has been over a year with a changelog so large I cannot fit the entire list on the forum page because it takes too many characters :)
Maybe add in the mod description, something like "Warning, some people think that JYD ships are overpowered."
Not a bad suggestion, probably something along the lines of Vanilla plus or something like that. I'll give it some thought and change the mod description line on the forum OP. I have some free time this weekend and plan to work on the mod then so stay tuned!
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Bonisagus on July 26, 2023, 10:07:19 AM
Really loving the mod, one of my favorite faction mods as well. Thanks for the great work man.

Question: Is it intentional that both Militarized Subsystems and Exploration Refit can be applied to civilian vessels? Doesn't seem overpowered pr se, but it does make civilian hulls particularly valuable for explorers as they become quite fast.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on July 26, 2023, 11:10:57 AM
Really loving the mod, one of my favorite faction mods as well. Thanks for the great work man.
Thank you for the kind words, I sort of needed it. After doing some searching on discord for ideas to improve JYD after reading gladius2metal good suggestion, I just fell into a pit of trolls that sucked the will out of me to keep modding.
Question: Is it intentional that both Militarized Subsystems and Exploration Refit can be applied to civilian vessels? Doesn't seem overpowered pr se, but it does make civilian hulls particularly valuable for explorers as they become quite fast.
Yes it is, I made that modification as a means to improve civ ships that did not really go into combat like a freighter but still would benefit from the removal of civ. I felt that if you wanted to invest that much OP into the combination of the two hull mods then it would leave less room to modify a civilian ship to be on par with a military one that would not need to invest into Militarized Subsystems.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Bonisagus on July 27, 2023, 12:51:46 AM
That sucks. Both this mod and the Hivers mod are absolute stables in my playthroughs, so for me Starsector would be a lot less enjoyable without you putting in this work.

That makes sense about the Exploration Refit, which I will now use on my civvie ships in good conscience :)
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on July 27, 2023, 03:07:47 AM
That sucks. Both this mod and the Hivers mod are absolute stables in my playthroughs, so for me Starsector would be a lot less enjoyable without you putting in this work.
Aww thank you so much for the kind words. I've been trolled since I first released mods and I usually just let it go but the level of discord vitriol recently was just a bit much. But fear not! I am not done with modding Starsector, I just needed to step away from it and do other things for a bit.
That makes sense about the Exploration Refit, which I will now use on my civvie ships in good conscience :)
Nice! Go forth and explore! :)
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: gladius2metal on July 27, 2023, 03:59:56 AM
Quote
I've been trolled since I first released mods and I usually just let it go but the level of discord vitriol recently was just a bit much.
said to hear that :(
Yet, keep in mind, that trolls are generally people that can't create anything meaningful as such they resort to destruction often disguised as "criticism", "feedback", etc.. It is basically just masked envy or outright resentment.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on July 27, 2023, 05:24:01 AM
Quote
I've been trolled since I first released mods and I usually just let it go but the level of discord vitriol recently was just a bit much.
said to hear that :(
Yet, keep in mind, that trolls are generally people that can't create anything meaningful as such they resort to destruction often disguised as "criticism", "feedback", etc.. It is basically just masked envy or outright resentment.
Thank you for weighing in, I truly appreciate the support. I look at it as constructive criticism and have gleaned tidbits from the comments in the past that I have found useful, heck CFT's Foudre is a product of me responding to trolling in a creative way :) 
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Stukov81 on July 27, 2023, 09:23:57 AM
Thanks for all your work! Your mods are truly awesome!
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on July 27, 2023, 09:58:27 AM
Thanks for all your work! Your mods are truly awesome!
Why thank you, that means so much to me!
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: GoldenGlory on September 03, 2023, 07:11:05 PM
can i still get the 2.7.2 version? i dont use Nexerelin anymore since i like just roaming around and exploring and salvaging things without time pressure, and this seems to be literally the only mod that actually has large salvage focussed ships. also its got a fun theme to it i think
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on September 03, 2023, 07:33:08 PM
can i still get the 2.7.2 version? i dont use Nexerelin anymore since i like just roaming around and exploring and salvaging things without time pressure, and this seems to be literally the only mod that actually has large salvage focussed ships. also its got a fun theme to it i think
I am glad you like the mod, it has a special place in my heart as it was my first one. I did spend some time coming up with a theme and there are all kinds of Easter eggs in it if you look around (and know the key and since it's been over a year and no one has noticed it you can click the spoiler if you care).
Spoiler
Jim Croce
[close]
I do keep a repository of every version of my mods, here is a link to 2.72 which you have requested:
https://www.dropbox.com/scl/fi/6m6nnwq6ny9kg4dz5zs7o/Junk-Yard-Dogs-2.7.2.rar?rlkey=m0dpey0cazxywluep4p4f81ig&dl=0
I am not sure if that version works w/out Nexerelin but I do know for sure that version 2.2 was made during the Nex 0.96a incompatibility era so if the former does not work, the latter should.
https://www.dropbox.com/s/rlxb7av204zwtdf/Junk%20Yard%20Dogs%202.2.rar?dl=0
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Bobamelius on September 10, 2023, 07:26:14 PM
Where are the hullmods? I can't find any reference to them being removed when searching this thread, why do they appear to no longer exist in the game?

Thanks
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Soviet Tom Bombadil on September 10, 2023, 09:50:05 PM
Was Miner's Strike originally a JYD mod? I haven't seen that hullmod since the .96 update.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on September 11, 2023, 02:45:22 AM
Where are the hullmods? I can't find any reference to them being removed when searching this thread, why do they appear to no longer exist in the game?

Thanks
Good morning,
I decided a couple patches back to take the hull mods from JYD and CFT and combine them into a new all in one mod: https://fractalsoftworks.com/forum/index.php?topic=24433.0
I have the reasons posted on the CJHM front page if you are interested but all the former JYD hull mods can be found there.
Was Miner's Strike originally a JYD mod? I haven't seen that hullmod since the .96 update.
Ah no that was not one of mine but thank you for thinking of me :) It was originally in Great Wound's mod Manic Miners https://fractalsoftworks.com/forum/index.php?topic=24184.0 but is now merged into Of Ludd and Lions https://fractalsoftworks.com/forum/index.php?topic=22063.0 I cannot say 100% that that hull mod made it in the merge but check there.

Enjoy!
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Soviet Tom Bombadil on September 11, 2023, 04:37:23 AM
thank you for the comprehensive response and the leads!
I like to make "Sleeper" fleets of mining ships that can hold their own in a fight and JYD builds are almost always the backbone of them, probably the source of my confusion.


Where are the hullmods? I can't find any reference to them being removed when searching this thread, why do they appear to no longer exist in the game?

Thanks
Good morning,
I decided a couple patches back to take the hull mods from JYD and CFT and combine them into a new all in one mod: https://fractalsoftworks.com/forum/index.php?topic=24433.0
I have the reasons posted on the CJHM front page if you are interested but all the former JYD hull mods can be found there.
Was Miner's Strike originally a JYD mod? I haven't seen that hullmod since the .96 update.
Ah no that was not one of mine but thank you for thinking of me :) It was originally in Great Wound's mod Manic Miners https://fractalsoftworks.com/forum/index.php?topic=24184.0 but is now merged into Of Ludd and Lions https://fractalsoftworks.com/forum/index.php?topic=22063.0 I cannot say 100% that that hull mod made it in the merge but check there.

Enjoy!
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on September 11, 2023, 06:48:45 AM
thank you for the comprehensive response and the leads!
You are welcome, happy to help.
I like to make "Sleeper" fleets of mining ships that can hold their own in a fight and JYD builds are almost always the backbone of them, probably the source of my confusion.
That is so nice to hear, thank you for saying so it made my day. I play the same and felt the other mining factions had too much baggage and enemies. That is the reason I made JYD a neutralist faction. Yes they can be OP but only if you mess with them, otherwise they just happily sail though the sector minding their own business. Except for pirates because F those guys :)
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Whitestar60 on October 20, 2023, 08:40:37 AM
I loved using this mod on 0.95 but on 0.96a I keep getting a consistent crash to desktop when loading on a completely vanilla Starsector install. Currently on Linux Mint-Cinnamon, relevant bit of the log is as follows:

14149 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_luddic11.png (using cast)
14149 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat02.png (using cast)
14150 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat05.png (using cast)
14150 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat06.png (using cast)
14151 [Thread-9] ERROR com.fs.graphics.for  -
java.lang.NullPointerException
   at java.util.concurrent.ConcurrentHashMap.put(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
14151 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat08.png (using cast)
14152 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat09.png (using cast)
14152 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat11.png (using cast)
14152 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat13.png (using cast)
14153 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_diktat15.png (using cast)
14153 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/JYD/portraits/Kiaria.png (using cast)
14154 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/JYD/portraits/Mayvheen.png (using cast)
14473 [Thread-9] ERROR com.fs.graphics.for  -
java.lang.NullPointerException
   at java.util.concurrent.ConcurrentHashMap.put(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
14473 [Thread-9] ERROR com.fs.graphics.for  -
java.lang.NullPointerException
   at java.util.concurrent.ConcurrentHashMap.put(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
14478 [Thread-9] ERROR com.fs.graphics.for  -
java.lang.NullPointerException
   at java.util.concurrent.ConcurrentHashMap.put(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
14532 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.void.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(Unknown Source)


Please let me know if you need any further information.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on October 20, 2023, 08:56:02 AM
Hello there, before I dive into this I would like to clarify your statement "completely vanilla Starsector install"
I ask because the 0.96a version of the mod requires Nexerelin, LazyLib, and MagicLib to function correctly as stated on the main page.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Whitestar60 on October 20, 2023, 09:40:05 AM
Hello there, before I dive into this I would like to clarify your statement "completely vanilla Starsector install"
I ask because the 0.96a version of the mod requires Nexerelin, LazyLib, and MagicLib to function correctly as stated on the main page.

