Fractal Softworks Forum

Starsector => Mods => Topic started by: Sutopia on January 27, 2022, 09:19:36 PM

Title: [0.95.1a] Concord 3.5.2g
Post by: Sutopia on January 27, 2022, 09:19:36 PM
CONCORD download (https://github.com/Sutopia/Starsector-Concord/releases/download/3.5.2/CONCORD.zip)
Github repository (you can also see history releases here) (https://github.com/Sutopia/Starsector-Concord)

IMPORTANT Note for upgrading from prior to 3.0
Download the upgrade bridge version 2.99999 (https://github.com/Sutopia/Starsector-Concord/releases/download/2.99999/CONCORD2.99999.zip)
Save the game with the 2.99999 version should clean up the relic from old version.
2.99999 has the same code as 3.1.1b but will not be further updated
[close]

Purpose
Native incompatibility support
(https://i.imgur.com/oPs3uZ0.png)
Modded hullmod can now be identified by vanilla hullmods to be listed as incompatible

Phase Lib
10 modifiers added to phase ships allowing for more dynamic phase gameplays

Various Effect Supports
Fighter Wing induced effect, Weapon induced effect and hullmod onInstall / onRemove implementations

Dynamic Ship Generation
Allows generating new ship or fighters on the fly

For players
Download the mod and enable it.
You can go to data/config/settings.json to disable cross mod checks

For modders
Native incompatibility support
NO dependency implementation
If your mod have already implemented proper incompatibility checks, you may take advantage of the tag system for vanilla hullmods to identify your hullmod as incompatible, without dependency to concord.

For example, adding tag “vEx_safetyoverrides” allows a player with concord to automatically enjoy the native incompatibility check, marking your hullmod to be incompatible with Safety Overrides, while a player without concord can still use your mod as usual.

Check "Implement compatibility check without coding" section and Codex for available tags.
[close]
NO dependency FULL implementation (new!)
Adding the tag "auto_concord" and "implicit_concord" to your hullmod will make Concord create the cross mod incompatibility shell for you automatically.
This implementation allows your mod to get full benefit of concord checks while not requiring any dependency to concord. A player can use your mod without concord just fine.

Check the following section and Codex for available tags.
[close]
Implement compatibility check without coding
This is an example line of csv
Code
,concord_targetingunit,0,,,"auto_concord, vEx_targeting_unit",,0,,TRUE,,0,0,0,0,org.sutopia.starsector.mod.concord.adv.DataEnactDomain,,,
For your hullmod that wishes to implement CONCORD, create a new line in hullmods.csv
  • id is in format of "concord_{originalHullmodId}"
  • it must include "auto_concord" tag
  • add tags formatted in "vEx_{topic}" or "dEx_{hullmodId}" to configure incompatibility
  • the script should be the same as example code
vEx: Topic leaders, all leaders in the same topic are mutual exclusive to each other
For example, if you want to make a custom targeting unit, add tag "vEx_targeting_unit"
You can use arbitrary string as topic

dEx: Followers, share the same incompatibility with the leader hullmod
For example, if you want to make a hullmod that leans toward adaptive phase coil, add tag "dEx_adaptive_coils"
Your chosen leader must be a valid hullmod ID

[close]
Implement compatibility check with coding
Hullmod that wishes to implement Concord should extend class org.sutopia.starsector.mod.concord.MutualExclusiveHullMod
If you're overriding isApplicableToShip and applyEffectsAfterShipCreation, make sure to call super first for the library to do all the heavy weight lifting.
Similarly, be careful when overriding getUnapplicableReason


Vanilla hullmod incompatibility
Add tag formatted as "vEx_{hullmodId}"
For example, if a hullmod should be incompatible with safety override, add tag "vEx_safetyoverrides"
This will automatically list other mods' hullmod with same restriction as incompatible

Current well known tags
Since 1.1.0
  • percent_range_mod: incompatible with ITU, DTC and the like
  • phase_mutator: incompatible with both vanilla phase hullmods because they're currently incompatible with each other
[close]

