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Starsector => Mods => Topic started by: lyravega on March 18, 2022, 12:08:29 AM

Title: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: lyravega on March 18, 2022, 12:08:29 AM
FOREWARNING
The 'Experimental' in the title is not just for novelty. Please use "Save Copy" before using this mod; in other words, back your save up.
The goal of this mod is providing extreme customization; balance isn't on any priority list. Extreme cases will be adjusted but that's pretty much it.

Experimental Hull Modifications
Requires LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658.0) & LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)

Just some hull modifications. By some, I mean 40+ or something. However, most are mutually exclusive, so the usable list is rather short actually. On a new game or a load, all hull modifications and slot shunts will be added to player's known list. Any port you visit will have a new submarket where you can grab slot shunts from.

Hull Modifications:
• Experimental Hull Modifications: Provides a base to all other hull modifications in this mod
• Over-Engineered: Provides 20% OP bonus and some slot-points to the ship when built-in
• Logistics Overhaul: Strips the ship of all combat capabilities in favour of logistics
• Auxiliary Generators: Provides some slot-points in exchange for ordnance points
• AI Switch: Turns automated ships into normal, or normal ships into automated ones

Hull Modification Categories:
• Systems: Most vanilla systems are turned into hull modifications
• Retrofits: Alters the weapon slots of a ship all together
• Cosmetics: Fully customizable hull modifications to change shield and engine colours. Customization is done through the mod settings menu
• Activators: Uses slot shunts to provide the ship with various enhancements by altering the slot they're installed on

Slot Shunt Categories: These are utilities that can be equipped on weapon slots. Each require its own activator to do what it's supposed to do
• Adapters: Turns a bigger slot into smaller versions (3 large, 1 medium types)
• Converters: Turns a smaller slot into a bigger one by using slot points (1 medium, 1 small types)
• Diverters: Turns a slot inactive and yield slot points to be used by above (1 small type)
• Capacitors: Enhances the total flux capacity of the ship (1 small type)
• Dissipators: Enhances the total flux dissipation of the ship (1 small type)
• Launch Tubes: Turns a large slot into a fighter hangar (1 large type)

FAQ
Where to find these Hull Modifications?
All of these hull modifications will be taught to the player on a new game or on a load. There's no hunting or buying them, at least for now! You might need to select the new "Experimental" category and/or the new subcategories if you've installed the mod on an existing game.

Categories (click to enlarge)
(https://github.com/lyravega/lyr_ehm/assets/10092616/110193d3-1a96-41f8-8690-4baf1b3b7692)
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Where to find these Slot Shunts?
There is a new ability called "Experimental Engineering". You may need to put the ability on your ability hotbar first. While this ability is turned on, when you enter the refit tab, enough of these will be added automatically, and upon leaving the refit tab, unused ones will be removed. An alternative option adds a submarket for these instead, which will be visible on any port while the ability is turned on. Keep this ability active or toggle it on/off as needed.

The ability (click to enlarge)
(https://github.com/lyravega/lyr_ehm/assets/10092616/e4c0cfe9-fcb6-4d73-a771-e90302609b49)

The market (click to enlarge)
(https://github.com/lyravega/lyr_ehm/assets/10092616/b58e2a7b-d69c-4946-b777-637107d64e43)
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(Step Down Adapter, Mass Energy Conversion hullmods in action)
(https://media.giphy.com/media/P9cfxFteWGDCkaWHXW/giphy.gif) (https://i.imgur.com/7KqiX1Z.mp4)
(click to open a larger version)

Download here (https://github.com/lyravega/lyr_ehm/releases)
PS: I'm 99% more active on Discord.
Change Log
0.8.6a
Refactored and overhauled most of the stuff under the hood; initial changes begun on the previous version, which are now all completed. Most of the 0.8.x versions didn't offer much in terms of gameplay, but with all these out of the way, parts of the mod that needs attention may get some. Hopefully.