I don't blame you for double checking. Yes this is assuming vanilla starsector 0.96a (no JE8 shenanigans or edited ram allotment) plus the prerequisite mods JYD requires in the form of Nexerelin, LazyLib, and MagicLib. All of the current version as linked to on the mod summary thread.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on October 20, 2023, 09:56:23 AM
OK ty for getting back to me. The reason I thought it may be a mod missing is that it is referencing portraits that are not used by JYD as I have custom made one for the faction, though I do see Kiaria.png and Mayvheen.png (which are JYD). Now the next thing is most likely there is a hash map that has capital letter mismatches that would give Linux a fit. I run the game in Windows so it would not happen in my games so I am thinking that may be the case.

I will go through all the code under the hood and see what I can find. Stay tuned this may take a bit but I will get back to you, hopefully with a test fix.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on October 20, 2023, 11:06:28 AM
@Whitestar60 I went through every hashmap and did not see any inconsistencies. It looks like your game threw a fit when it tired to load the JYD female portraits but in every instance that they are referred, the name in the file matches the name of the .png exactly.

The only thing I can think of at this point is that I had a player, Solar Mechanis, have a similar issue with my other mod CFT. Solar Mechanis was able to fix the issue by deleting the mod file as well as the dependencies, re-downloading them and did a fresh install of each and that fixed the problem. I have to go do real life stuff so you can try that while I look into it further tomorrow. Please let me know if that fixes it.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Whitestar60 on October 20, 2023, 05:13:45 PM
@Whitestar60 I went through every hashmap and did not see any inconsistencies. It looks like your game threw a fit when it tired to load the JYD female portraits but in every instance that they are referred, the name in the file matches the name of the .png exactly.

The only thing I can think of at this point is that I had a player, Solar Mechanis, have a similar issue with my other mod CFT. Solar Mechanis was able to fix the issue by deleting the mod file as well as the dependencies, re-downloading them and did a fresh install of each and that fixed the problem. I have to go do real life stuff so you can try that while I look into it further tomorrow. Please let me know if that fixes it.

No luck sadly, deleting JYD+its perquisites and replacing them with freshly downloaded/extracted versions from the stickied mod thread still throws an error. About the only thing I haven't tried with this test copy is completely reinstalling Starsector. I'm going to attach the whole log file just in case its something happening earlier in the load sequence that I missed. If you need any further information just hit me up, I'm usually lurking on the unofficial discord most of the time.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on October 20, 2023, 05:36:13 PM
OK thank you for adding the log. I am a bit confused now because your error is now due to a vanilla portrait:

11449 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/portraits/portrait_hegemony04.png (using cast)
11449 [Thread-9] ERROR com.fs.graphics.for  -
java.lang.NullPointerException
   at java.util.concurrent.ConcurrentHashMap.put(Unknown Source)
   at com.fs.graphics.for$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Have you ran the game with JYD disabled but the other mods enabled? If you crash then I know it is defiantly a JYD issue.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Whitestar60 on October 20, 2023, 05:59:44 PM
It does indeed launch just fine with Lazylib/MagicLib/Nex. I'm both using those three mods on my actual playthrough copy and just tested it with my test copy of Starsector for good measure.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on October 20, 2023, 06:11:04 PM
OK so some formatting issue on my end that Linux is having a fit about. I'll take another look tomorrow and see if I can figure it out. Have a pleasant evening.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on October 21, 2023, 10:22:47 AM
@Whitestar60 OK I've gone over every change I have made since the update for 0.96a compatibility since you state the mod worked under Linux with the 0.95 version. I believe your issue may stem from my adding the JYD portraits to the portraits used in character creation in the 2.8 update. Since your crash is a ConcurrentHashMap issue and it happens after loading vanilla portraits then trying to merge that list with the portraits in JYD.

Try this fix and let me know if it works:

Navigate to the JYD folder, data\world\factions and you will see a file labeled "player.faction". Now delete (recommended), rename or move the file and see if that fixes your crash. All this will do is remove the JYD portraits from the starting options.

I truly hope this solves your crashing, (fingers crossed).
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Whitestar60 on October 21, 2023, 12:42:33 PM
@Whitestar60 OK I've gone over every change I have made since the update for 0.96a compatibility since you state the mod worked under Linux with the 0.95 version. I believe your issue may stem from my adding the JYD portraits to the portraits used in character creation in the 2.8 update. Since your crash is a ConcurrentHashMap issue and it happens after loading vanilla portraits then trying to merge that list with the portraits in JYD.

Try this fix and let me know if it works:

Navigate to the JYD folder, data\world\factions and you will see a file labeled "player.faction". Now delete (recommended), rename or move the file and see if that fixes your crash. All this will do is remove the JYD portraits from the starting options.

I truly hope this solves your crashing, (fingers crossed).

Sadly no joy, still crashes to desktop on loading after deleting player.faction as described on the same exact test instance that I ran last night. Also to clarify while JYD worked on 0.95 Starsector that was on Windows 10. I only recently, as in the past few weeks, switched to Linux and I spaced mentioning that as a result. I do apologize for that mistake on my part.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on October 21, 2023, 05:48:41 PM
Sadly no joy, still crashes to desktop on loading after deleting player.faction as described on the same exact test instance that I ran last night. Also to clarify while JYD worked on 0.95 Starsector that was on Windows 10. I only recently, as in the past few weeks, switched to Linux and I spaced mentioning that as a result. I do apologize for that mistake on my part.
I looked over the new log and I am still uncertain what the issue is. I have gone through each file that deals with graphics in the mod and cannot find any inconsistencies that would give Linux a hiccup. I appreciate wanting to include JYD in your game and working with me as I try and puzzle this out. However, at this time I have exhausted my Linux knowledge and cannot think of a fix. If something comes to me, I'll post an update but there is no ETA as I am out of ideas atm.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Whitestar60 on October 21, 2023, 08:45:47 PM
No worries you all do this as a hobby after all, I understand. Honestly I appreciate you taking a look in the first place. :D
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Whitestar60 on October 25, 2023, 08:14:55 PM
Just a quick update, I did manage to get this working with no apparent issues so far by switching from manual mod installation to using MOSS with its Install from Archive function. I'm not sure exactly whats different but everything launches fine with a quick test campaign. Thank you for trying to troubleshoot this so I wanted to let you know in case anyone else ends up having a similar problem in the future.
Title: Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
Post by: Dazs on October 26, 2023, 12:22:55 AM
Just a quick update, I did manage to get this working with no apparent issues so far by switching from manual mod installation to using MOSS with its Install from Archive function. I'm not sure exactly whats different but everything launches fine with a quick test campaign. Thank you for trying to troubleshoot this so I wanted to let you know in case anyone else ends up having a similar problem in the future.
Phew, thank you for letting me know that. Even after I last posted I still was going over the code to try and find any inconsistencies. I have work to do on two of my other mods and I can let this one rest now so I can focus :)

At a guess it had something to do with the unpacker you are using since it loads from archive just fine. 7zip is free and stable and has never given me any issues.

Enjoy your exploration and pew pew those dirty pirates, gotta protect that ROCK AND STONE!
Title: Re: [0.96a] Junk Yard Dogs - V 2.9 - 11/14/23 - Balance and Graphic update
Post by: Hyperkayak on November 14, 2023, 11:23:42 AM
Spoiler
800229 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [JYD_expsys] not found for faction [xlu]
java.lang.RuntimeException: Hullmod with id [JYD_expsys] not found for faction [xlu]
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:488)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:476)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:461)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.C.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ã’00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

I don't have it installed on any ships. I don't even own XLU ships.
Dangit. Can we have a link to the previous version?
Title: Re: [0.96a] Junk Yard Dogs - V 2.9 - 11/14/23 - Balance and Graphic update
Post by: Dazs on November 14, 2023, 11:32:27 AM
v2.9 - released today Save Compatible with v2.8 NOTE: Any 2.8 ship with the exploration refit hull mod needs to have it removed before updating