Generic hullmod incompatibility
Override method
Code: java
public Set<String> getCustomMutualExclusiveTags()
All hullmods with any tag added in the set will be mutual exclusive to each other.
[close]
[close]
PhaseLib
Available modifier dynamic IDs are listed in
Code
org.sutopia.starsector.mod.concord.phase.ConcordModStats
To modify a status, call
Code
stats.getDynamic().getMod([dynamic status ID])
These effects apply to ALL ships using vanilla phase script
Code
com.fs.starfarer.api.impl.combat.PhaseCloakStats
[close]
Other utilities
onInstall and onRemove
Use
Code: java
org.sutopia.starsector.mod.concord.api.TrackedHullmodEffect
They will be called during
Code: java
public void applyEffectsAfterShipCreation(ShipAPI ship, String id)
by ConcordCaptain
[close]
TransientHullmod
Code
org.sutopia.starsector.mod.concord.api.GlobalTransientHullmod
Code
org.sutopia.starsector.mod.concord.api.SelectiveTransientHullmod
Implementing either of the interface for your hullmod will make it globally apply BUT does not save in save files
i.e. a player can safely remove your mod from the game if your mod is only adding hullmods
[close]
Weapon and Fighter installed effects
Code
org.sutopia.starsector.mod.concord.api.WeaponInducedEffect
Code
org.sutopia.starsector.mod.concord.api.FighterInducedEffect
Implementing the interface will allow ConcordCaptain to apply the effects for you.
The ID parameter is passed in with your weapon or wing id as suffix so it's properly recognized by the game.
If you are introducing effects to something not owned by you, change the ID parameter to prevent overwriting others' effects.
[close]
fighter, ship variant and hull manipulation
ConcordDynamicInstanceAssembly provides a few methods for you to create specs on the fly to make some never-before-seen effects.
  • Adding ship hull spec on the fly (.skin)
  • Adding ship variant spec on the fly (.variant)
  • Adding fighter spec on the flt (wing_data.csv)
[close]
[close]
Change log
3.5.2c  2022/03/13
  • Added try catch for unorthodox hullmod effects
  • Fixed java 8 security exception

3.5.2a  2022/03/12
  • Fixed an issue with variant name accidentally adding _Hull as suffix
  • Fixed transient hullmod logic, now this mod is truly removable from a save

3.5.1c  2022/03/11
  • Fixed JRE8 method access issue

3.5.1a  2022/03/11
  • Added Black Ops
  • Added numerous APIs for spec manipulations
  • Use ConcordCovert at your own risk

3.1.1a  2022/02/26
  • Cleanup ConcordCaptain on player exiting market and player finishing battle to reduce memory usage

3.1.0a  2022/02/26
  • Added SelectiveTransientHullmod interface
  • Added WeaponInducedEffect interface
  • Added FighterInducedEffect interface
  • Fixed an issue with ship identification for TrackedHullmodEffect

3.0.1a  2022/02/26
  • added GlobalTransientHullmod

3.0.0a  2022/02/26
  • Total revamp of hullmod injection and phase injection
  • Completed phase modification effect interface

2.2.2a  2022/02/22
  • Fixed improper unhidden issue
  • Fixed phase displaying as special system

2.2.1c  2022/02/22
  • Fixed improper hidden issue

2.2.0a  2022/02/20
  • Improved parsing performance for S-mod

2.1.6a  2022/02/17
  • Tokenized string
  • Moved two classes to separate package
  • Cached blacklist
  • Retired ConcordCommander, no more everyframe script

2.1.5a  2022/02/17
  • Fixed my fat finger

2.1.4a  2022/02/17
  • Fixed console command compatibility
  • Presumably fixed progressive S-mod compatibility

2.1.0a  2022/02/17
  • Fully fixed mission and campaign duplicate display
  • Fully fixed S-mod display issue
  • Added onInstall and onRemove interface

2.0.0a  2022/02/16
  • Now supports concord implementation without library import and coding
  • Now supports vanilla hullmod implicit incompatibility detection, no more placeholders
  • No CSV replacement performed, compatible with [Better Deserved S-Mods]