- Fixed phase cloak checks of certain hullmods reporting incorrectly and blocking installation
- Fixed "Logistics Overhaul" not ignoring the hidden modular hull modifications in its checks
- Fixed an issue on base hullmod installation that added fixed built-in dmods back to the ship
- Fixed experimental hull modifications creating ghost categories in mission mode even though they were hidden
- Fixed undo button not getting disabled visually when it was supposed to
- Changed system retrofits so that they will be hidden if the system is not found, instead of crashing the game on install
- Changed engine cosmetic mods to apply the campaign engine changes immediately on install and/or when settings are saved
- Changed ship/module tracking completely, which comes with a few non-gameplay benefits:
   - All of the ships in the fleet will be tracked when the refit tab is open
   - "Play Drill Sounds - All" option will do so when a hullmod is installed on / removed from any ship
   - Modules will not spawn unnecessary trackers or get confused by duplicates and instead use their own
   - Officer and autofit menus will not cause the trackers to detect false-positive changes on the ship
- Combined some logging settings, suppressed most messages for default setting
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0.8.5
- Fixed a fatal issue caused by a change in 0.8.4 that lead to slot not found crashes
- Changed "Logistics Overhaul" so that it cannot be installed on module-ships (for now)
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0.8.4
- Fixed an issue with ship restoration that lagged the game if the ship had any activated slot shunts
- Fixed launch tube description
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0.8.3
- Fixed a rare crash happened on load related to a listener
- Fixed Over-Engineered failing to refresh the ship display for any existing inert converters that it activated
- Fixed an issue that caused "Hull Restoration" skill to be more effective when "Quality Captains" mod was active
- Added OP cost to Over-Engineered (the OP cost matters only if "Progressive S-Mods" mod is installed)
- Added total flux capacity and dissipation bonuses (if any) to Mutable Shunt Activator's tooltip
- Added a new hullmod "Launch Tube Activator"; Mutable Shunt Activator no longer activates launch tubes
- Added a new hullmod "Logistics Overhaul"; strips the ship bare and repurposes it for pure logistics use
- Added "Hide Adapters/Converters" options; if enabled, the slot shunts will be hidden upon activation
- Added "Cosmetics Only" option; only cosmetic hull modifications will be available in the mod picker
- Added a "Debug Settings" section; enable/disable logging for certain items, display extra information on base hullmod's tooltip
- Changed "Play Drill Sounds" option; is now a selection with 'Experimental' (default), 'All' and 'None' options
- Changed how mutually exclusive mods behave; installation is not blocked anymore as the newer mod will remove the older one
- Changed slot retrofits to prevent installation and removal if there are wings or inert slot shunts present on the ship to prevent an issue
- Changed the OP bonus of Over-Engineered (back) to 20% (from 15%)
- Removed all experimental hull modifications from Missions; mission refit panel mod picker will no longer show any of these
- Removed all experimental slot shunt blueprints from known lists as it is redundant due to the ability

If you are using "Quality Captains", make sure it's up-to-date as there was an issue. Author of "Quality Captains" mod Dal has already made a change with "1.5.3" to ensure compatibility between the mods. Thanks Dal!
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0.8.2
- Added a new setting for slot shunt availability, both options* rely on the ability
- Added a new setting to control deployment point penalty for the hull modifications
- Unused slot points from hull modifications will no longer increase deployment point cost
- Missile Slot Retrofit suppresses built-in HBI if present
- Adjusted some icons and text colours, fixed a few tooltips
- Fixed a vanilla issue with the weapon groups
- Prevented a potential problem with a listener

* "Always" (new, default) option makes slot shunts available whenever refit tab is opened
* "Submarket" (old) option makes slot shunts available only when docked at a port
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0.8.1
A new hull modification which turns automated ships to normal, or normal ships to automated. Its tooltip is dynamic and will tell you about bonuses / penalties. Having the skill "Automated Ships" is required.

Other than that, there are a few "balance" changes, and fixes. First thing that's thrown out of the window with this mod is balance but I'll still try to achieve some semblance of "balance" whenever I can. Even though it's probably impossible!

- Added a new hullmod "AI Switch"; turns automated ships into normal, and normal into automated
- Added energy version of HBI; built-in HBI is replaced with HEI when Mass Energy Retrofit is installed
- Over-Engineered slot point bonus changed to 1/2/3/5* (from 1/2/4/6), OP bonus lowered to 15% (from 20%)
- Slot points gained through Over-Engineered and Auxillary Generators increase DP by 1 per slot point
- Mass Missile Retrofit OP cost reduced to 6/12/18/30 (from 8/16/24/40). It now raises missile weapon OP cost by 2/4/8
- Fixed weapon checks ignoring activated shunts on the adapted slots which allowed adapter activator removal
- Fixed some incorrect text in the settings
- Updated some tooltips
- Restored the unmodification

* The game will load fine, but you may be in a slot point deficit. No penalties for this state, just a heads-up!
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0.8.0
Big version bump due to accomplishing another milestone; implementing fully customizable engines, and as a bonus, implementing LunaLib and taking advantage of its options menu for mods.

Make sure to delete the old mod folder as a different folder will be used from now on. Also, EHM now requires LunaLib (and LazyLib) to function. Old IDs are still in use for savegame compatibility.

Changes/Fixes:
- LunaLib integration; removed old .json files and moved necessary stuff to the new options menu
- Renamed some shield cosmetic hullmods to "Low-Tech", "High-Tech", "Midline" and "Crimson" shields
- Converted remaining shield hullmods to fully customizable* "Red", "Green" and "Blue" shields
- Added 3 fully customizable* engine cosmetic hullmods; "Red", "Green" and "Blue" engines
- Added full shield and engine customization options through the new options menu
- Added "Auxilary Generators" hullmod; provides 1/1/2/2 slot points at the cost of 10/10/20/20 OP
- (D) is removed, or if 'showExperimentalFlavour' is enabled, replaced with (E) from hull class names
- Fixed shunt market ability toggle not properly persisting through reloads
- Fixed value reduction on ships that persisted till a reload
- Hid the removal tool from .csv for now

* Shield customization is rather simple, however engine customization offers a lot with flexibility. All three customizable engines are tweaked like "Low-Tech" engines by default, however you can customize them like [REDACTED] ones as well if you so desire. Experiment as you wish!