   -Removed the exploration refit hull mod and added it to my CJHM mod - Load a 2.8 save, remove the hull mod, save, exit and update to prevent a conflict
   -Changed the loadout of the Happy Variant by replacing the front two asteroid breakers with shock cannons - Gives it some armor piercing damage
   -Fixed an error with one of the loading tips -Accidently had it doubled typed oopsie!
   -Removed the COMBAT,NO AUTO ESCORT hint from the Fluffy - Though it could be configured as a combat carrier it does not have the stats to be AI effective
   -Cleaned up all the "noise" on the Cute - The graphic was very busy so I smoothed out many of the breaking lines
   -Removed some of the red pigment from the Happy to make it more JYD brown and removed some stray pixels
   -Cleaned up the Fetching (2nd time, maybe I'll get it right) by removing some breaks and sharpening up the blurry areas
   -Shifted the green tint on the Exuberant to a JYD brown - Varya did a great job with this one but it stuck out as the only green JYD ship
   -Darkened the shade of the Empathetic from a tan to a brown and added some kitbash elements
   -Darkened the shade of the Commanding and added a kit bashed bridge section - Was a bit bright and I've been meaning to add a bridge to it
   -Widened the firing arcs of the two rear turrets on the Cute - Narrow as it was it made engagement too limited
   -Replaced the Harpoon with a Shard on the Exuberant variant and filled in the missing OP - Must have overlooked this one when I ported all the JYD hull mods
   -Replaced the built in wings on the Fetching from the Malinois to the Gnat - The former made it too OP so I replaced it with the weaker PD drone
   -I've read numerous complains on discord regarding JYD's aggression so I deiced to make the following changes to their doctrine:
      -Officer Quality from 3 to 2 - Their AI officers will have less skills
      -Ship Quality from 3 to 2 - Lowers the power level of their AI controlled ships
      -Aggression from 3 to 2 - Makes them less likely to attack unprovoked
      -Punitive Expedition vs Competitors from True to False - They are a neutralist faction after all
      -Note these changes will be more noticeable on a new 2.9 game since your 2.8 faction setting are already loaded
   -Added "voices" to to the JYD AI - I matched the Independent faction settings as they were formerly that faction
   -Added "A vanilla+ power level faction mod" to the mod description on the forum OP - TY gladius2metalfor the suggestion
   -Replaced all the old ship images with the updated ones on the Forum OP and added a comparative image below:

Spoiler
(https://i.imgur.com/WU3LSFK.png)
[close]
Title: Re: [0.96a] Junk Yard Dogs - V 2.9 - 11/14/23 - Balance and Graphic update
Post by: Dazs on November 14, 2023, 11:36:18 AM
Spoiler
800229 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [JYD_expsys] not found for faction [xlu]
java.lang.RuntimeException: Hullmod with id [JYD_expsys] not found for faction [xlu]
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:488)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:476)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:461)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.C.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ã’00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

I don't have it installed on any ships. I don't even own XLU ships.
Dangit. Can we have a link to the previous version?
Hmm odd, the AI should not had installed that hull mod as a random one. Here is a link to 2.8 so you can check your fleet:
https://www.dropbox.com/scl/fi/xxk5tm3s85bk0e3rjyv4m/Junk-Yard-Dogs-2.8.zip?rlkey=zbwbmt1zahdqnobho78udkd80&dl=0
Title: Re: [0.96a] Junk Yard Dogs - V 2.9 - 11/14/23 - Balance and Graphic update
Post by: Hyperkayak on November 14, 2023, 12:05:55 PM
Nope, still not on any of my ships. Not even on that "backup Hermes(?)" at the Asharu platform that I've never touched.
I don't have any known (legends) ships on the map.
Maybe it's Johnny Major the IBB mook. He seems to have and XLU-ey looking Dominator variant.
I'll check again after he's gone.
Title: Re: [0.96a] Junk Yard Dogs - V 2.9 - 11/14/23 - Balance and Graphic update
Post by: Dazs on November 14, 2023, 12:11:01 PM
Nope, still not on any of my ships. Not even on that "backup Hermes(?)" at the Asharu platform that I've never touched.
I don't have any known (legends) ships on the map.
Maybe it's Johnny Major the IBB mook. He seems to have and XLU-ey looking Dominator variant.
I'll check again after he's gone.
Yea I am stumped on that one, I've had XLU and IBB installed for some time and did not run across that particular scenario. Thank you for the update.
Title: Re: [0.96a] Junk Yard Dogs - V 2.9 - 11/14/23 - Balance and Graphic update
Post by: Hyperkayak on November 14, 2023, 01:21:41 PM
Spoiler
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [JYD_expsys] not found for faction [xlu]
java.lang.RuntimeException: Hullmod with id [JYD_expsys] not found for faction [xlu]
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:488)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:476)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:461)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ã’00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Nope, that wasn't it.
Looks like I'm stuck on 2.8 for the time being
Title: Re: [0.96a] Junk Yard Dogs - V 2.9.1 - 11/21/23 - Quick compression hotfix
Post by: Dazs on November 21, 2023, 05:07:31 AM
v2.9.1 released today - Save Compatible with v2.9 - Quick compression hotfix bundled with some WIP changes that I had already done. I do a running update on all my mods at once as ideas come to me but I saw a comment on discord regarding the compression issue "noted" by MnHebi and figured I should release a fix so it also incudes the stuff I was working on since the last update as well.

   -Changed the weapons on the Tick wing to match the description - Now has all JYD weapons as intended
   -Added a ballistic analog of the 1 OP mining laser, the Mining Plinker - For captains that specialize in ballistic weapons and want the skill modifier that the mining laser lacks
   -Replaced the mining laser with the Mining Plinker on the following variants: Exuberant, Intelligent, Knowledgeable, Lean, Mosquito, Spirited, and Splendid - Keepin' it JYD ya'll :)
   -Replaced the PD weapons on the Lean Variant to the Mining Plinker, the Salamander to a Drill SRM and a Flux Distributor hull mod - Noted the OP was overbudget and this balances it
   -Added the Mining Plinker weapon and description to the forum OP "Weapon Details" image - For your viewing pleasure ;)
   -Fixed a compression issue with mod, accidently downloaded as Junk Yard Dogs.rar.zip (Google Drive Nonsense) - Ty MnHebi for noticing it

I know JYD is sorta bloated with weapons but I felt the new one fills a hole in the game. Essentially I was playing a Hegemony low-tech no energy weapons run to see how the balance pass on my mods stack up and realized there was no equivalent of the 1 OP mining laser for a player that specialized in ballistics. So I added the new weapon since even though the mining laser is a hybrid and can fit into a ballistic slot, its damage is affected by energy modifiers. It has roughly the same stats (slightly more damage for slightly more flux) as the mining laser but explosive since JYD has more kinetic weapons than explosive. I gave it the same mining stats that NEX gives the vanilla mining laser for its mod configuration for NEX mining.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Dazs on February 03, 2024, 09:40:56 AM
v2.9.2 Released Today - Save Compatible with v2.9.1
   -Fixed a grammar oopsie that would prevent the Heavy Drone to autofit - TY Shadow Rune for letting me know
   -Reduced the wing count on the Adaw from 6 to 4 and OP cost from 20 to 18 - The balance was OP vs large ships with that many bomblets most of them hit
   -Restricted the Asteroid Launcher making it not recoverable or buyable - The graphic and balance is specific to the Industrious
   -Updated to 0.97a   

Enjoy!
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Allaark on February 03, 2024, 02:39:49 PM
I am so sorry for asking a probably stupid question, but is there a way to get the previous versions of your mods? I am still on version 0.96, but the only download i can find is for 0.97.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Dazs on February 03, 2024, 03:07:25 PM
I am so sorry for asking a probably stupid question, but is there a way to get the previous versions of your mods? I am still on version 0.96, but the only download i can find is for 0.97.
No need to apologize, it's not a stupid ask at all. If you go to the unofficial Star Sector discord there is a new #mod_updates_96a where versions of all mods that were 0.96 compliant can be found. You would need to search for mine but if you are looking for other mod author's work as well it is a one stop shopping spree! :)
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Allaark on February 04, 2024, 01:37:00 AM
No need to apologize, it's not a stupid ask at all. If you go to the unofficial Star Sector discord there is a new #mod_updates_96a where versions of all mods that were 0.96 compliant can be found. You would need to search for mine but if you are looking for other mod author's work as well it is a one stop shopping spree! :)

While this does definitely help, the download there (for junk yard dogs at least) points to 2.9.2, rather than version 2.9.1 (the version in the title)
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Dazs on February 04, 2024, 02:32:47 AM
While this does definitely help, the download there (for junk yard dogs at least) points to 2.9.2, rather than version 2.9.1 (the version in the title)
Opps well that is my bad. I sort of forgot Gdrive overwrites links, now who is feeling stoopid :) Here is a dropbox link to a 2.91 version of the mod: https://www.dropbox.com/scl/fi/zjud27tx41vvoedmucn8f/Junk-Yard-Dogs-2.9.1.zip?rlkey=wv06oy7xffbqq7sqk0u2zihcs&dl=0

If you run into any other issues please reach out and I'll help as best as I can, enjoy!
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Allaark on February 04, 2024, 11:31:31 AM
Opps well that is my bad. I sort of forgot Gdrive overwrites links, now who is feeling stoopid :) Here is a dropbox link to a 2.91 version of the mod: https://www.dropbox.com/scl/fi/zjud27tx41vvoedmucn8f/Junk-Yard-Dogs-2.9.1.zip?rlkey=wv06oy7xffbqq7sqk0u2zihcs&dl=0 (https://www.dropbox.com/scl/fi/zjud27tx41vvoedmucn8f/Junk-Yard-Dogs-2.9.1.zip?rlkey=wv06oy7xffbqq7sqk0u2zihcs&dl=0)

If you run into any other issues please reach out and I'll help as best as I can, enjoy!

Thank you so Very much, if all goes well you might have saved my current play-through.
now i just need to find 0.96 versions of hiver swarm, ore refinery, flux reticle, and any other mods i updated for no reason.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Dazs on February 04, 2024, 11:45:18 AM
Opps well that is my bad. I sort of forgot Gdrive overwrites links, now who is feeling stoopid :) Here is a dropbox link to a 2.91 version of the mod: https://www.dropbox.com/scl/fi/zjud27tx41vvoedmucn8f/Junk-Yard-Dogs-2.9.1.zip?rlkey=wv06oy7xffbqq7sqk0u2zihcs&dl=0 (https://www.dropbox.com/scl/fi/zjud27tx41vvoedmucn8f/Junk-Yard-Dogs-2.9.1.zip?rlkey=wv06oy7xffbqq7sqk0u2zihcs&dl=0)

If you run into any other issues please reach out and I'll help as best as I can, enjoy!

