,concord_targetingunit,0,,,"auto_concord, vEx_targeting_unit",,0,,TRUE,,0,0,0,0,org.sutopia.starsector.mod.concord.adv.DataEnactDomain,,,
public Set<String> getCustomMutualExclusiveTags()
org.sutopia.starsector.mod.concord.phase.ConcordModStats
stats.getDynamic().getMod([dynamic status ID])
com.fs.starfarer.api.impl.combat.PhaseCloakStats
org.sutopia.starsector.mod.concord.api.TrackedHullmodEffect
public void applyEffectsAfterShipCreation(ShipAPI ship, String id)
org.sutopia.starsector.mod.concord.api.GlobalTransientHullmod
org.sutopia.starsector.mod.concord.api.SelectiveTransientHullmod
org.sutopia.starsector.mod.concord.api.WeaponInducedEffect
org.sutopia.starsector.mod.concord.api.FighterInducedEffect
vEx_safetyoverrides < this hullmod will be incompatible only with safety overrides but not other incompatible hullmods
vExMutual_safetyoverrides < this hullmod plus all hullmods that are incompatible with safety overrides
public Set<String> getCustomExclusiveTags();/* just the hullmod with these tags */
public Set<String> getCustomMutualExclusiveTags();/* hullmod with these tags and other hullmods that are blocked by these tags */
Github link with no sources. Boo. Show us the code, so we can see a bit more :)
Also, I could see how modders would want both unidirectional (non-mutual) and bidirectional (mutual) exclusions. Both for automatic via tag, and via custom methods.
So perhaps:QuotevEx_safetyoverrides < this hullmod will be incompatible only with safety overrides but not other incompatible hullmods
vExMutual_safetyoverrides < this hullmod plus all hullmods that are incompatible with safety overrides
With:Codepublic Set<String> getCustomExclusiveTags();/* just the hullmod with these tags */
public Set<String> getCustomMutualExclusiveTags();/* hullmod with these tags and other hullmods that are blocked by these tags */
Hello, I have download the mod but it does not appear among the mod list to enable it.
At a first glance this looks like a clean implementation (tag based systems are great), but if I may ask is there a reason to use this instead of MagicLib's hullmod incompatibility features?
However, there is currently no cross-mod compatibility check available, allowing for insane hullmod stackings.
When adding an incompatible vanilla hull mod, Concord doesn't let me know what hull mod(s) it's incompatible with before turning it red.
Similarly, if all of the conflicting hull mods are removed, the red vanilla "incompatible" hull mod should go away.
Put logic in applyEffectAfterShipCreation
About base gameSince fitting already is checking isApplicable, it shouldn't be expensive to do a round of temporary "Add hullmod" variants, populate and examine if the tentative add hullmod operation putting any hullmod isApplicable into false state, and thus is able to detect reverse incompatibility. Tag based is much easier to do but it would be nice to have a fail safe fallback.
I downloaded and enabled this mod and for some reason I'm seeing 2 of every hullmod
I downloaded and enabled this mod and for some reason I'm seeing 2 of every hullmod
For missions you need to strip the ship for it to work. The underlying code relies on a hidden hullmod to dynamically change which one you see. Regardless of which one you’re using it’s the same one on the ship.
Actually, let me fix that as well (variant update). Updated
I downloaded and enabled this mod and for some reason I'm seeing 2 of every hullmod
For missions you need to strip the ship for it to work. The underlying code relies on a hidden hullmod to dynamically change which one you see. Regardless of which one you’re using it’s the same one on the ship.
Actually, let me fix that as well (variant update). Updated
Thanks.
It seems to let me install 2 of each hullmod as a result, though some will be labeled as (S) while others won't be. The green markers also do not appear unless the ship is selected in the refit section.
I downloaded and enabled this mod and for some reason I'm seeing 2 of every hullmod
For missions you need to strip the ship for it to work. The underlying code relies on a hidden hullmod to dynamically change which one you see. Regardless of which one you’re using it’s the same one on the ship.
Actually, let me fix that as well (variant update). Updated
Thanks.