Customizable cosmetic hullmods have a yellow triangle in the upper right corner of their icons, and their names can be changed within game as well. Most settings are self-explanatory, but some might require some experimentation to have an idea what they do.

To start customizing your shields/engines, simply open LunaLib's settings menu by pressing "F2" on the campaign layer. After that all you need to do is install the hullmod on a ship. When you save the new values, (most) changes will be reflected in the game immediately.
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0.7.3
- Added automatic clean-up for the slot shunts remaining in cargo holds after the shunt market interaction
- Added workarounds* to prevent possible crashes related to slot not found errors
- Fixed an issue with ship restoration that made refit tab unresponsive for a few seconds
- Fixed weapon checking; mass retrofits can now be installed on Invictus and Retribution (and alike)
- Added relevant tags to hullmods to prevent hidden ones from dropping as loot
- Updated out-dated slot shunt tooltips
- Improved Version Checker support

* These workarounds unfortunately cause a few "visual" issues:
- Ships that can be restored to their base versions will have their visuals restored immediately
- Restoration is still required and can be used to remove the d-mods, restoration cost remains the same
- Ships will be marked as (D)amaged even without any damage, but they will be identical to pristine ones
- The value loss due to being (D)amaged is negated, d-mods and actual damage still reduce value as normal
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0.7.2
Fixes:
- "Slot not found" crash related to d-hulls
- "Slot not found" crash related to mod ships using different slot numbering convention

Changes:
- Added an ability to control the visibility of the the shunt market
- Mutable Shunt Activator now costs 2/4/6/10 OP instead of being free
- Flux shunts (dissipator and capacitors) costs are removed (they weren't using any after activation)
- Flux shunts now grant 1.5 OP points worth of flux dissipation & capacity (+15 dissipation, +300 capacity)
- Flux shunts' multiplicative bonus to total is halved (reduced to 0.01)
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0.7.1
Hotfix:
• Fixed crashing due to trying to register non-experimental hull modifications

Game related:
• Added a submarket for experimental weapon slot shunts
• Changed how player faction is determined (for Nexerelin)
• Fixed system slots interfering with ship weapon checks
• Over-Engineered now grants 1 slot points to frigates
• Fixed wrong tooltip for Over-Engineered's +OP% bonus
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0.6.3
Hotfix:
• Fixed main hull modification not adding on load (oopsie)
• Halved mutable shunt bonuses for now
• Fixed a fatal issue
• Fixed activated shunts showing up in weapon groups

General:
• Added missing icons, sprites and whatnot to anything that required one
• Expanded the options in "ehm_settings.json" a little bit and added more entries to "ehm_localization.json"
• Moved back to the old tracking system; should eliminate tracking related crashes
• Some unique mod-ships should be tracked by the "new" tracking system

Slot Shunts:
• Expanded on the "Adapter" idea, added "Diverters", "Converters", "Capacitors", "Dissipators" and "Launch Tubes"
• "Diverters" are used to divert power from a weapon slot to another, yielding slot points
• "Converters" are used to make a weapon slot bigger, using available slot points
• "Capacitors" boosts the total flux capacity of the ship
• "Dissipators" boosts the total flux dissipation of the ship
• "Launch Tubes" adds new fighter hangars to the ship

Hull Modifications:
• Renamed "Torpedo Engines" to "Crimson Engines"
• Added a new hull modification category: "Activators", renamed and moved "Step Down Adapter"
• Added "Experimental Hull Unmodification" under all EHM categories; removes the base hull modification
• Added "Mass Missile Retrofit" modification; much more expensive than the others
• Added "Mass Small Universal Retrofit" modification; only affects small slots, cheaper than the others
• Added "Over-Engineered" under "Retrofits"; has no effect till it gets built-in, then it provides extra OP and slot points
• Added "Converter/Diverter Activator" modification; "Converters" use the slot points generated by "Diverters"
• Added "Mutable Shunt Activator" modification; Activates "Capacitors", "Dissipators" and "Launch Tubes"
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0.2.0
• Phase Cloak subsystem will be hidden for now
• Added new JSON files ("ehm_localization.json" and "ehm_settings.json") under the customization folder

"ehm_localization.json"
• A few things about the hullMod tooltips can be altered to some degree

"ehm_settings.json"
• Cosmetic shield hullMods can now be renamed and their colours can be adjusted
• Flavour text that is applied on the ship manufacturer & descriptions can be enabled/disabled
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0.1.7
• Fixed conflicts with Progressive S-Mods
• Added Version Checker support
• Altered the blueprint teacher to not teach hidden hullmods (which are visible through some mods)
• None of the experimental hullmods can be built-in
• Drone systems now regen a drone every 10s
• Missile Autoforge now has a cooldown of 45s instead of being a single-time use system
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Many thanks to Lukas04 (https://fractalsoftworks.com/forum/index.php?action=profile;u=19851) for the LunaLib!
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.0 - Preview
Post by: Obsidian Actual on March 18, 2022, 12:45:16 AM
...Intriguing.

Quick question:
Had a peek at the .class files under the ehm_sr package.