1.4.0a  2022/02/13
  • Added multi ship compatibility to prevent cheese re-add

1.3.0b  2022/02/13
  • Added more informative description about the exact conflicts
  • Moved the incompatible check to the applyEffectsAfterShipCreation
  • Added auto re-add for vanilla incompatible injection (and theory crafting how it can break)

1.2.0  2022/02/11
  • Added configuration to turn off cross mod check
  • Added auto hullmod replacement with style

1.1.1  2022/02/01
  • Added methods for finer getters
  • More helpful default getUnapplicableReason

1.1.0  2022/01/30
  • Added tag for common multi incompatibility

1.0.0  2022/01/28
  • Initial release
[close]

Working in progress
None
[close]
Title: Re: [0.95.1a] Concord 1.0.0
Post by: Jaghaimo on January 28, 2022, 01:42:24 AM
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:
Quote
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

With:
Code
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 */
Title: Re: [0.95.1a] Concord 1.0.0
Post by: Sutopia on January 28, 2022, 05:32:56 AM
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:
Quote
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

With:
Code
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 */

I wrapped the source in the jar but I agree that'll be easier to track, updated github with src

I can't really wrap my head around wanting to be incompatible with safety override but not other mods with such incompatibility, since that's the very purpose of this mod.
It can easily be other hullmods, for example, a modified version of ITU. In such case, you don't want other mods providing their targeting unit to be compatible with yours otherwise it can immediately create some 200% range abomination. Most mods try to avoid this by restricting such hullmods to their own faction of ships which I find uninteresting; If such hullmod is public it deters new implementations of hullmods in same fields due to them easily stack and become OP.
Title: Re: [0.95.1a] Concord 1.1.0
Post by: Zelrod92 on January 30, 2022, 04:26:07 AM
Hello, I have download the mod but it does not appear among the mod list to enable it.
Title: Re: [0.95.1a] Concord 1.1.0
Post by: Sutopia on January 30, 2022, 05:07:04 AM
Hello, I have download the mod but it does not appear among the mod list to enable it.

It's current name in mod list is Mod Concord.

I've updated the name to be consistent with post title and, should now be easier to find.
Title: Re: [0.95.1a] Concord 1.2.0
Post by: Thaago on February 12, 2022, 03:54:08 PM
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?
Title: Re: [0.95.1a] Concord 1.2.0
Post by: float on February 12, 2022, 06:24:05 PM
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?

I think Sutopia answers it here:

However, there is currently no cross-mod compatibility check available, allowing for insane hullmod stackings.

So for example, if mod A has some variant of SO, call it SO_A, that's incompatible with SO, and mod B has a different variant of SO, say SO_B, that's also incompatible with SO, it's unlikely that SO_A and SO_B will be incompatible with each other unless the mod authors of A and B explicitly communicate and add specific exceptions to their respective hull mods' applicability code.
Title: Re: [0.95.1a] Concord 1.2.0
Post by: float on February 12, 2022, 06:46:09 PM
Played around with this a bit, and I think it's an interesting idea, but I don't think it can or should replace MagicLib's hull mod incompatibility stuff as there are still a few issues:
I think the best solution would be for the base game to implement a similar functionality to what you've done: have a set of exclusive tags such that a ship can only have one hull mod from each exclusive tag. Modders could make their custom hull mods incompatible with vanilla hull mods by adding custom exclusive tags to vanilla hull mods on application launch. In fact, I think most of this functionality is already there (see: shipHasOtherModInCategory).
Title: Re: [0.95.1a] Concord 1.2.0
Post by: Sutopia on February 12, 2022, 08:56:54 PM
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.
Update coming soon (TM)
Updated

Similarly, if all of the conflicting hull mods are removed, the red vanilla "incompatible" hull mod should go away.
Not possible due to S-modding exist, so it should be up to users removing the incompatible hullmod.
I've been bugged by vanilla doing this:


Update: I kinda see what you mean. It now adds back the conflicted vanilla hullmod should mod hullmod get removed.