It seems to let me install 2 of each hullmod as a result, though some will be labeled as (S) while others won't be. The green markers also do not appear unless the ship is selected in the refit section.
Can you give me a screenshot on how that looks like? Do you mean S-mods?
Does any of the issue persists after the patch?
It may be marked as fitted twice in refit selection but on the ship you only get one and the effect is only applied by the original hullmod, not the doppelgänger.
Hi there
I do mean S-mods, and I'm using the Progressive S-mod mod with the XP etc etc. I patched with the update that you uploaded (I think it's the update, the files are dated to 2/16 after RAR extraction) and issue still persists. If I disable the mod the game save cannot be loaded, says hullmod doesn't exist or something
Here's the screens, you can see the Bazaar Falcon and the Cetan (LG) mech green markers for the s-mods do not always show unless clicked on. When I click my Cerus the markers disappearSpoiler(https://i.imgur.com/SOTtkEQ.jpg)
(https://i.imgur.com/bdUEUzr.jpg)[close]
Hi there
I do mean S-mods, and I'm using the Progressive S-mod mod with the XP etc etc. I patched with the update that you uploaded (I think it's the update, the files are dated to 2/16 after RAR extraction) and issue still persists. If I disable the mod the game save cannot be loaded, says hullmod doesn't exist or something
Here's the screens, you can see the Bazaar Falcon and the Cetan (LG) mech green markers for the s-mods do not always show unless clicked on. When I click my Cerus the markers disappearSpoiler(https://i.imgur.com/SOTtkEQ.jpg)
(https://i.imgur.com/bdUEUzr.jpg)[close]
I believe I can fix that.
In the second screenshot it seems like you have two S-mods but only one bar is showing, is that expected?
Patch c is released that fixed *most* of it except for when you select your own ship (flagship, player character as officer). I'm still trying to figure out that one.
Hi there
I do mean S-mods, and I'm using the Progressive S-mod mod with the XP etc etc. I patched with the update that you uploaded (I think it's the update, the files are dated to 2/16 after RAR extraction) and issue still persists. If I disable the mod the game save cannot be loaded, says hullmod doesn't exist or something
Here's the screens, you can see the Bazaar Falcon and the Cetan (LG) mech green markers for the s-mods do not always show unless clicked on. When I click my Cerus the markers disappearSpoiler(https://i.imgur.com/SOTtkEQ.jpg)
(https://i.imgur.com/bdUEUzr.jpg)[close]
I believe I can fix that.
In the second screenshot it seems like you have two S-mods but only one bar is showing, is that expected?
Usually the in-built S-mods show up together rather than separate and are labeled as (S) when you hover the cursor over the ship. However if I hover over the mech you can see that only Heavy Armor has a (S) after it but Integrated Targeting Unit doesn't.Spoiler
(https://i.imgur.com/hkh0pxi.jpg)[close]
Patch c is released that fixed *most* of it except for when you select your own ship (flagship, player character as officer). I'm still trying to figure out that one.
Hi there
I do mean S-mods, and I'm using the Progressive S-mod mod with the XP etc etc. I patched with the update that you uploaded (I think it's the update, the files are dated to 2/16 after RAR extraction) and issue still persists. If I disable the mod the game save cannot be loaded, says hullmod doesn't exist or something
Here's the screens, you can see the Bazaar Falcon and the Cetan (LG) mech green markers for the s-mods do not always show unless clicked on. When I click my Cerus the markers disappearSpoiler(https://i.imgur.com/SOTtkEQ.jpg)
(https://i.imgur.com/bdUEUzr.jpg)[close]
I believe I can fix that.
In the second screenshot it seems like you have two S-mods but only one bar is showing, is that expected?
Usually the in-built S-mods show up together rather than separate and are labeled as (S) when you hover the cursor over the ship. However if I hover over the mech you can see that only Heavy Armor has a (S) after it but Integrated Targeting Unit doesn't.Spoiler
(https://i.imgur.com/hkh0pxi.jpg)[close]
Update: patch D fully fixed the S-mod display issue, sorry for the inconvenience!