Code looks consistently simple across all system-swap examples; just a few lines under applyEffectsBeforeShipCreation() and a systemId String.

Does this mean I could potentially create my own "unbaked / un-JAR'd" hullmod that allows for other custom ship systems to undergo ehm_systemRetrofit(), as long as I have this mod active and import/extend the correct stuff into my .java file?
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Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.0 - Preview
Post by: lyravega on March 18, 2022, 01:18:19 AM
...Intriguing.

Quick question:
Had a peek at the .class files under the ehm_sr package.

Code looks consistently simple across all system-swap examples; just a few lines under applyEffectsBeforeShipCreation() and a systemId String.

Does this mean I could potentially create my own "unbaked / un-JAR'd" hullmod that allows for other custom ship systems to undergo ehm_systemRetrofit(), as long as I have this mod active and import/extend the correct stuff into my .java file?
[close]
ps: I'm very sleepy. lul

I'm not sure how Janino will respond, to be honest. ehm_systemRetrofit() is a straightforward system replacement function, does nothing special:
Code
	protected static final ShipHullSpecAPI ehm_systemRetrofit(ShipVariantAPI variant, String systemId) { 
lyr_hullSpec hullSpec = new lyr_hullSpec(variant.getHullSpec(), false);
hullSpec.setShipSystemId(systemId);
return hullSpec.retrieve();
}

The trick is doing it on a cloned hullSpec, otherwise all ships of the same hullSpec will be affected. The constructor there is a proxy class I made, if you set the boolean to true, it will clone the hullSpec. It is false in that method, because it is cloned elsewhere - through the hullMod I require as a base. You can either require the same hullMod ('ehm_base') and use the same method, or recreate the method above but set the boolean to true.

Additionally, the onInstalled() and onRemoved() methods are hardcoded; they involve string-butchery. onInstalled() is kinda unnecessary for a ship system, but onRemoved() should be utilized as it triggers ehm_systemRestore() - the method that restores the ship's system to its original when you remove the hullMod. For it to trigger, the hullModId must start with 'ehm_sr_', which is less than ideal but I will replace them with tags later on.

If you need some external functionality, I can think of some ways to make it less hardcoded, and can provide public methods, too. Lemme know! Also, don't hesitate to contact me on Discord, you can find me on the unofficial one.
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.0 - Preview
Post by: Obsidian Actual on March 18, 2022, 01:49:38 AM
It's exactly as you put it; my past attempts to finagle ship system replacements via ShipHullSpecAPI's setShipSystemId() applied to all instances of the base hullspec. What you have here (i.e. cloning and... method reflection?) is a godsend to casual modders like myself.

Will continue to keep tabs on this mod's progress (and any other cool Lyr Tools you might conjure in the future). Pèifú, pèifú! ;D
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.0 - Preview
Post by: lyravega on March 18, 2022, 02:05:12 AM
It's exactly as you put it; my past attempts to finagle ship system replacements via ShipHullSpecAPI's setShipSystemId() applied to all instances of the base hullspec. What you have here (i.e. cloning and... method reflection?) is a godsend to casual modders like myself.

Will continue to keep tabs on this mod's progress (and any other cool Lyr Tools you might conjure in the future). Pèifú, pèifú! ;D

Heheh, I hope they'll be useful =)

If you need to get a clone of a hullSpec, use the proxy class lyr_hullSpec's constructor, but use true for the boolean, like so:
Code
lyr_hullSpec proxyHullSpec = new lyr_hullSpec(someHullSpec, true);
and you will get a clone. Then you need to apply it to the variant, and you get the hullSpec from proxy through retrieve(). I just provided the methods I use, but documented what they do, and if there's an API function for it, mentioned that as well. However, removal detection is a bit tricky and I hardcoded it for my hullMods as I've mentioned, if you need to use my onRemove() functions as well, without making your hullModIds start with 'ehm_sr_', lemme know!
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.0 - Preview
Post by: lyravega on March 18, 2022, 08:00:41 PM
Mini-fix: Fixed an issue with medium adapters not working
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.0 - Preview
Post by: Obsidian Actual on March 19, 2022, 01:35:45 PM
So if one can "clone" hullspecs to temporarily change an instance's shipSystemId...
...then would the same be possible with a ship's defense system (AKA right-click system)?

Was imagining a method (in a similar vein as ehm_systemRetrofit(ShipVariantAPI variant, String systemId)) that could swap between NONE, FRONT, OMNI or PHASE, and also accept a custom defenseId if paired with PHASE (if say I wanted to port the Plasma Jets / Phase Skimmer ship system over to a right-click instead):

Code
ehm_defenseRetrofit(ShipVariantAPI variant, ShieldType defenseType, String shipDefenseId, float shieldArc, float shieldUpkeep, float shieldFluxPerDamageAbsorbed, float phaseCost, float phaseUpkeep)
All arguments starting from defenseType are just a straight-up copy/paste of seven columns from ship_data.csv

One possible problem with PHASE type defenses would be trying to account for phaseHighlight and/or phaseDiffuse glowmap suffixes defined in the .system file; the game would CTD if it can't find the corresponding PNGs, and I cannot think of a way to catch/override this.
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Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.0 - Preview
Post by: lyravega on March 20, 2022, 04:11:22 AM
• Fixed a tracking issue

So if one can "clone" hullspecs to temporarily change an instance's shipSystemId...
...then would the same be possible with a ship's defense system (AKA right-click system)?