Thank you so Very much, if all goes well you might have saved my current play-through.
now i just need to find 0.96 versions of hiver swarm, ore refinery, flux reticle, and any other mods i updated for no reason.
I'm flattered you like the mod so much to go through the effort. I can help with some of that, at least with my mods:
https://www.dropbox.com/scl/fi/pyuqqf8v46n0hbdz9q72c/Carter-s-Freetraders-1.7a.zip?rlkey=9b4axz7tlmulczhm6xqugsayn&dl=0
https://www.dropbox.com/scl/fi/a8qyb9spbq2cqf4e7ijf8/Carter-s-Junk-Hull-Mods-0.5.zip?rlkey=y7w8jqoaecwmfohknzmgvonh1&dl=0
https://www.dropbox.com/scl/fi/r1q6h91lnj2zcoaf0pioc/Hiver-Swarm-1.10.zip?rlkey=x4dsr5myju6h4kdg2hv1x56b7&dl=0
https://www.dropbox.com/scl/fi/uzmyncd6gsmzxnypdl041/Junk-Yard-Dogs-2.9.1.zip?rlkey=1owa68m6pcvj23hkeytfmcbw9&dl=0
https://www.dropbox.com/scl/fi/a60vgmqyy293gwmka1ov8/Ore-Refinery-0.7.rar?rlkey=x3dno0g0jh5godnxcjn85g5b5&dl=0
https://www.dropbox.com/scl/fi/i806k7smxr8qjhfl58cif/Tri-Tac-Special-Circumstances-0.6.zip?rlkey=78gz2tz2feqi7ec0a3h9zijc4&dl=0

I know you only mentioned Hiver Swarm and Ore refinery (a personal favorite that does not get enough love so thank you for that) but I figured I'd post all 6 of my mods for anyone who may want .96a versions. Enjoy!
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: 5ColouredWalker on February 21, 2024, 02:02:38 AM
Don't often comment on this one as Carter's is my preferred and I dip here for weapons/fighters, but it occurs to me that while it's a bomber the 20 OP heavy Drone fits the role of Super Bomber that other factions super fighters fit in and feels better than the 25 point Trident Wing. It does only have 1 drone, but it has the benefits of being a drone (No Crew, use on Derelict and [Redacted] if you use AI ships), and brings a ton of shield pressure, capable of hammering shields while providing it's own PD distraction.
It does tend to stick in the fight a bit longer than other bombers due to the anti-shield missiles having more ammo but I'm not sure if that's really a negative as it means if chasing lone ships it keeps them away, and if in fights it's still providing shield pressure while being a tough cookie absorbing fire.

I have a feeling it might be worth trying it as a 25-30 ordinance point wing. 25 puts the wing on par with the Tridant Wing which feels more fair, while 30 puts it more in line with other mods super fighters which can take down a frigate or two on their own, which the heavy drone can totally do, but not with as much impunity as some others. Above 30 feels too high comparing performance with VIC superfighters in that range but it's been a while since I've used them and I'm not going to do a bunch of testing against because attempting mutual mod balance like that sounds painful and not something I want to try to hold you to.

Sorry for not having the drone wing's name in this message, I should have grabbed it before closing starsector to start updating mods.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Dazs on February 21, 2024, 03:17:41 AM
Don't often comment on this one as Carter's is my preferred and I dip here for weapons/fighters, but it occurs to me that while it's a bomber the 20 OP heavy Drone fits the role of Super Bomber that other factions super fighters fit in and feels better than the 25 point Trident Wing. It does only have 1 drone, but it has the benefits of being a drone (No Crew, use on Derelict and [Redacted] if you use AI ships), and brings a ton of shield pressure, capable of hammering shields while providing it's own PD distraction.
The Heavy Drone is one of the first fighters I released and it has balanced a couple times over the years. The trident is a different type of ship with the goal of unloading an alpha strike and either dying or bugging out back to it's carrier. The Heavy drone is designed to stay in the fight and provide constant pressure. Actually all my drones are designed to keep constant pressure on an enemy to prevent them from dropping shields to lower their flux.
It does tend to stick in the fight a bit longer than other bombers due to the anti-shield missiles having more ammo but I'm not sure if that's really a negative as it means if chasing lone ships it keeps them away, and if in fights it's still providing shield pressure while being a tough cookie absorbing fire.
See above
I have a feeling it might be worth trying it as a 25-30 ordinance point wing. 25 puts the wing on par with the Tridant Wing which feels more fair, while 30 puts it more in line with other mods super fighters which can take down a frigate or two on their own, which the heavy drone can totally do, but not with as much impunity as some others. Above 30 feels too high comparing performance with VIC superfighters in that range but it's been a while since I've used them and I'm not going to do a bunch of testing against because attempting mutual mod balance like that sounds painful and not something I want to try to hold you to.
20 was what the various balance passes settled on. It originally was higher but also had a shield and I reduced the op when I removed the shield and made it more of a mini-tank. I'll think more on it but to be honest it would be a little pain to rebalance all the ships that have it installed on their variant. Not that that would stop me but it is a consideration w/e I change the OP of any weapon or wing. If I were to re-balance it, off the top of my head, I would most likely increase it's replacement time.
Sorry for not having the drone wing's name in this message, I should have grabbed it before closing starsector to start updating mods.
Are you referring to a different one than the Heavy Drone?
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: 5ColouredWalker on February 21, 2024, 04:05:33 AM
You've understood exactly what I meant and I felt like heavy drone was right so we're definitely talking about the right drone.
In that case I'll keep it in mind to try things for personal balance  :)
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Dazs on February 21, 2024, 06:34:51 AM
You've understood exactly what I meant and I felt like heavy drone was right so we're definitely talking about the right drone.
DOH, I guess I should have checked before I made that second (well 4th) cup of coffee.
In that case I'll keep it in mind to try things for personal balance  :)
I appreciate you sharing your thoughts. I take w/e comments that come my way and try to convert them as a balance of what is asked, what I can realistically do and what I feel stays true to the intent of the mod.

Well that was a much easier one to reply to. I guess I have all this energy now to finish up that CJHM update I am three days late getting out. :)
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Dazs on March 03, 2024, 06:49:22 AM
So "Vanilla+" is code for "joke overpowered"?

   -Added "A vanilla+ power level faction mod" to the mod description on the forum OP
It's considerably worse to have this versus no comment whatsoever because "vanilla+" suggests "roughly vanilla BiS, probably a little better" rather than "at least twice as good, plus every possible bonus"
I could understand if you were just saying that the faction wasn't intended to have any kind of balance but come on man
Fair enough, plenty of players on discord point out my mods are not vanilla which it why I added the +. IDK maybe I should add a trigger warning that I am an inexperienced mod maker until I get it right.
(https://files.catbox.moe/qwtg9c.png)
vanilla+ huh
Fair enough, clearly the flux to damage ratio and emp amount is imbalanced. I have been so focused on fixing the ships in my mods, I sort of neglected the weapons. I will address that in the next JYD update. At this stage I am unsure which mod I'll be working on next as I am taking a break today to let my brain reset. Thank you for the input, it is appreciated.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: balordezul on March 07, 2024, 06:59:41 AM
(https://i.imgur.com/3au1o9V.png)

I'm seeing a small UI bug with Monofilament Tow Cable mouse over description.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Dazs on March 07, 2024, 09:33:27 AM
I'm seeing a small UI bug with Monofilament Tow Cable mouse over description.
Hello there good to hear from you again. That hull mod is a depreciated vanilla one that was left in the game. The reason it is so wonky is that it was written for an older version of the game and it was removed from the OX in v0.8. I sort of revived it by including it and I directly reference the game code for it so it comes up as your image shows. It never really bothered me, so lazy ole me just left it as is. However, I can certainly try re-writing the code and description, adding it to JYD and see if using the modern method fixes it.

I am working on an addition to ore refinery and then have updates planned for HVIER and, yet again, CFT. I'll add that to the running changelog and include it when I get around to updating JYD.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: balordezul on March 07, 2024, 10:16:18 AM
All good my friend and just wanted to share if it had not been noticed. I always use JYD logistic ships as my go to even when not playing as the JYD faction. As an aside what one of your mods would you recommend for my next play through and do you have a particular theme or play style to tryout with them?  I just need to add Hivers to my mod list as I have most of the rust knocked off after my HMI and Scalartech recent games.

I love your passion for your mods.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Dazs on March 07, 2024, 11:00:07 AM
All good my friend and just wanted to share if it had not been noticed. I always use JYD logistic ships as my go to even when not playing as the JYD faction.
Samesies!  :D
As an aside what one of your mods would you recommend for my next play through and do you have a particular theme or play style to tryout with them?  I just need to add Hivers to my mod list as I have most of the rust knocked off after my HMI and Scalartech recent games.
Well they all have their own theme that they are based around. JYD is low-tech mining and exploration centric, CFT is midline trading and smuggling centric and TTSC is high-tech and military/espionage centric. Their ships are designed around those basic parameters with some extras like CFT and TTSC have some mining ships but only to satisfy NEX's NPC faction specific mining fleets.