Patch c is released that fixed *most* of it except for when you select your own ship (flagship, player character as officer). I'm still trying to figure out that one.
Hi there
I do mean S-mods, and I'm using the Progressive S-mod mod with the XP etc etc. I patched with the update that you uploaded (I think it's the update, the files are dated to 2/16 after RAR extraction) and issue still persists. If I disable the mod the game save cannot be loaded, says hullmod doesn't exist or something
Here's the screens, you can see the Bazaar Falcon and the Cetan (LG) mech green markers for the s-mods do not always show unless clicked on. When I click my Cerus the markers disappearSpoiler(https://i.imgur.com/SOTtkEQ.jpg)
(https://i.imgur.com/bdUEUzr.jpg)[close]
I believe I can fix that.
In the second screenshot it seems like you have two S-mods but only one bar is showing, is that expected?
Usually the in-built S-mods show up together rather than separate and are labeled as (S) when you hover the cursor over the ship. However if I hover over the mech you can see that only Heavy Armor has a (S) after it but Integrated Targeting Unit doesn't.Spoiler
(https://i.imgur.com/hkh0pxi.jpg)[close]
Update: patch D fully fixed the S-mod display issue, sorry for the inconvenience!
Hi sorry for all the posts, but figured I'd keep you updated.
Using version "2.1.0b" that's the most recent download I think?
So the built-in hull mod green markers seem to show correctly, but the duplicates are still there.
Only weird thing now is for some reason console commands are being affected, the text has turned into blocks.
I did this with a new game because I thought it was not save game compatible, same issue.
Ran the game without Concord enabled, issue with text display is gone.
SorrySpoiler
(https://i.imgur.com/8FP0V5c.jpg)
(https://i.imgur.com/tUz2rRt.jpg)[close]
I think console command is using error prone implementation of reflection and my SettingsAPI shell to mock S-mod display made console command getting the wrong level of the stack depth.
I have little idea about why it is acting up with progressive S-mod. In vanilla environment the refit UI works perfectly and S-modding doesn't show duplicates.
I want to assume progressive S-mod has function call oversight, but after taking a brief view on source I can only summarize that it's vanilla API returning unexpected result.
Specifically
https://github.com/qcwxezda/Starsector-Progressive-S-Mods/blob/main/src/progsmod/data/campaign/rulecmd/PSM_BuildInHullMod.java
On line 53 the hullmod set getter may be reporting doppelganger for some reason
I think console command is using error prone implementation of reflection and my SettingsAPI shell to mock S-mod display made console command getting the wrong level of the stack depth.
I have little idea about why it is acting up with progressive S-mod. In vanilla environment the refit UI works perfectly and S-modding doesn't show duplicates.
I want to assume progressive S-mod has function call oversight, but after taking a brief view on source I can only summarize that it's vanilla API returning unexpected result.
Specifically
https://github.com/qcwxezda/Starsector-Progressive-S-Mods/blob/main/src/progsmod/data/campaign/rulecmd/PSM_BuildInHullMod.java
On line 53 the hullmod set getter may be reporting doppelganger for some reason
Huh, interesting.
I think I know what I got to do then.
Mods might just not work with each other then
I think console command is using error prone implementation of reflection and my SettingsAPI shell to mock S-mod display made console command getting the wrong level of the stack depth.
I have little idea about why it is acting up with progressive S-mod. In vanilla environment the refit UI works perfectly and S-modding doesn't show duplicates.
I want to assume progressive S-mod has function call oversight, but after taking a brief view on source I can only summarize that it's vanilla API returning unexpected result.
Specifically
https://github.com/qcwxezda/Starsector-Progressive-S-Mods/blob/main/src/progsmod/data/campaign/rulecmd/PSM_BuildInHullMod.java
On line 53 the hullmod set getter may be reporting doppelganger for some reason
Huh, interesting.
I think I know what I got to do then.
Mods might just not work with each other then
I think console command is using error prone implementation of reflection and my SettingsAPI shell to mock S-mod display made console command getting the wrong level of the stack depth.