Was imagining a method (in a similar vein as ehm_systemRetrofit(ShipVariantAPI variant, String systemId)) that could swap between NONE, FRONT, OMNI or PHASE, and also accept a custom defenseId if paired with PHASE (if say I wanted to port the Plasma Jets / Phase Skimmer ship system over to a right-click instead):

Code
ehm_defenseRetrofit(ShipVariantAPI variant, ShieldType defenseType, String shipDefenseId, float shieldArc, float shieldUpkeep, float shieldFluxPerDamageAbsorbed, float phaseCost, float phaseUpkeep)
All arguments starting from defenseType are just a straight-up copy/paste of seven columns from ship_data.csv

One possible problem with PHASE type defenses would be trying to account for phaseHighlight and/or phaseDiffuse glowmap suffixes defined in the .system file; the game would CTD if it can't find the corresponding PNGs, and I cannot think of a way to catch/override this.
[close]

Added these in:
Code
lyr_hullSpec
    void setShipDefenseId(String defenseId)
lyr_shieldSpec
    void setType(ShieldType shieldType);
    void setFluxPerDamageAbsorbed(float absorbtionRatio);
    void setUpkeepCost(float upkeepCost);
    void setArc(float arcSize);
    void setPhaseCost(float phaseCost);
    void setPhaseUpkeep(float phaseUpkeep);
I added these in temporarily if you want to mess around with them, and you can make your own ehm_defenseRetrofit() out of those. I'll add that in later on, after some testing and number crunching.

It seems I forgot to hide the old Phase Cloak System by the way, I'll hide it later; or make it change the ship's defense system =) I didn't toy around with phase cloaks that much because I need to check every ship properly to see which number might be a suitable one for the upkeep and activation costs. All of the systems require some overhaul, and I'll get to it at some point!

Meanwhile, you can use the above stuff like this, however removal is again tricky. I'm thinking of a way to utilize hull modification tags to restore a ship to its stock, but need to rearrange some things around to make sure it works properly. Anyway, the example:
Code
lyr_hullSpec hullSpec = new lyr_hullSpec(stats.getVariant().getHullSpec(), true); // true to clone, false if it is already cloned
lyr_shieldSpec shieldSpec = hullSpec.getShieldSpec();
hullSpec.setShipDefenseId("phasecloak");
shieldSpec.setType(ShieldType.PHASE);
shieldSpec.setPhaseCost(shieldSpec.retrieve().getUpkeepCost()*5); // using API methods through retrieve()
shieldSpec.setPhaseUpkeep(shieldSpec.retrieve().getUpkeepCost()); // basing the activation on upkeep cost of shields, but it might need a null or zero check - same for above
stats.getVariant().setHullSpecAPI(hullSpec.retrieve());
As I've said, I'll make a proper function out of these, but for now, I'll just provide the basics which you can use to make the same method that you've suggested. And I'll let you know when I implement a good way to trigger the hullMod removal through a tag, so anyone using those tags will also benefit from those.

edit: I added some tag support. If you hullMod uses 'ehm_externalAccess' tag (added from .csv or through code), and is removed from a ship, then the base hullSpec will be restored. Tracking is done through the base hullMod though, so unless it is installed / required, will not work.

So essentially you can create a hullMod that does all kinds of things, but if you need to remove your changes when you remove the hullMod, simply having that tag (along with my base hullMod that tracks all the hullMods) will trigger a total restore method. You'll hear a drill sound on install, and on remove. Hope it helps!
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.7 - Preview
Post by: mkire on April 12, 2022, 07:13:02 PM
so if i'm reading this right, i could use this to put accelerated ammo feeders on an onslaught instead of burn drive?
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.7 - Preview
Post by: lyravega on April 15, 2022, 08:08:06 AM
so if i'm reading this right, i could use this to put accelerated ammo feeders on an onslaught instead of burn drive?

Yep
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.7 - Preview
Post by: mkire on May 03, 2022, 08:09:10 PM
yes, i am excited. thank you for this mod
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.7 - Preview
Post by: Kakroom on May 16, 2022, 01:33:34 PM
This is unbalanced and unsportsmanlike and broken and maybe one of my favorite mods ever. The avenues of customization it opens up for your ships is unparalleled.

Now if you'll excuse me I'm off to upgrade my doomslaught with magenta engines and spray paint an anime girl on the side.
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.7 - Preview
Post by: Waldoman on May 25, 2022, 08:09:01 AM
Great mod :D, I love to tinker with the ships in my fleet, and this mod adds a mechanic that enables more customization possibilities. Look forward to future updates and what gets added next.
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.7 - Preview
Post by: rawkhawklives on June 07, 2022, 07:16:22 AM
Wow, this is a good mod. Color coordinating shields for mini-battlegroups in my fleet is exactly what I've wanted, even if I did not know that before. I can literally have Red and Blue squadrons in my fleet now, which is a delight. Uniform engine trails sometimes need a reload to apply on some ships, but thats fine to finally have the option to coordinate my fleet. The flexibility on offer is insane. I love this mod. My builds have gotten wonky, I had to throw out my entire fleet doctrine book and make new rules. This mod can very easily mod the fun out of a game by making some of the strongest ships this game has ever seen. Lots of modded subsystems are not worth swapping for, especially when the ship is built around using their system, but this mod is amazing for bringing low performers up to snuff.