It really is a subjective choice and I would hesitate to recommend what you would personally like. Based on your comment that HMI and Scalartech have been your recent factions, at a guess, I would say CFT since HMI is mining and Scalartech is high-tech and CFT is neither. Personally I generally play as an independent scavenger with no faction by starting with the free start or one of the custom starts that start you as an independent like Lucky Strike or the Haunted. I then only use ships I salvage but I do jink it a bit and look for CFT and JYD invasions so I can pick up the "scraps" :)
I love your passion for your mods.
That is the kindnest thing I have heard in a long time. I am almost done with CJHM, the damn math is kickin me in the head but I think I am closing in on making the output balanced with the input. I *should* have that out tonight and then I'll start on the next one so JYD or Hiver next as both have outstanding issues and even though CFT has some asks, that one has taken up too much of my free time of late and the other mods are getting jealous. :)
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Madbadger2 on March 10, 2024, 05:40:37 PM
On the comparison of the particle emitter to the PD laser - what that does not show is that the PE is considerably worse at PD vs anything fast - those screenshots do not show the chargeup and chargedown differences, and the turn rate only in words.

The PD laser turn rate is 100, it has no chargeup, and chargedown in 0.25
Particle Emitter turn rate is 30, it has 0.33 chargeup and chargedown is 1.0
Turn rate is vastly increased (double or tripled I think) if a weapon is not firing, and I believe chargeup and chargedown count for that as well.
Effect - Particle Emitters are much worse than PD lasers (and even Mining Lasers) at stopping lots of missles - sure you can kill it faster, if you can turn fast enough, but it will be at least a second before you can engage the next target.  And they can be completely evaded by fast fighters on attack runs.  I have watched this extensively 8-)

Relying on just Particle Emitters to stop a lot of missiles or fast fighters is a good way to get your ship killed--the effective dps drops massively when you take into account target switching time. Where they excel is as multipurpose weapons - good vs bombs, tough but slow missiles, slow fighters, and ships.  I mix mine with Mining Lasers, or Coilguns from MVS, but PD lasers work as well. I also view Advanced Turret Gyros as essential for any ship that has Particle Emitters, and that still doesn't get them up to as fast as PD lasers.

They are good, but they are not a PD panacea, and should not be balanced as such.

Edit: Also, I am not seeing the post you were quoting as of that date, was it removed?  Vanilla+ seems appropriate to me. If somone going to criticise a weapon with a comparison it should be a full comparison. The weapon card stats definitely do not tell the whole story.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.2 - 02/03/24
Post by: Dazs on March 10, 2024, 06:02:32 PM
On the comparison of the particle emitter to the PD laser - what that does not show is that the PE is considerably worse at PD vs anything fast - those screenshots do not show the chargeup and chargedown differences, and the turn rate only in words.
I was just about to post a JYD update so this came just in time :) I appreciate your input but doll has make it crystal clear that they wanted nothing to do with my mods so I doubt they would see it.
The PD laser turn rate is 100, it has no chargeup, and chargedown in 0.25
Particle Emitter turn rate is 30, it has 0.33 chargeup and chargedown is 1.0
Turn rate is vastly increased (double or tripled I think) if a weapon is not firing, and I believe chargeup and chargedown count for that as well.
Effect - Particle Emitters are much worse than PD lasers (and even Mining Lasers) at stopping lots of missles - sure you can kill it faster, if you can turn fast enough, but it will be at least a second before you can engage the next target.  And they can be completely evaded by fast fighters on attack runs.  I have watched this extensively 8-)
All valid and good observations on the current version. It is meant to be a one shot killer unlike the PD laser that tracks and follows it's target and wears it down. I have changed some stats on that one in the upcoming update. I have increased the turn rate and energy per shot as a way to balance it while also increasing it's performance as a PD weapon.
Relying on just Particle Emitters to stop a lot of missiles or fast fighters is a good way to get your ship killed--the effective dps drops massively when you take into account target switching time. Where they excel is as a multipurpose weapon - good vs bombs, slow missiles, slow fighters, and ships.  I mix mine with Mining Lasers, or Coilguns from MVS, but PD lasers work as well. I also view Advanced Turret Gyros as essential for any ship that has Particle Emitters, and that still doesn't get them up to as fast as PD lasers.

They are good, but they are not a PD panacea, and should not be balanced as such.
I generally mix my pd weapons for maximum coverage. What works great for missiles may not be good vs fighters etc. I appreciate you chiming in, keep it coming my friend!
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: Dazs on March 10, 2024, 06:48:19 PM
v2.9.3 released today - Save Compatible with v2.9.2
   -Updated wings_data.csv for a more complete list of wings the game uses when a player is autofitting JYD ships - Shadow Rune to the rescue yet again!
   -Increased the energy per second of the Particle Emitter from 70 to 90 and turn rate from 30 to 50 - TY to "a player who will remain unnamed by choice" for pointing out it was in need of adjustment
   -Increased the refit of the Heavy Drone from 15 to 20 - Ty 5ColouredWalker for pointing out it needed some balance adjustment
   -Separated the JYD BP into three parts: ships, weapons and wings - All three will be in a JYD commissioned start's inventory
   -Updated the sprite for the Endurance, increased it's DP from 7 to 10 and added advanced gyros to the variant using some unused op - My response to a discord discussion on how ugly it looked :)
   -Updated the respective images on the forum OP for the Endurance - Take a peek if you are interested   
   -Updated the game version to RC-11 to alleviate your OCD triggering mod manager yellow warning :)   

As part of my ongoing mission to improve JYD sprites, you will see I changed the Endurance. I have updated several ships since the inception of JYD and it is generally inspired from "discussions" I see on discord. I am asking here on the forum if anyone has a suggestion on which sprite is next in need of a freshen up to let me know here or as a PM on discord.
Here is a comparison of the Endurance with the older version from release on the left and the updated version on the right. I added a needed bridge and spiced it up a tad, I hope you like it but let me know if you do not. ;)
(https://i.imgur.com/NWTRoAm.png)
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: Alluvian on March 15, 2024, 07:57:15 AM
Nice touch on the custom bounties. Some of them are meaner than a Junkyard Dog.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: Dazs on March 15, 2024, 08:08:37 AM
Nice touch on the custom bounties.
Thank you, I tried to make them balanced-plus as they are mini-bosses. I rarely get comments on them so it is so nice to hear a good word, thank you. Eventually I hope to understand how to convert them to magic bounties and fix the wonky text issues from using Vayra's older format.
Some of them are meaner than a Junkyard Dog.
Horary!! someone finally gets the Jim Croce reference! It's been three years and the mod is full of references to his songs (including the aforementioned bounties) and you are the first to mention at least one of them. It frankly made my day. :)
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: Alluvian on March 15, 2024, 12:20:22 PM
Horary!! someone finally gets the Jim Croce reference! It's been three years and the mod is full of references to his songs (including the aforementioned bounties) and you are the first to mention at least one of them. It frankly made my day. :)
I got a good chuckle out of it myself. I'll not spoil myself by looking through the files, and see what else I come across naturally.

My favorite ship thus far is the Industrious. I am very fond of heavy industry / industrial ships of this sort; both your mod and a number of the ships from Vayra. Also chucking rocks at the enemy is quite satisfying.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: Dazs on March 15, 2024, 04:15:40 PM
Horary!! someone finally gets the Jim Croce reference! It's been three years and the mod is full of references to his songs (including the aforementioned bounties) and you are the first to mention at least one of them. It frankly made my day. :)
I got a good chuckle out of it myself. I'll not spoil myself by looking through the files, and see what else I come across naturally.
Nice, scavenger hunt! - When I had the idea to make a mod I knew it would be salvage focused with a sub-focus on mining as HMI and Roider Union already existed. At the time I was listening to his music and it hit me that the faction would have a system akin to a junk yard and well the rest is history. I won't spoil anything but if you are familiar with his discography you'll see quite a bit.
My favorite ship thus far is the Industrious. I am very fond of heavy industry / industrial ships of this sort; both your mod and a number of the ships from Vayra. Also chucking rocks at the enemy is quite satisfying.
Oh yea Vayra was a huge inspiration for me. I actually started off learning how to make mods by reading her tutorial. I have remade several of the free to use spiral arms ships I started off with but the Industrious was such a good looking one and fit my vision of having asteroid weapons it will stay as is. Oh and yea chucking that big ole asteroid and watching the impact make it's target spin out of control is so satisfying to me :)
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: Luckspeare on March 21, 2024, 11:31:55 AM
Peppy's monofilament tow cable hullmod's mouseover dialog showing incorrectly for me.

Have a ton of mods so it might be my build, but reporting in case it's not.

Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: Dazs on March 21, 2024, 01:41:39 PM
Peppy's monofilament tow cable hullmod's mouseover dialog showing incorrectly for me.

Have a ton of mods so it might be my build, but reporting in case it's not.
Hello there thank you for posting. That hull mod is a depreciated vanilla one that was left in the game. The reason it is so wonky is that it was written for an older version of the game and it was removed from the OX in v0.8. The code and description are still in the vanilla game and I thought it was an interesting hull mod so I sort of revived it. However by including it I directly referenced the game code for it so it comes up as your image shows because it is in an older version of the game code. It never really bothered me since it was just a visual thing and the hull mod works, so lazy ole me just left it as is.

I did try to re-writing the code and description recently and adding it to JYD to see if using the modern method fixes it but I was unsuccessful on my first pass. I did not spend a lot of time on it as some issues with my other mods came up and took precedence but I'll look into it further when time allows.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: SSchorik0101 on March 22, 2024, 05:06:16 PM
Peppy's monofilament tow cable hullmod's mouseover dialog showing incorrectly for me.