Put logic in applyEffectAfterShipCreation
Can do that
Done

About base game
Since 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.

Magiclib requires O(n^2) work for all the cross-incompatibilities while CONCORD only requires O(n) and much less likely to miss the function calls.

Not that it matters for most existing mods to switch over since most of them already extra guard their creations not applicable to not-same-mod ships;
The mod is mainly providing a breeding ground for future mods to not need to hold back their creations from having unnecessary restrictions in fear of "breaking the game".
Title: Re: [0.95.1a] Concord 1.4.0
Post by: Sutopia on February 13, 2022, 10:08:01 AM
Grand update, now adds the vanilla hullmod back and show proper tooltip to let player know what's incompatible :)

Known issue: The first mod that removes the vanilla hullmod registers as the incompatible and doesn't actually populate the full list for hullmod placeholder
WIP to solve: multi incompatibility registration and logistic-like modification limit
Title: Re: [0.95.1a] Concord 2.0.0
Post by: Sutopia on February 16, 2022, 12:33:44 AM
2.0.0 updated, now supports concord implementation without coding and native incompatibility!
Title: Re: [0.95.1a] Concord 2.0.0
Post by: Mephansteras on February 16, 2022, 07:46:20 AM
Neat idea, I like it!
Title: Re: [0.95.1a] Concord 2.0.0
Post by: IGdood on February 16, 2022, 12:18:26 PM
I downloaded and enabled this mod and for some reason I'm seeing 2 of every hullmod
Title: Re: [0.95.1a] Concord 2.0.0
Post by: Sutopia on February 16, 2022, 12:41:00 PM
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
Title: Re: [0.95.1a] Concord 2.0.0
Post by: IGdood on February 16, 2022, 01:16:11 PM
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. 
Title: Re: [0.95.1a] Concord 2.0.0
Post by: Sutopia on February 16, 2022, 01:20:49 PM
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.
Title: Re: [0.95.1a] Concord 2.0.0
Post by: IGdood on February 16, 2022, 01:57:03 PM
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 disappear

Spoiler
(https://i.imgur.com/SOTtkEQ.jpg)
(https://i.imgur.com/bdUEUzr.jpg)


[close]

Title: Re: [0.95.1a] Concord 2.0.0
Post by: Sutopia on February 16, 2022, 02:03:44 PM

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 disappear

Spoiler
(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?
Title: Re: [0.95.1a] Concord 2.0.0
Post by: IGdood on February 16, 2022, 02:07:01 PM

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 disappear

Spoiler
(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]
Title: Re: [0.95.1a] Concord 2.0.0
Post by: Sutopia on February 16, 2022, 05:52:05 PM

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 disappear

Spoiler
(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.

Update: patch D fully fixed the S-mod display issue, sorry for the inconvenience!
Title: Re: [0.95.1a] Concord 2.0.0
Post by: IGdood on February 16, 2022, 09:59:15 PM

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 disappear

Spoiler
(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.

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.
Sorry



Spoiler

(https://i.imgur.com/8FP0V5c.jpg)
(https://i.imgur.com/tUz2rRt.jpg)


[close]
Title: Re: [0.95.1a] Concord 2.0.0
Post by: Sutopia on February 16, 2022, 10:36:28 PM

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 disappear

Spoiler
(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.

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.
Sorry



Spoiler

(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.
No, viewing the source code I don't understand why it broke, as it shouldn't


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
Title: Re: [0.95.1a] Concord 2.0.0
Post by: IGdood on February 16, 2022, 10:39:28 PM


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
Title: Re: [0.95.1a] Concord 2.0.0
Post by: Sutopia on February 16, 2022, 10:55:30 PM


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 uploaded a new patch specifically for progressive S mod, can you check if it still shows duplicate?
Title: Re: [0.95.1a] Concord 2.0.0
Post by: Sutopia on February 17, 2022, 12:20:21 AM


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.
Title: Re: [0.95.1a] Concord 2.0.0
Post by: IGdood on February 17, 2022, 08:24:45 AM


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
Title: Re: [0.95.1a] Concord 2.0.0
Post by: Sutopia on February 17, 2022, 08:56:40 AM


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’ve submitted a pull request for the mod to fix it. Don’t use showall.