One bug, when applying a new ship system to some modded hulls it causes a crash. So far the modded hulls seem to be ships that have "two" ship systems, one of which is triggered by right click. Causes an instant crash when trying to load SIM or combat. The Gunhazard from ARMAA is one such example.

Question, how does the phase ship system work? It seems far more efficient/effective than any other phase ship on roster. What are the activation and cloak costs? Are there plans to make the new phase system reflected with the proper phase subsytem hullmod and stat adjustments when installed?
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.7 - Preview
Post by: PeopleThief on June 09, 2022, 05:46:25 PM
Has this thing with the phase stuff been addressed? maybe just remove it for now?
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.7 - Preview
Post by: gaofusiji on June 14, 2022, 07:45:42 PM
Hello, can I add some tactical systems designed by myself to it? I saw your previous code guide post, and I don't know if the above code is valid
Title: Re: [0.95.1a] Experimental Hull Modifications 0.1.7 - Preview
Post by: lyravega on July 13, 2022, 07:14:21 AM
Wow, this is a good mod. Color coordinating shields for mini-battlegroups in my fleet is exactly what I've wanted, even if I did not know that before. I can literally have Red and Blue squadrons in my fleet now, which is a delight. Uniform engine trails sometimes need a reload to apply on some ships, but thats fine to finally have the option to coordinate my fleet. The flexibility on offer is insane. I love this mod. My builds have gotten wonky, I had to throw out my entire fleet doctrine book and make new rules. This mod can very easily mod the fun out of a game by making some of the strongest ships this game has ever seen. Lots of modded subsystems are not worth swapping for, especially when the ship is built around using their system, but this mod is amazing for bringing low performers up to snuff.
Yeah, a lot of systems are not worth swapping, but for the sake of flexibility I added all of them in. Even the [REDACTED] and Station systems are there, just hid them. As you've mentioned, the aim was primarily to bring the low performers to a higher place, and there are no restrictions as I've decided to leave it up to the players to deem what is balanced and what is not. On the side, there are some systems that I really like, but they are available only on certain ships, which is not the case anymore.

One bug, when applying a new ship system to some modded hulls it causes a crash. So far the modded hulls seem to be ships that have "two" ship systems, one of which is triggered by right click. Causes an instant crash when trying to load SIM or combat. The Gunhazard from ARMAA is one such example.
I'll check them out, thank you for the report!

Question, how does the phase ship system work? It seems far more efficient/effective than any other phase ship on roster. What are the activation and cloak costs? Are there plans to make the new phase system reflected with the proper phase subsytem hullmod and stat adjustments when installed?
To be frank, there is no cost. I was going to base the costs on the vanilla shield numbers so it'd be applicable to all ships out of the box. But for now it's practically a cheat code in essence. I'll have one phase system mod that'll be rather expensive to use, and another that replaces the shields, but can't say when I'll get to that.

However as I hit some issues with the other parts of the mod and kinda got obsessed with them, trying to solve them kinda drained the modding out of me. I'll get back to the mod at some point, but can't really say when. Maybe when the game receives a new patch/update, as it most probably will require me to fix some broken parts of the mod at that point.

Hello, can I add some tactical systems designed by myself to it? I saw your previous code guide post, and I don't know if the above code is valid
If I can see the code I might be able to help.
Title: Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
Post by: okj on October 20, 2022, 10:40:47 AM
How do I remove the adapter? The remove adapter hullmod is not there and it doesnt undo when I remove the step down adapter hull mod either.
Title: Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
Post by: Xhaldor on October 31, 2022, 09:07:25 AM
I like it, I can turn anything into anything, that I always wanted. The only thing to note so far is that there is a crash whenever I add (EITHER I BELIEVE) PD drone system, however, terminator drones work. It's quite experimental so like I expect a crash every 5 minutes. I really like the idea though! FIRST STEP INTO SHIP CUSTOMISATION!
Title: Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
Post by: lyravega on November 06, 2022, 02:36:11 PM
How do I remove the adapter? The remove adapter hullmod is not there and it doesnt undo when I remove the step down adapter hull mod either.
Remove all weapons, then remove the adapter

I like it, I can turn anything into anything, that I always wanted. The only thing to note so far is that there is a crash whenever I add (EITHER I BELIEVE) PD drone system, however, terminator drones work. It's quite experimental so like I expect a crash every 5 minutes. I really like the idea though! FIRST STEP INTO SHIP CUSTOMISATION!