Have a ton of mods so it might be my build, but reporting in case it's not.
Hello there thank you for posting. That hull mod is a depreciated vanilla one that was left in the game. The reason it is so wonky is that it was written for an older version of the game and it was removed from the OX in v0.8. The code and description are still in the vanilla game and I thought it was an interesting hull mod so I sort of revived it. However by including it I directly referenced the game code for it so it comes up as your image shows because it is in an older version of the game code. It never really bothered me since it was just a visual thing and the hull mod works, so lazy ole me just left it as is.

I did try to re-writing the code and description recently and adding it to JYD to see if using the modern method fixes it but I was unsuccessful on my first pass. I did not spend a lot of time on it as some issues with my other mods came up and took precedence but I'll look into it further when time allows.

Personally I think its perfect. It's describing a tow-cable while also taking the *shape* of a tow cable. I thought it was a deliberate feature and just rolled with it.

Anywhoo, I did have a question concerning something else. In every single run I play the JYD ships completely take over every Independent market and prevent ships from another mod (Tahlan Shipworks) from spawning at all or even being selectable if I use an operator from Nex to "procure ships". Any idea why JYD ships are seeded so aggressively to the point of blocking out other stuff?
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: Dazs on March 22, 2024, 05:59:14 PM
Personally I think its perfect. It's describing a tow-cable while also taking the *shape* of a tow cable. I thought it was a deliberate feature and just rolled with it.
Heh I never thought of like that but now that you mention it it does. :)
Anywhoo, I did have a question concerning something else. In every single run I play the JYD ships completely take over every Independent market and prevent ships from another mod (Tahlan Shipworks) from spawning at all or even being selectable if I use an operator from Nex to "procure ships". Any idea why JYD ships are seeded so aggressively to the point of blocking out other stuff?
I use Talahan and have not had any issues between them. I do have some JYD ships added to the Independent market as they were formerly Independents as per their lore. When you state that JYD takes over markets I am unsure what you mean. I think what you are referring to is using an agent to steal a ship from an independent market and you never get Talahan. I looked over Talahan's faction file for Independent and I think what the issue may be is there is a limiter on the hull frequency for the following ships:
         "tahlan_Glint":0.5,
         "tahlan_Nibelung":0.4,
         "tahlan_Vale":0.3,
         "tahlan_Castigator":0.6,
         "tahlan_Izanami":0.5,
         "tahlan_Bento":0.5,
         "tahlan_darnus":0.3,
         "tahlan_throne":0.5,
         "tahlan_nelson":0.7,
Which means they have that % chance (i.e. 0.6 = 60% chance) of showing up whereas I have no limiters on JYD ships so they have an equal % chance as other Independent ships.

I do hope that I correctly understood your question, if not please clarify and I will try again.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: SSchorik0101 on March 22, 2024, 06:26:12 PM
Personally I think its perfect. It's describing a tow-cable while also taking the *shape* of a tow cable. I thought it was a deliberate feature and just rolled with it.
Heh I never thought of like that but now that you mention it it does. :)
Anywhoo, I did have a question concerning something else. In every single run I play the JYD ships completely take over every Independent market and prevent ships from another mod (Tahlan Shipworks) from spawning at all or even being selectable if I use an operator from Nex to "procure ships". Any idea why JYD ships are seeded so aggressively to the point of blocking out other stuff?
I use Talahan and have not had any issues between them. I do have some JYD ships added to the Independent market as they were formerly Independents as per their lore. When you state that JYD takes over markets I am unsure what you mean. I think what you are referring to is using an agent to steal a ship from an independent market and you never get Talahan. I looked over Talahan's faction file for Independent and I think what the issue may be is there is a limiter on the hull frequency for the following ships:
         "tahlan_Glint":0.5,
         "tahlan_Nibelung":0.4,
         "tahlan_Vale":0.3,
         "tahlan_Castigator":0.6,
         "tahlan_Izanami":0.5,
         "tahlan_Bento":0.5,
         "tahlan_darnus":0.3,
         "tahlan_throne":0.5,
         "tahlan_nelson":0.7,
Which means they have that % chance (i.e. 0.6 = 60% chance) of showing up whereas I have no limiters on JYD ships so they have an equal % chance as other Independent ships.

I do hope that I correctly understood your question, if not please clarify and I will try again.

You nailed it. I just have really rotten luck then. Thanks a bunch and keep up the good work with the mod! It's my go-to for logistics and exploration in every playthrough.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: Dazs on March 22, 2024, 08:14:12 PM
You nailed it.
Got it in one woot! :)
I just have really rotten luck then. Thanks a bunch and keep up the good work with the mod! It's my go-to for logistics and exploration in every playthrough.
That is such a nice thing to say, thank you.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: allehator on March 27, 2024, 12:57:28 PM
The visuals are very aesthetically pleasing and close to vanilla, but content is sooo much OP. I will have to disable this mod next playthrough to give other ships a chance :)
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: IGdood on March 27, 2024, 01:10:51 PM
Love the asteroid thrower.  It's just so in character
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: Dazs on March 27, 2024, 01:55:26 PM
The visuals are very aesthetically pleasing and close to vanilla, but content is sooo much OP. I will have to disable this mod next playthrough to give other ships a chance :)
I appreciate the nice compliment on the ship designs, thank you. As to the OP nature I respect your opinion but I feel they have their strengths and weaknesses but concede they are not as apparent as standard ships. I do hope you find what you are looking for in another mod and enjoy the game.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: Dazs on March 27, 2024, 02:16:24 PM
Love the asteroid thrower.  It's just so in character
Indeed, it is a personal favorite and I am so glad to hear you enjoy it. It is unique to that ship which is why it is prevented from dropping. I initially made the mistake of allowing it to be looted and it was ridiculous seeing that big launching platform installed on a random cruiser tossing asteroids sometimes bigger than the ship itself lol.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: allehator on March 27, 2024, 11:27:56 PM
I do hope you find what you are looking for in another mod and enjoy the game.

Heeey, I've never said I'm not enjoying my current run. Why wouldn't I, when I have a "Quit hounding me" Fetching blowing up those pesky enemy capitals :D. The post was intended as a feedback, not a critique.

P.S. In fact I'm running with all of your faction mods, because I liked the visuals. Can't comment on OPness yet :D
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: Dazs on March 27, 2024, 11:56:45 PM
I do hope you find what you are looking for in another mod and enjoy the game.

Heeey, I've never said I'm not enjoying my current run. Why wouldn't I, when I have a "Quit hounding me" Fetching blowing up those pesky enemy capitals :D. The post was intended as a feedback, not a critique.
Lol OK, I guess I misunderstood. Yea the Fetching is quite powerful but can be taken out fairly easily, she's scratched and dented but she'll hold together long enough to get the job done. :)
P.S. In fact I'm running with all of your faction mods, because I liked the visuals. Can't comment on OPness yet :D
Nice, thank you for the kind words. As to OPness, if you have some specific feedback I am open to it if you would care to share at some point.
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: CV514 on March 30, 2024, 03:05:59 PM
Monofilament Tow Cable ("tow_cable") is still present present in those ship files:

JYD_rambunctious.ship
JYD_peppy.ship
JYD_industrious.ship

It makes funny tooltip:

Spoiler
(https://i.imgur.com/mXtAsp9.png)
[close]
Title: Re: [0.97a] Junk Yard Dogs - V 2.9.3 - 03/10/24
Post by: Dazs on March 30, 2024, 03:09:16 PM
Monofilament Tow Cable ("tow_cable") is still present present in those ship files:

JYD_rambunctious.ship
JYD_peppy.ship
JYD_industrious.ship

It makes funny tooltip:

Spoiler
(https://i.imgur.com/mXtAsp9.png)
[close]
Hello there thank you for posting. That hull mod is a depreciated vanilla one that was left in the game. The reason it is so wonky is that it was written for an older version of the game and it was removed from the OX in v0.8. The code and description are still in the vanilla game and I thought it was an interesting hull mod so I sort of revived it. However by including it I directly referenced the game code for it so it comes up as your image shows because it is in an older version of the game code. It never really bothered me since it was just a visual thing and the hull mod works, so lazy ole me just left it as is.

I did try to re-writing the code and description recently and adding it to JYD to see if using the modern method fixes it but I was unsuccessful on my first pass. I did not spend a lot of time on it as some issues with my other mods came up and took precedence but I'll look into it further when time allows.
Title: Re: [0.97a] Junk Yard Dogs - V 3.0 - 04/07/24
Post by: Dazs on April 07, 2024, 10:59:00 AM
V3.0 released today - Save Compatible with v2.9.3 - You may need to rearm some of the ships that were changed in this update if you have them in your current fleet
   -Replaced the sprite for the Loyal,increased the drone count to 5, replaced two small turrets with mediums
   -Replaced the sprite for the Courageous, changed two small turrets to medium, removed 1 small turret and added 1 hanger
   -Replaced the sprite for the Continental, downsized the middle large missile to a medium composite and added a hanger in the rear
   -Replaced the sprite for the Downtown, removed one small turret and used the spare OP to equip typhon torpedoes on the variant
   -Desaturated the sprite for the Slim and re-armed the variant to be more DPS orientated
   -Lowered the frequency that the stronger JYD ships will appear in Independent markets and fleets - TY SSchorik0101 for brining this to my attention
   -Increased the frequency the Industrious will appear in JYD markets and fleets - Ty Cenbes for messaging me about never seeing them
   -Increased the HP of the Asteroid Launcher's shot - Being so slow it was frequently getting shot down in long range engagements which it is designed for
   -Adjusted the player levels that JYD Bounties will appear on a scaling system - Prevents them from spamming the board on a new game
   -With the newest version of magicLib, JYD bounties now show properly on the bounty board - Horray!
   -Replaced the old ship images with the updated ones on the Forum OP and added a comparative image

Fixed some issues that were brought to my attention by players who I have thanked in the changelog but I'd like to do so again, Thank You! I jumped to version 3.0 because a lot of work went into this update. I have been on a mission to replace the sprites from Spiral Arms that JYD started with. In this update I updated two faction ships and three pirate ships. The two faction ships were not bad looking but I felt they did not match the JYD aesthetic of ships that have been lived in, a little dirty and dented from working in asteroid fields. The pirate replacements were a long time coming and I regret not having done it sooner because as my "fans" on discord say, they were "cursed". You name a noobie mistake in making sprites and I did it, over enlarged, over saturated, you name it I did it. I am including a old/new image under spoilers below, let me know what you think. -Enjoy!