I have little idea about why it is acting up with progressive S-mod. In vanilla environment the refit UI works perfectly and S-modding doesn't show duplicates.
I want to assume progressive S-mod has function call oversight, but after taking a brief view on source I can only summarize that it's vanilla API returning unexpected result.
Specifically
https://github.com/qcwxezda/Starsector-Progressive-S-Mods/blob/main/src/progsmod/data/campaign/rulecmd/PSM_BuildInHullMod.java
On line 53 the hullmod set getter may be reporting doppelganger for some reason
Huh, interesting.
I think I know what I got to do then.
Mods might just not work with each other then
Updated to be console command compatible.
Thank you for the reports. I'll work with lazywizard to dig to the source of it.
Currently it's a workaround deferring S-mod mocking override at onGameLoad (was onApplicationLoad) and it somehow works.
Progressive S-Mod has an error prone implementation of showall, I’ve submitted a pull request for the mod to fix it. Don’t use showall.
I think console command is using error prone implementation of reflection and my SettingsAPI shell to mock S-mod display made console command getting the wrong level of the stack depth.
I have little idea about why it is acting up with progressive S-mod. In vanilla environment the refit UI works perfectly and S-modding doesn't show duplicates.
I want to assume progressive S-mod has function call oversight, but after taking a brief view on source I can only summarize that it's vanilla API returning unexpected result.
Specifically
https://github.com/qcwxezda/Starsector-Progressive-S-Mods/blob/main/src/progsmod/data/campaign/rulecmd/PSM_BuildInHullMod.java
On line 53 the hullmod set getter may be reporting doppelganger for some reason
Huh, interesting.
I think I know what I got to do then.
Mods might just not work with each other then
Updated to be console command compatible.
Thank you for the reports. I'll work with lazywizard to dig to the source of it.
Currently it's a workaround deferring S-mod mocking override at onGameLoad (was onApplicationLoad) and it somehow works.
Hi there, sorry I was asleep earlier.
Tested with old savegame and new game, Progressive-S mod still showing doubles.
Depending on which one I choose, it'll either get labeled with (S) or not when hovering over the unit after installation.
I also just noticed the Combat Chatter mod also has a bunch of blocks instead of text
Progressive S-Mod has an error prone implementation of showall, I%u2019ve submitted a pull request for the mod to fix it. Don%u2019t use showall.
I think console command is using error prone implementation of reflection and my SettingsAPI shell to mock S-mod display made console command getting the wrong level of the stack depth.
I have little idea about why it is acting up with progressive S-mod. In vanilla environment the refit UI works perfectly and S-modding doesn't show duplicates.
I want to assume progressive S-mod has function call oversight, but after taking a brief view on source I can only summarize that it's vanilla API returning unexpected result.
Specifically
https://github.com/qcwxezda/Starsector-Progressive-S-Mods/blob/main/src/progsmod/data/campaign/rulecmd/PSM_BuildInHullMod.java
On line 53 the hullmod set getter may be reporting doppelganger for some reason
Huh, interesting.
I think I know what I got to do then.
Mods might just not work with each other then
Updated to be console command compatible.
Thank you for the reports. I'll work with lazywizard to dig to the source of it.
Currently it's a workaround deferring S-mod mocking override at onGameLoad (was onApplicationLoad) and it somehow works.
Hi there, sorry I was asleep earlier.
Tested with old savegame and new game, Progressive-S mod still showing doubles.
Depending on which one I choose, it'll either get labeled with (S) or not when hovering over the unit after installation.
I also just noticed the Combat Chatter mod also has a bunch of blocks instead of text
Is combat chatter broken after the console command fix?
After reviewing the code I think it%u2019s Lazyfont not getting the font properly, as both mods are having lazy font bricked if SettingsAPI gets an override shell. I%u2019ll work with lazy wizards and see what we can do about it.
Progressive S-Mod has an error prone implementation of showall, I%u2019ve submitted a pull request for the mod to fix it. Don%u2019t use showall.