Is combat chatter broken after the console command fix?

After reviewing the code I think it’s Lazyfont not getting the font properly, as both mods are having lazy font bricked if SettingsAPI gets an override shell. I’ll work with lazy wizards and see what we can do about it.
Title: Re: [0.95.1a] Concord 2.0.0
Post by: IGdood on February 17, 2022, 09:41:54 AM


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.

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
Title: Re: [0.95.1a] Concord 2.0.0
Post by: Sutopia on February 17, 2022, 10:10:21 AM


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.

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

That’s due to progressive S-mod obtaining otherwise impossible to be used Doppelgängers.

The way it works is that when you select the Doppelgänger in the refit, Starsector calls the getId() method to get the Id. Concord intentionally set the Id to be the original hullmod so you’re only ever going to get the original hullmod on your ships. Progressive S-mod bypass the restriction and build in the hullmod that are simply impossible to remove because when you attempt to do that the spec will tell the game to remove the hullmod by calling getId(), which is not possible since it’ll return the original hullmod that was never built in.
Title: Re: [0.95.1a] Concord 2.1.5
Post by: dgchessman2 on February 18, 2022, 02:21:14 AM
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?
Title: Re: [0.95.1a] Concord 2.1.5
Post by: Sutopia on February 18, 2022, 05:31:49 AM
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?

I have worked with progressive S-mod and there should be an update soon.

Other than that I can't quite think of the reason of slowdown. Do you experience slowdown in campaign or even in missions?
If it's only slow during campaign it means there probably is some other mod calling everyframe script and maybe struggling or attempting to undo what concord is doing, causing the slowdown. Concord's script is only called when you load a ship, click on a ship or changes something on a ship instead of everyframe. I did not see any slowdown in my campaign or missions, my shift click on cap and vent are smooth as vanilla.

Here is my mod list in case you wonder:
Spoiler
{"enabledMods": [
  "$$$_trailermoments",
  "aibattles11",
  "lw_autosave",
  "CaptainsLog",
  "chatter",
  "su_Concord",
  "lw_console",
  "DetailedCombatResults",
  "Imperium",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "MagicLib",
  "su_CarrierHullmod",
  "su_CarrierHullmod_Rebalance",
  "wisp_perseanchronicles",
  "TAR",
  "star_federation",
  "underworld",
  "lw_version_checker",
  "shaderLib"
]}
[close]


Update: I will make a new patch deploying cached mode to improve the performance of blacklist parsing but at a cost of more ram because the result cache.
Title: Re: [0.95.1a] Concord 2.2.0
Post by: dgchessman2 on February 21, 2022, 09:56:49 AM
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.
Title: Re: [0.95.1a] Concord 2.2.0
Post by: FrackaMir on February 22, 2022, 02:15:27 AM
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.
Title: Re: [0.95.1a] Concord 2.2.0
Post by: Sutopia on February 22, 2022, 04:35:20 AM
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.

Did 2.2.1 not fix it?
Title: Re: [0.95.1a] Concord 2.2.1
Post by: FrackaMir on February 22, 2022, 05:21:13 AM
Issue now seems to be fixed, the base game hullmods are back and working fine, mhm many thanks
Title: Re: [0.95.1a] Concord 2.2.1
Post by: dcong89 on February 22, 2022, 06:38:59 AM
REPORT

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
Title: Re: [0.95.1a] Concord 3.0.0 + PhaseLib
Post by: Sutopia on February 25, 2022, 11:34:02 PM
Updated to 3.0.0 with greatly improved performance and reduced jankiness.
Added PhaseLib.
Title: Re: [0.95.1a] Concord 3.0.1 + PhaseLib
Post by: Aceje88 on February 26, 2022, 07:04:39 AM
Fatal: Hullmod with id [concord_operations_center] not found for faction [player]

error after installing latest version
Title: Re: [0.95.1a] Concord 2.2.1
Post by: LinWasTaken on February 26, 2022, 07:14:11 AM
REPORT

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
dude this sounds like a feature more then a bug
Title: Re: [0.95.1a] Concord 3.0.1 + PhaseLib
Post by: Sutopia on February 26, 2022, 07:52:29 AM
Fatal: Hullmod with id [concord_operations_center] not found for faction [player]

error after installing latest version
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.
Do not enter refit screen in the process.