Spoiler
(https://i.imgur.com/MR27Slm.png)
[close]
Title: Re: [0.97a] Junk Yard Dogs - V 3.0 - 04/07/24
Post by: Shogouki on April 07, 2024, 04:22:56 PM
Oh I definitely like the new skins and designs!  I think the last two really make them really feel unique.  Does the Vicious have 4 large mounts though?  For some reason I thought it only had 2 the last time I looked.
Title: Re: [0.97a] Junk Yard Dogs - V 3.0 - 04/07/24
Post by: Dazs on April 07, 2024, 05:29:10 PM
Oh I definitely like the new skins and designs! 
Woot somebody likes them! :)
I think the last two really make them really feel unique. 
Ugh the Downtown and the Slim were certainly cursed. I spent a lot of time trying to salvage the originals but eventually just gave up and started over from scratch :) Or did you mean the Courageous and the Loyal (based on the image)? If that is the case then well thank you for that! I really wanted to bring JYD ships in line aesthetically speaking. I have it in their lore that they are comprised of several different former independent miners so having a varity makes sense but those two really stood out.
Does the Vicious have 4 large mounts though?  For some reason I thought it only had 2 the last time I looked.
No it has always had two, it's primary output is it's variety of medium mount types. I do not think I have touched that one since I gave it a front module but if you make a good case of that instead of all the mediums, I'll take it under consideration for the next update.
Title: Re: [0.97a] Junk Yard Dogs - V 3.0.1 - 04/10/24 - Quick Fix
Post by: Dazs on April 10, 2024, 07:02:21 AM
V3.0.1 released today - Save Compatible with V3.0 - A quick fix
   -In 2.9.2 I stated that I implemented an adjustment to the Adaw and apparently I forgot to actually do it  :-[
         -Reduced the wing count on the Adaw from 6 to 4 and OP cost from 20 to 18 - The balance was OP vs large ships with that many bomblets most of them hit
   -Remade the Downtown sprite to look more like the heavy cruiser that it is - Received a couple messages that it looked like a destroyer
   -Updated the pirate ships image on the forum OP and the previous patch's comparison image (Third one down if interested) with the updated sprite
   -Ty to Cenbes for their help in this and the previous patch for being a good sounding board for ideas - I neglected to put that in 3.0 sorry :(

I thank the two players who messaged me direct about the Downtown who wished to not be mentioned, you know who you are :)
Spoiler
(https://i.imgur.com/kZaH1cL.png)
[close]
Title: Re: [0.97a] Junk Yard Dogs - V 3.0.1 - 04/10/24 - Quick Fix
Post by: VikStahl on April 10, 2024, 11:33:41 AM
Hi, Thanks for the update. Is it normal that Bounty Board Portraits get blacked out after an update? I always install via completely deleting the old version and then putting in the new one. Now guys like Jim Walker are just a black square.
Title: Re: [0.97a] Junk Yard Dogs - V 3.0.1 - 04/10/24 - Quick Fix
Post by: Dazs on April 10, 2024, 12:01:09 PM
Hi, Thanks for the update. Is it normal that Bounty Board Portraits get blacked out after an update? I always install via completely deleting the old version and then putting in the new one. Now guys like Jim Walker are just a black square.
Thank you for the report. I did change the bounties a little bit in 3.0 where they should show up staggered by player level but that should not effect portraits and in the latest one 3.0.1 did not address bounties other than a sprite re-work for one of the ships involved. Was Jim showing up in 3.0 and now not in 3.0.1 or did you skip over 3.0 and just install 3.0.1? I ask because their release dates are so close together.
Title: Re: [0.97a] Junk Yard Dogs - V 3.0.1 - 04/10/24 - Quick Fix
Post by: VikStahl on April 10, 2024, 12:20:05 PM
Hi, Thanks for the update. Is it normal that Bounty Board Portraits get blacked out after an update? I always install via completely deleting the old version and then putting in the new one. Now guys like Jim Walker are just a black square.
Thank you for the report. I did change the bounties a little bit in 3.0 where they should show up staggered by player level but that should not effect portraits and in the latest one 3.0.1 did not address bounties other than a sprite re-work for one of the ships involved. Was Jim showing up in 3.0 and now not in 3.0.1 or did you skip over 3.0 and just install 3.0.1? I ask because their release dates are so close together.

Hi again, sorry to have bothered you, but after going into the Bounty Board directly (where you accept new missions) all the avatars for the JYD bounties I already had accepted returned onto the map and encounter screens. I guess this had nothing to do with your mod and something just needs to refresh after an update.

Title: Re: [0.97a] Junk Yard Dogs - V 3.0.2 - 04/10/24 - Quick Hot Fix
Post by: Dazs on April 10, 2024, 12:38:35 PM
V3.0.2 released today - Save Compatible with V3.0.1 - Quick hotfix
   -Fixed an issue where JYD bounties would sometimes show up as blank - TY VikStahl for letting me know
Title: Re: [0.97a] Junk Yard Dogs - V 3.0.2 - 04/10/24 - Quick Hot Fix
Post by: last_misadventure on April 10, 2024, 04:59:54 PM
I'm running CFT and JYD hulls in this playthrough and it has a very cool scrapper/underdog feeling. In-faction station defense battles (especially vs. the hivers) have a cool feeling--as if all the available mining\logistic ships are making a last stand.

New sprites are looking great! I did sorta have a soft spot for the old Courageous sprite, but the new one is also good! I do wonder if that hull should be considered a capital ship, though? It seems pretty comparable to the Legion to me.
Title: Re: [0.97a] Junk Yard Dogs - V 3.0.1 - 04/10/24 - Quick Fix
Post by: Dazs on April 10, 2024, 05:40:13 PM
Hi again, sorry to have bothered you, but after going into the Bounty Board directly (where you accept new missions) all the avatars for the JYD bounties I already had accepted returned onto the map and encounter screens. I guess this had nothing to do with your mod and something just needs to refresh after an update.
Hello again VikStahl. I replied to this post, or at least I thought I had, before posting the update but I see it is not in the thread. I appreciate that you fixed it yourself on your end but I did a little digging and did find an issue that could could be what caused your problem and thus the update. I wanted to thank you for taking the time to post. I most likely would not have noticed the issue myself because I have been starting new games while testing changes to my mods and have not actually played the game for any appreciative time in the last two weeks. Anyway, the fix is in for anyone else that was having that issue thanks to you.

I'm running CFT and JYD hulls in this playthrough and it has a very cool scrapper/underdog feeling. In-faction station defense battles (especially vs. the hivers) have a cool feeling--as if all the available mining\logistic ships are making a last stand.
You have good taste in mods :)
New sprites are looking great!
Thank you, I spent quite some time trying to correct the errors of the past. Glad to hear you enjoy them.
I did sorta have a soft spot for the old Courageous sprite, but the new one is also good!
Me too, which is one of the reasons I've held off on updating it. At the end of day though, to be honest with myself, it looked nothing like any of the other JYD ships.
I do wonder if that hull should be considered a capital ship, though? It seems pretty comparable to the Legion to me.
It does have that capital feel to it I agree. I left it at cruiser level so that it would give it an inherent detractor because capitals get baseline better stats. It has so much going for it I felt that making it a capital would be a bit too much. Plus it would be duplicative because the mod already has the Massive as a capital carrier. I checked the changelog and I see that I have not adjusted the Courageous since v1.9.8 so maybe it warrants a balancing look over when I get back around to JYD.