I think console command is using error prone implementation of reflection and my SettingsAPI shell to mock S-mod display made console command getting the wrong level of the stack depth.
I have little idea about why it is acting up with progressive S-mod. In vanilla environment the refit UI works perfectly and S-modding doesn't show duplicates.
I want to assume progressive S-mod has function call oversight, but after taking a brief view on source I can only summarize that it's vanilla API returning unexpected result.
Specifically
https://github.com/qcwxezda/Starsector-Progressive-S-Mods/blob/main/src/progsmod/data/campaign/rulecmd/PSM_BuildInHullMod.java
On line 53 the hullmod set getter may be reporting doppelganger for some reason
Huh, interesting.
I think I know what I got to do then.
Mods might just not work with each other then
Updated to be console command compatible.
Thank you for the reports. I'll work with lazywizard to dig to the source of it.
Currently it's a workaround deferring S-mod mocking override at onGameLoad (was onApplicationLoad) and it somehow works.
Hi there, sorry I was asleep earlier.
Tested with old savegame and new game, Progressive-S mod still showing doubles.
Depending on which one I choose, it'll either get labeled with (S) or not when hovering over the unit after installation.
I also just noticed the Combat Chatter mod also has a bunch of blocks instead of text
Is combat chatter broken after the console command fix?
After reviewing the code I think it%u2019s Lazyfont not getting the font properly, as both mods are having lazy font bricked if SettingsAPI gets an override shell. I%u2019ll work with lazy wizards and see what we can do about it.
Got it, I won't use showall.
It's possible combat chatter was broken before the fix, as I didn't go into a battle in the previous fixes.
I think it's a Lazyfont issue, as I noticed the blocky "Text" also when starting a new Nexerelin game as my own faction and in the beginning where you pick blueprints there's text issues.
Edit: I wonder if this will be of any help. Messing around with removing the built-in hullmods, I can no longer remove some of them. It'll refund me the XP but hull mod stays. I can keep attempting to remove, thus farming for infinite ship XP
I'm also having the duplicate S-mod bit, along with a decidedly noticeable slowdown then applying vents and capacitors. Shift-click basically does nothing, as it seems locked into its slow/laggy pace.
...I'm not 100% sure that's Concord. There's Progressive S-mod, Carriers, Carriers+, and Better Deserving S-Mods all sorta jostling for position. But I saw the comments about one of the several new bits I'm also observing, and thought I'd start here.
Is there a verified interaction/conflict I should be hounding somebody else about?
Touching base again! ^_^ I'm seeing changes and adjustments, which rocks. Equip screen isn't slowing down now.
But! I'm still getting SOME duplicate S-mods (before it was all, or nearly all) but I seem to have... lost access to most basic ones? I don't know if I just need to go find them again, or...
For example, I don't have Expanded Cargo Holds anymore. <_<
I can find it in the Progressive modification window with only a single option instead of the double.
Touching base again! ^_^ I'm seeing changes and adjustments, which rocks. Equip screen isn't slowing down now.
But! I'm still getting SOME duplicate S-mods (before it was all, or nearly all) but I seem to have... lost access to most basic ones? I don't know if I just need to go find them again, or...
For example, I don't have Expanded Cargo Holds anymore. <_<
I can find it in the Progressive modification window with only a single option instead of the double.
Yeah that does appears to be an issue and what I could manage is that its having issues with other mods, as with just Concord, the base mods are there, but with other mods they are gone.
I'm using a vast majority of mods, nearly all of them and Concord used to work fine but I think recent updates, while removing the lag in the refit screen and breaking Vents and Caps, seems to have disabled or hidden most of the basic hullmods, or base game hullmods.
Not to say they no longer exist, they still do and ships that have them applied still use them, just that you can no longer put those hullmods, see those hullmods in the selection or add them via S modding.