Code
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());
                }
            }
        }

The new version get rid of doppelgangers after game load to minimize other mod interaction jank
Title: Re: [0.95.1a] Concord 2.2.1
Post by: Sutopia on February 26, 2022, 07:55:10 AM
REPORT

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
dude this sounds like a feature more then a bug

It's an old version missing an if clause excluding the supposed to be hidden hullmod from whitelist. It is no longer a thing in latest version.
Title: Re: [0.95.1a] Concord 3.0.1 + PhaseLib
Post by: Aceje88 on February 26, 2022, 08:39:59 AM
Fatal: Hullmod with id [concord_operations_center] not found for faction [player]

error after installing latest version
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.
Do not enter refit screen in the process.

Code
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());
                }
            }
        }

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
Title: Re: [0.95.1a] Concord 3.0.1 + PhaseLib
Post by: Sutopia on February 26, 2022, 08:42:21 AM
Fatal: Hullmod with id [concord_operations_center] not found for faction [player]

error after installing latest version
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.
Do not enter refit screen in the process.

Code
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());
                }
            }
        }

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

When you are in campaign layer floating in the space with the old version concord active.
Title: Re: [0.95.1a] Concord 3.1.0a
Post by: Aceje88 on February 26, 2022, 08:47:04 AM
It took the code but I'm still getting the error when loading back up with the new concord version.

Tried multiple times now theres an error somewhere in Concord
Title: Re: [0.95.1a] Concord 3.1.1a
Post by: Aceje88 on February 26, 2022, 09:46:22 AM
Does this latest version fix the issue I reported earlier?
Title: Re: [0.95.1a] Concord 3.1.1a
Post by: ArteMooNik on February 26, 2022, 09:51:38 AM
I have the same problem, operational center. Does this code need to show something after done?
Title: Re: [0.95.1a] Concord 3.1.0a
Post by: Sutopia on February 26, 2022, 09:59:42 AM
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
Title: Re: [0.95.1a] Concord 3.1.1b
Post by: Aceje88 on February 26, 2022, 10:04:04 AM
Okido thanks for that. I'll try it when I get back to my PC.
Title: Re: [0.95.1a] Concord 3.1.0a
Post by: ArteMooNik on February 26, 2022, 10:10:59 AM
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

That did the job, thanks. Oh, aaaaand you update it...  :D
Title: Re: [0.95.1a] Concord 3.5.2b
Post by: cbxzcm on March 17, 2022, 02:28:22 PM
I notice that while this mod is enabled, in a new game the "list ships" console command always returns 0 items.
Title: Re: [0.95.1a] Concord 3.5.2b
Post by: Sutopia on March 17, 2022, 06:12:57 PM
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.
Title: Re: [0.95.1a] Concord 3.5.2b
Post by: Ruyter on April 05, 2022, 05:00:54 AM
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.

This error is still happening to me for some reason.
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: GodAmongstUs on May 06, 2022, 05:48:53 PM
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.
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: Draconas on May 06, 2022, 06:27:06 PM
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.

I also had this issue, but after reinstalling console commands it worked fine.
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: Jewel724 on July 17, 2022, 09:34:27 AM
I'm getting nothing running this with console commands, list variants worked but I attempted reinstalling both this and console commands, add hulls and list ships just doesn't give me anything.
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: shuraalex on August 30, 2022, 02:48:23 AM
So, I've got a bug, not sure if its because of my failure to install it properly, or maybe a mod incompatibility - but basically with this mod installed the phase field steal bonus multiplier does not trigger.