Thank you both for the kind words and suggestions. I hope you enjoy your time in game hunting down those bounties and swatting those nasty bugs.
Title: Re: [0.97a] Junk Yard Dogs - V 3.1.0 - 04/13/24 - Yet another sprite update
Post by: Dazs on April 13, 2024, 11:27:16 AM
v3.1 released today - Save Compatible with V3.0.2 - You will need to re-outfit any Courageous in your currently saved fleet due to the change
   -Increased the number of ships that accompany JYD bounties by 30% - After testing the changes made in 3.0.1(2) I found them to be too easy based on their payouts
   -Lowered the OP on the Endurance from 95 to 75 and re-equipped the variant accordingly - One of my most OP discussed ships needed a nerf - Ty Maritusa for your discussion points
   -Wrote descriptions for the 10 bounty ships - After having written unique descriptions for literally hundreds of ships between my mods my brain was tapped - They are not the best but better than nothing :)
   -Raised the fleet points of the Courageous from 18 to 23 and lowered the wing count from 6 to 4 but kept the OP so it can be fitted with less but more powerful wings - Ty last_misadventure for your comments
      -Went though each ship sprite that has not been adjusted recently looking for things needing correction:
   -Empathetic: Removed some stray pixels, fixed the centering of the sprite and added missing exhaust graphics to the inner engines
   -Fluffy: Sharpened the image by 10%, erased some stray pixels, fixed a centering mismatch, realigned the weapon mounts to face the direction of the mount graphics
   -Industrious: Replaced some of the small mount graphics that were blurry and added a missing medium mount graphic on the right side
   -Intelligent: Fixed some minor blemishes, centered the medium turret mount position and changed the Thumper on the variant to a Flack Cannon
   -Intelligentmkq: Fixed some stray pixels and adjusted the right side to match the left for symmetry
   -Intense: Replaced the shiny medium turret mounts with bronzed ones and faced the rear ones to the side to correctly reflect the intended placement
   -Irksome: Remade the sprite using a game asset asteroid, replaced the fuzzy hazard stripe, replaced the mount sprites and swapped the PD weapon on the variant with a Shock Cannon 
   -Knowledgeable: Replaced the turret sprites with ones that faced the intended gun placement direction and widened the firing arcs from 90 to 125 degrees for better coverage
   -Obedient: Replaced one front facing small mount sprite with the correct side facing one
   -Peppy: Replaced the shiny weapon turret mounts with bronzed ones
   -Relaxed: Added a missing small turret mount and touched up the ship graphic
   -Stalwart: Replaced the bottom medium turret mount sprite with one that correctly faces backward
   -Trusty: Removed some stray pixels, correctly centered the sprite, replaced some of the weapon mount graphics, realigned the weapon mounts to face according to the mount graphics
   -Vicious Front Module: Added proper medium mount graphics
   -Replaced all the visually changed ships on the "all ships image" as well as the class specific images found on the forum OP
   -Note: I decided to not make a comparison image this time as though the changes were time consuming to do, they were multiple small details not readily identifiable in a comparison

@last_misadventure: The changes I made to the Courageous may not be what you had in mind but after comparing it to the Massive I felt it needed both a buff to the fleet points which gives it more power in AI battles and since there are now only four hangers on it four wings made more sense. I feel it is still as powerful as it was since I kept the OP and the freed up points can be used for more hull mods, stronger wings, better weapons, etc. I appreciate your input and did not want you to think I did not take your comments into consideration.

@All: The descriptions I wrote for the bounty ships are basic at best. As I state in the changelog, I have written so many ship descriptions I am tapped out of ideas to make new ones unique. If anyone would like to take a stab and writing better ones I would be more than willing to incorporate them. Just saying :)

@my "compare the image" fans: Though I did not make a comparison image this time, I will host the old "all ships image" on imgur for awhile and post it here alongside the new one. Have fun playing I Spy!

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Title: Re: [0.97a] Junk Yard Dogs - V 3.1.0 - 04/13/24 - Yet another sprite update
Post by: Hablmet on April 13, 2024, 12:23:59 PM
I'm a big fan of the Knowledgeable, so I'm glad it's getting a little bit of a spruce-up (granted, I have not really noticed something like this and I don't think I would have without you letting us know). I've been doing a CFT run as of late and played with a mix of JYD and CFT ships, and I got to admit it's a blast so far. Thanks for those two mods in particular. I might add some takes on CFT in its own thread in a while, but I want it to rest in my head a little.
Title: Re: [0.97a] Junk Yard Dogs - V 3.1.0 - 04/13/24 - Yet another sprite update
Post by: Dazs on April 13, 2024, 01:17:22 PM
Hello there!
I'm a big fan of the Knowledgeable, so I'm glad it's getting a little bit of a spruce-up (granted, I have not really noticed something like this and I don't think I would have without you letting us know).
Thank you for the nice comment. The Knowledgeable is one of the remaining sprites I used from Spiral Arms with only minor changes. It has been my goal to replace all the Spiral Arms ships but that is one I think is so nice I figured I would just give it a once over instead, glad to hear you like it.
I've been doing a CFT run as of late and played with a mix of JYD and CFT ships, and I got to admit it's a blast so far. Thanks for those two mods in particular.
Well you have good taste in mods then :)
I might add some takes on CFT in its own thread in a while, but I want it to rest in my head a little.
I would welcome that when you have the time and inclination. I do my best to keep my mods up to date but with six to juggle I rely on players such as yourself that offer observations. So enjoy your rest, I look forward to your post on CFT when you are ready.
Title: Re: [0.97a] Junk Yard Dogs - V 3.1.0 - 04/13/24 - Yet another sprite update
Post by: yajusenpai on April 14, 2024, 02:59:34 AM
The ship in this mod are hyper op.
I haven't actually driven any of them yet, but I seen some in action.
I will just pick low-hanging fruit and use the Commanding as an example.
The guy have the logistic profile of a heavy cruiser and the ability of a carrier plus a battlecrusier.
It have more fighter bay per supplies than an astral while faster and tougher than the astral.
Flux stat of a conquest for less supplies while not having conquest's garbage weapon placement.
For just 29 DP it have 280 OP, 4 fighter bay, most of the weapon point to the front and a use outside of combat.
Do you really need any other ship? you can just spam this and crush any enemy

Doesn't really looked into other ship yet but just a glance to other ship like massive tell me what to expect.
Okay. An Onslaught in stat + 6 fighter bay and you can fill every slot with missile. Even Recall device, a S tier carrier system. For the cost of mere 5 more dp. Thank you very much.

Vicious is a Onslaught with Good flux stat and even more bulk and a lot more versality and more missile. 50 dp doesn't begin to say its greatness.

Smart is the all mighty supply ship.
Atlas is 10 dp for 2000 cargo
Starliner is 10 dp for 1500 crew
Prometheus is 10 dp for 3000 fuel
Throw them all together and a salvage rig, a survey equipment and a main battle ship and a main carrier.
And you get a Smart. Feel free to throw it onto the battlefield.

Sharp....a Capital Apogee with none of the awkward weapon placement? It is a Double Apogee, isn't it? Both figuratively and literally. You don't double every stat of a ship and call it a new ship. And you slap on 2 fighter bay for good measure.

Peppy! A humble mixture of a Salvage Rig, a Colossus, a Phaeton, a Nebula and a OX.
As least this time it is a pure logistic ship.

Muscular is just a Prometheus 2.0. Thankfully.

Knowledgeable is Atlas 2.0. Just ignore the drone.

Industrious is......well, one of the tamer one. I never expect it have any kind of fighting capacity but it have. Despite being mostly truss and frame. It is a big boy missile ship.
Its have stat of a proper battle ship.

You cannot possibly justify this kind of power with this faction lore. As least in Hiver they can be overpowered, by the virtue of being a "last boss" faction.

People call mods like UAF OP. They had seen nothing yet.
Title: Re: [0.97a] Junk Yard Dogs - V 3.1.0 - 04/13/24 - Yet another sprite update
Post by: Dazs on April 14, 2024, 07:29:43 AM
The ship in this mod are hyper op.
I haven't actually driven any of them yet, but I seen some in action.
I will just pick low-hanging fruit and use the Commanding as an example.
The guy have the logistic profile of a heavy cruiser and the ability of a carrier plus a battlecrusier.
It have more fighter bay per supplies than an astral while faster and tougher than the astral.
Flux stat of a conquest for less supplies while not having conquest's garbage weapon placement.
For just 29 DP it have 280 OP, 4 fighter bay, most of the weapon point to the front and a use outside of combat.
Do you really need any other ship? you can just spam this and crush any enemy

Doesn't really looked into other ship yet but just a glance to other ship like massive tell me what to expect.
Okay. An Onslaught in stat + 6 fighter bay and you can fill every slot with missile. Even Recall device, a S tier carrier system. For the cost of mere 5 more dp. Thank you very much.

Vicious is a Onslaught with Good flux stat and even more bulk and a lot more versality and more missile. 50 dp doesn't begin to say its greatness.

Smart is the all mighty supply ship.
Atlas is 10 dp for 2000 cargo
Starliner is 10 dp for 1500 crew
Prometheus is 10 dp for 3000 fuel
Throw them all together and a salvage rig, a survey equipment and a main battle ship and a main carrier.
And you get a Smart. Feel free to throw it onto the battlefield.

Sharp....a Capital Apogee with none of the awkward weapon placement? It is a Double Apogee, isn't it? Both figuratively and literally. You don't double every stat of a ship and call it a new ship. And you slap on 2 fighter bay for good measure.

Peppy! A humble mixture of a Salvage Rig, a Colossus, a Phaeton, a Nebula and a OX.
As least this time it is a pure logistic ship.

Muscular is just a Prometheus 2.0. Thankfully.

Knowledgeable is Atlas 2.0. Just ignore the drone.

Industrious is......well, one of the tamer one. I never expect it have any kind of fighting capacity but it have. Despite being mostly truss and frame. It is a big boy missile ship.
Its have stat of a proper battle ship.

You cannot possibly justify this kind of power with this faction lore. As least in Hiver they can be overpowered, by the virtue of being a "last boss" faction.

People call mods like UAF OP. They had seen nothing yet.
Good morning, thank you for your thoughtful and kind feedback. It is a shame I had not received it earlier as I have just released three back to back JYD updates and am working on one of my other mods atm. However, I do appreciate you taking the time to share your observations and will take them into consideration when I get back around to updating JYD. Oh and thank you for the kind word on Hivers, that was a nice bonus.