Hmm, PD drones should be working... no idea. There are a few things I never got around to fixing, hence why this lives in this forum, and isn't listed under the master mod-list; quite experimental stuff. I'll finish the mod someday, after the next update to the game, I plan to work on this little bit more.
Title: Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
Post by: lyravega on May 05, 2023, 11:55:02 AM
Hey EHM users, if there are any. I was working on an update and it coincided with the game update. Nevertheless, I've ported the mod to the new game version, but as I was in the middle of an update, need to finish it. Thank you for your patience!
Title: Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
Post by: Obsidian Actual on May 05, 2023, 01:48:16 PM
Bless you, you crazy awesome sapient.
Title: Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
Post by: rawkhawklives on May 06, 2023, 07:32:41 AM
Honestly just so excited to hear we're getting an update again at all.
Title: Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
Post by: Princess_of_Evil on May 06, 2023, 08:01:47 AM
Take your time, man. Breaking SS takes a toil.
Title: Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
Post by: lyravega on May 07, 2023, 09:42:47 AM
Bless you, you crazy awesome sapient.
Bless you too  :)

Honestly just so excited to hear we're getting an update again at all.
Yeah I put this aside for a while and now trying to figure out how to add what I want to add.

Take your time, man. Breaking SS takes a toil.
Heheh, yeah. Had to improve my methods a little bit.

The mod completely lacks any sprites, descriptions and whatnot. I am also debating which "sensor dishes" to keep as I've added a lot more that do different things, most will probably be unused and just bloat the weapon picker list though. When I release the update, I'd like to remove the "Preview" from this post so to speak, hence the delay.

If my mod is the reason you cannot continue your existing game, DM / ping me on discord please (lyravega#1139) so I can toss a stripped build that'll allow you to keep playing at the very least. Anyway, thanks for the interest!

Meanwhile, here's something I finished:
(https://i.imgur.com/FWyp3Sz.png)
Title: Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
Post by: Scamper on May 08, 2023, 05:09:44 AM
Any plan for having a universal retrofit available (turn every slot to universal)? I like to experiment.
Title: Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
Post by: lyravega on May 10, 2023, 07:16:51 AM
Any plan for having a universal retrofit available (turn every slot to universal)? I like to experiment.

Mmmm, I'll add it but it'll be hidden. You'll have to edit the .csv to get it. I mean balance isn't my top priority, but adding this is unbalanced even for me :D
Title: Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
Post by: Princess_of_Evil on May 10, 2023, 07:24:20 AM
I would actually love to see a small slot only U retrofit - it would be decently balanced just by *** mag sizes of SM weapons.
Title: Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
Post by: lyravega on May 10, 2023, 02:36:24 PM
I would actually love to see a small slot only U retrofit - it would be decently balanced just by *** mag sizes of SM weapons.

Added. There's a chicken or egg problem with the new converters though. You can now change a small slot to a medium one, but depending on the installation order, it may or may not be universal :D will solve it later, gotta restructure lots of things in the background anyway. If the update didn't hit, was going to take my time but had to push a stable version for now!
Title: Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
Post by: lyravega on May 10, 2023, 02:37:15 PM
0.6.2 is out now! (https://github.com/lyravega/lyr_ehm/releases)

Hotfix 0.6.2:
• Fixed a fatal issue
• Fixed activated shunts showing up in weapon groups

PS: Forgot to bump version on the hotfix, it still reports 0.6.0 even though it's 0.6.2 >:(
Title: Re: [0.96a] Experimental Hull Modifications 0.6.2
Post by: Silooh on May 10, 2023, 10:54:24 PM
Heya it doesn't seem to add the experimental hullmod base when loading/starting a game, is there a step I'm missing?
Title: Re: [0.96a] Experimental Hull Modifications 0.6.2
Post by: Princess_of_Evil on May 11, 2023, 01:40:48 AM
Damn, what a list of ways to configure ships.

EDIT: I thought some parts would be powerful on some overslotted capitals, and by gods was i right...
(https://cdn.discordapp.com/attachments/512356777451323393/1106143798528053278/image.png)

EDIT2: Too bad you can't roll back EHM changes in mission mode.
Title: Oopsie?
Post by: lyravega on May 11, 2023, 09:44:18 AM
Heya it doesn't seem to add the experimental hullmod base when loading/starting a game, is there a step I'm missing?

Nah, it's my fault. Oopsie! Fixed it.

Damn, what a list of ways to configure ships.

EDIT: I thought some parts would be powerful on some overslotted capitals, and by gods was i right...
(https://cdn.discordapp.com/attachments/512356777451323393/1106143798528053278/image.png)

EDIT2: Too bad you can't roll back EHM changes in mission mode.

Oh that's something I never checked. The hull mod tracking is completely offline for missions. I'll investigate it later!

Pushing a hotfix for the problem above and halving the mutable bonuses for now; I halved them but it seems they got lost to a rollback. Alternatively, I'll implement a system with diminishing returns, I think it'll be the middle-ground! Better yet, I'll put the values on the external files later on so people can alter them as they choose.
Title: Re: [0.96a] Experimental Hull Modifications 0.6.3
Post by: Princess_of_Evil on May 11, 2023, 09:50:14 AM
I'd just make slot cover bonuses linear, like 1-3 OP of vents per? That way you don't have the problem of them being basically useless on smaller ships and disproportionately strong on capitals.
Title: Re: [0.96a] Experimental Hull Modifications 0.6.3
Post by: lyravega on May 11, 2023, 09:58:30 AM
I'd just make slot cover bonuses linear, like 1-3 OP of vents per? That way you don't have the problem of them being basically useless on smaller ships and disproportionately strong on capitals.