I have created a bug report post with more information - https://fractalsoftworks.com/forum/index.php?topic=25216.0

Disabling this mod fixed my lack of phase stealth. 
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: mic_turner on September 06, 2022, 05:20:57 AM
Hi,
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.
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: Shinr on November 20, 2022, 08:03:04 AM
What mods require Concord besides Modern Carriers and Fair S-Mods (Both also made by Sutopia)?

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.

Title: Re: [0.95.1a] Concord 3.5.2g
Post by: SpirituMagno on April 22, 2023, 10:51:27 AM
Hi,
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.
How do you delete this? I tried deleting it but concord would not load and crash before start.
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: MrNage on April 22, 2023, 11:00:43 AM
Hi,
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.
How do you delete this? I tried deleting it but concord would not load and crash before start.

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.
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: Oni on April 22, 2023, 12:52:32 PM
What mods require Concord besides Modern Carriers and Fair S-Mods (Both also made by Sutopia)?

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.
Which is unfortunate really, I like 'Fair S-Mods'. It encouraged building-in low cost ship mods.

Hopefully someone makes another like it.
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: Mephansteras on April 22, 2023, 09:27:30 PM
Something like that is actually going into vanilla in the next release!
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: Oni on April 22, 2023, 09:38:56 PM
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.
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: Mephansteras on April 23, 2023, 10:37:12 AM
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.

Ah. Yeah, not sure exactly what the details are going to be for vanilla. But I suppose any mods like that will end up being changed with the new version regardless.
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: SpirituMagno on April 23, 2023, 05:36:26 PM
Hi,
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.
How do you delete this? I tried deleting it but concord would not load and crash before start.

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?
,concord_hiressensors#,0,,,"auto_concord, vanilla_auto_concord",,0,,TRUE,,0,0,0,0,org.sutopia.starsector.mod.concord.adv.DataEnactDomain,,,
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: TimeDiver on April 23, 2023, 07:07:00 PM
Like this?
,concord_hiressensors#,0,,,"auto_concord, vanilla_auto_concord",,0,,TRUE,,0,0,0,0,org.sutopia.starsector.mod.concord.adv.DataEnactDomain,,,
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,,,
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: MrNage on April 23, 2023, 07:10:05 PM
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,,,
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: SpirituMagno on April 24, 2023, 04:56:11 PM
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,,,

Im still having the crash  ;D, searched the log for the error and it says this:

Code
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)
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: MrNage on April 24, 2023, 09:08:48 PM
Im still having the crash  ;D

Did you make any edits/changes/deletions to the [hull_mods.csv] other than adding the hash?
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: SpirituMagno on May 01, 2023, 05:32:44 PM
Im still having the crash  ;D

Did you make any edits/changes/deletions to the [hull_mods.csv] other than adding the hash?
Nope, maybe I should open it with a particular program?
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: SpirituMagno on May 04, 2023, 06:44:19 PM
Im still having the crash  ;D

Did you make any edits/changes/deletions to the [hull_mods.csv] other than adding the hash?
Nope, maybe I should open it with a particular program?
Literally opened it on word pad and it worked, excel didnt work.
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: MrNage on May 04, 2023, 07:56:45 PM
Literally opened it on word pad and it worked, excel didnt work.

Glad it worked out, then.
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: SpirituMagno on May 05, 2023, 10:53:54 PM
Literally opened it on word pad and it worked, excel didnt work.

Glad it worked out, then.
Thanks a lot!
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: Poxil on May 18, 2023, 07:10:25 AM
So when is this gonna be updated to 0.96a, unless its safe to use in the latest version.
Title: Re: [0.95.1a] Concord 3.5.2g
Post by: Shinr on May 18, 2023, 08:15:37 AM
So when is this gonna be updated to 0.96a, unless its safe to use in the latest version.

Author stepped away from SS modding, and the mod itself caused problems with both vanilla (particularly with sensor mechanics) and mod conflicts (Console Commands not working as intended as an example), so unless someone takes time not only to update it but to also fix its problems it is very likely that this mod and other Sutopia's mods that depended on it are dead.