REPORTdude this sounds like a feature more then a bug
After update newest version , i've check the game by type in console :"allhullmods" and result got All The Game Hullmods !
for example : 1 ship dont have Phase field , it can add manualy now...., Vast Bulk , Salvage Gantry, Ground Control Support Package , Advanced Ground Support... also can addable
Fatal: Hullmod with id [concord_operations_center] not found for faction [player]Run this in console command on old version (https://github.com/Sutopia/Starsector-Concord/releases/download/2.2.2/CONCORD2.2.2.zip) and save.
error after installing latest version
FactionAPI player = Global.getSector().getPlayerFaction();
for (HullModSpecAPI spec : Global.getSettings().getAllHullModSpecs()) {
String doppelganger = "concord_" + spec.getId();
if (player.knowsHullMod(doppelganger)) {
player.removeKnownHullMod(doppelganger);
if (!player.knowsHullMod(spec.getId())) {
player.addKnownHullMod(spec.getId());
}
}
}
REPORTdude this sounds like a feature more then a bug
After update newest version , i've check the game by type in console :"allhullmods" and result got All The Game Hullmods !
for example : 1 ship dont have Phase field , it can add manualy now...., Vast Bulk , Salvage Gantry, Ground Control Support Package , Advanced Ground Support... also can addable
Fatal: Hullmod with id [concord_operations_center] not found for faction [player]Run this in console command on old version (https://github.com/Sutopia/Starsector-Concord/releases/download/2.2.2/CONCORD2.2.2.zip) and save.
error after installing latest version
Do not enter refit screen in the process.CodeFactionAPI player = Global.getSector().getPlayerFaction();
for (HullModSpecAPI spec : Global.getSettings().getAllHullModSpecs()) {
String doppelganger = "concord_" + spec.getId();
if (player.knowsHullMod(doppelganger)) {
player.removeKnownHullMod(doppelganger);
if (!player.knowsHullMod(spec.getId())) {
player.addKnownHullMod(spec.getId());
}
}
}
The new version get rid of doppelgangers after game load to minimize other mod interaction jank
Fatal: Hullmod with id [concord_operations_center] not found for faction [player]Run this in console command on old version (https://github.com/Sutopia/Starsector-Concord/releases/download/2.2.2/CONCORD2.2.2.zip) and save.
error after installing latest version
Do not enter refit screen in the process.CodeFactionAPI player = Global.getSector().getPlayerFaction();
for (HullModSpecAPI spec : Global.getSettings().getAllHullModSpecs()) {
String doppelganger = "concord_" + spec.getId();
if (player.knowsHullMod(doppelganger)) {
player.removeKnownHullMod(doppelganger);
if (!player.knowsHullMod(spec.getId())) {
player.addKnownHullMod(spec.getId());
}
}
}
The new version get rid of doppelgangers after game load to minimize other mod interaction jank
Thanks for the quick reaction but, if possible, i need you to be a little bit more specific on where to run this exactly so not to make mistakes.
Thank you in advance
Does this latest version fix the issue I reported earlier?
I have the same problem, operational center. Does this code need to show something after done?Download the bridge version (https://github.com/Sutopia/Starsector-Concord/releases/download/2.99999/CONCORD2.99999.zip) and save the game should resolve the issue
Does this latest version fix the issue I reported earlier?I have the same problem, operational center. Does this code need to show something after done?Download the bridge version (https://github.com/Sutopia/Starsector-Concord/releases/download/2.99999/CONCORD2.99999.zip) and save the game should resolve the issue
I notice that while this mod is enabled, in a new game the "list ships" console command always returns 0 items.Updated. I don't actually know what went wrong because the fix was delaying a certain thing from loading.
I notice that while this mod is enabled, in a new game the "list ships" console command always returns 0 items.Updated. I don't actually know what went wrong because the fix was delaying a certain thing from loading.
Hey, as for anyone (including me) who is having the problem of running this mod and console commands and having the "list ships" command not working, "list variants" worked for me, if you know what ship you want you can search for part of its name to narrow down the search results and still find ships you dont know the full code for, I wanted to start a game with a covert tigershark as my main ship and by putting in "list variants covert" I got its name to get via "add ship"
I know the author said this issue was fixed but I have it anyways, idk if a third mod is messing with it or if I did something dumb.
Hi,How do you delete this? I tried deleting it but concord would not load and crash before start.
With version 3.5.2g High Resolution Sensors are broken, their sensor value is not added to the fleet's total.
Removing the "concord_hiressensors" line from hull_mods.csv fixed the issue for me, so the script is probably interfering with the core one.
Hi,How do you delete this? I tried deleting it but concord would not load and crash before start.
With version 3.5.2g High Resolution Sensors are broken, their sensor value is not added to the fleet's total.
Removing the "concord_hiressensors" line from hull_mods.csv fixed the issue for me, so the script is probably interfering with the core one.
What mods require Concord besides Modern Carriers and Fair S-Mods (Both also made by Sutopia)?Which is unfortunate really, I like 'Fair S-Mods'. It encouraged building-in low cost ship mods.
I'm asking because the way I see it, if it just those two then I'm willing to disable them and Concord if it means fixing the problems it causes both in vanilla game mechanics (Why does Concord needs to mess with Hi-Res Sensors and Sensors Profile anyway?) and mod conflicts (Console Commands).
And with Sutopia retired from Starsector modding AFAIK and with the eventual mods breaking via the impending vanilla update, I might need to do so anyway unless they return or someone steps up to maintain/fix it or create a replacement.
Something like that is actually going into vanilla in the next release!I know something like 'Better Deserved S-Mods' (which grants extra abilities to built-in mods) was getting some entry into vanilla, but I hadn't heard anything about 'Fair S-Mods' (which gives extra OP for building-in low cost mods).
Something like that is actually going into vanilla in the next release!I know something like 'Better Deserved S-Mods' (which grants extra abilities to built-in mods) was getting some entry into vanilla, but I hadn't heard anything about 'Fair S-Mods' (which gives extra OP for building-in low cost mods).
I had been using both to give myself more interest in building-in lower tier mods.
Hi,How do you delete this? I tried deleting it but concord would not load and crash before start.
With version 3.5.2g High Resolution Sensors are broken, their sensor value is not added to the fleet's total.
Removing the "concord_hiressensors" line from hull_mods.csv fixed the issue for me, so the script is probably interfering with the core one.
Find the [hull_mods.csv] file in the modfile. Then, open it in Excel and add a hash ( # ) next to the line "concord_hiressensors" or other lines you'd like to remove.
Like this?Move the '#' in front of the very first comma, so that the line reads as:
,concord_hiressensors#,0,,,"auto_concord, vanilla_auto_concord",,0,,TRUE,,0,0,0,0,org.sutopia.starsector.mod.concord.adv.DataEnactDomain,,,
Like this?
,concord_hiressensors#,0,,,"auto_concord, vanilla_auto_concord",,0,,TRUE,,0,0,0,0,org.sutopia.starsector.mod.concord.adv.DataEnactDomain,,,
Like this?
,concord_hiressensors#,0,,,"auto_concord, vanilla_auto_concord",,0,,TRUE,,0,0,0,0,org.sutopia.starsector.mod.concord.adv.DataEnactDomain,,,
The Hash goes 'before' the line (#concord_hiressensor).
Or:
,#concord_hiressensors,0,,,"auto_concord, vanilla_auto_concord",,0,,TRUE,,0,0,0,0,org.sutopia.starsector.mod.concord.adv.DataEnactDomain,,,
8450 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
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(Thread.java:748)
Im still having the crash ;D
Nope, maybe I should open it with a particular program?Im still having the crash ;D
Did you make any edits/changes/deletions to the [hull_mods.csv] other than adding the hash?
Literally opened it on word pad and it worked, excel didnt work.Nope, maybe I should open it with a particular program?Im still having the crash ;D
Did you make any edits/changes/deletions to the [hull_mods.csv] other than adding the hash?
Literally opened it on word pad and it worked, excel didnt work.
Thanks a lot!Literally opened it on word pad and it worked, excel didnt work.
Glad it worked out, then.
So when is this gonna be updated to 0.96a, unless its safe to use in the latest version.