Yeah need to find a good balance with them, because as you've said they're useless on smaller ships but they're mainly designed as an adapter supplement to be honest. There actually are bigger versions of them (medium/large capacitors/dissipators) but I disabled them because they unnecessarily add a lot of entries to the weapon picker, and providing smaller ones like building blocks that can be used on adapters seemed like the best idea.

I'll toy around with them a little bit more, I don't want them to be completely useless or extremely OP. The idea behind making them affecting the total was to make them somewhat viable, but not that viable :D I'll keep that broadside ship in mind by the way, most of the time I test with other ships with frontal firepower. You can completely ignore one side for the broadside ones though, which I never thought :D
Title: Re: [0.96a] Experimental Hull Modifications 0.6.3
Post by: Princess_of_Evil on May 11, 2023, 10:16:13 AM
Also, is it possible to make shunts use slot cover sprites? As a barrel rendered below the gun, maybe?
Title: Re: [0.96a] Experimental Hull Modifications 0.6.3
Post by: lyravega on May 11, 2023, 10:45:03 AM
Also, is it possible to make shunts use slot cover sprites? As a barrel rendered below the gun, maybe?

That's something I am investigating currently. I mean I know where the cover sprites are, but trying to see if I can trigger something to put on the proper slot cover on the decorative shunt slots. The other solution would be adding multiple shunts of the same type each with a different cover sprite but I really don't want to go that route.

Hardpoints are another issue, shunts on them simply look ugly. I just adjusted their offsets, but beyond that they look out of place. But compared to "sensor dish" sprite, both are better in my opinion :D I'll get to both someday I hope.
Title: Re: [0.96a] Experimental Hull Modifications 0.6.3
Post by: presidentmattdamon on May 11, 2023, 02:07:59 PM
is there a way for outside mods to interface with your new work, like adding S-Points?
Title: Re: [0.96a] Experimental Hull Modifications 0.6.3
Post by: lyravega on May 11, 2023, 04:08:30 PM
is there a way for outside mods to interface with your new work, like adding S-Points?

Hmm, nay. Not s-points. Built-in s-mods don't contribute towards the limit though.
Title: Re: [0.96a] Experimental Hull Modifications 0.6.3
Post by: Princess_of_Evil on May 15, 2023, 04:53:43 AM
Hardpoints are another issue, shunts on them simply look ugly.
Even more square-ish ones? Pretty sure you can just set different sprites for hardpoints and turrets.
Title: Re: [0.96a] Experimental Hull Modifications 0.6.3
Post by: lyravega on May 15, 2023, 05:04:40 AM
Hardpoints are another issue, shunts on them simply look ugly.
Even more square-ish ones? Pretty sure you can just set different sprites for hardpoints and turrets.

Nah, that's not the issue; I'm already using different sprites. The issue is, hardpoints vary in size and shape between the design types. I tried to use the hardpoint sprites for the adapters for example, but they just looked out of place. That's why I reused the same sprites but with offsets.
Title: Re: [0.96a] Experimental Hull Modifications 0.6.3
Post by: Princess_of_Evil on May 15, 2023, 05:13:12 AM
Right, that. Yeah, it's annoying.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.0
Post by: lyravega on May 16, 2023, 09:10:00 AM
Major version bump due to accomplishing a milestone: Adding an easier way to access the slot shunts. Any market (colony/station) that you can interact with will have a new submarket where you can find the slot shunts.

(https://github.com/lyravega/lyr_ehm/assets/10092616/b58e2a7b-d69c-4946-b777-637107d64e43)

Game related:
• Added a submarket for experimental weapon slot shunts
• Changed how player faction is determined (for Nexerelin)
• Fixed system slots interfering with ship weapon checks
• Over-Engineered now grants 1 slot points to frigates
• Fixed wrong tooltip for Over-Engineered's +OP% bonus

Code related:
• Added submarket related stuff
• Simplified & diversified refit ship events
• Hull modification event registration is automated and done "onApplicationLoad()"

Hotfix (0.7.1):
• Fixed crashing due to trying to register non-experimental hull modifications
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: Anonpepper on May 17, 2023, 08:03:01 AM
I'm getting crashes on launch due to a class not found exception for lyr.lyr_plugin...?
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: lyravega on May 17, 2023, 08:22:08 AM
I'm getting crashes on launch due to a class not found exception for lyr.lyr_plugin...?

Download the correct .zip, not source code
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: Anonpepper on May 17, 2023, 08:25:13 AM
Did so. I am completely certain I'm using the correct zip.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: lyravega on May 17, 2023, 08:39:37 AM
Did so. I am completely certain I'm using the correct zip.
I'm on a roll today  >:(

Uploaded the mod WITH the mod itself this time
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: Anonpepper on May 17, 2023, 09:19:46 AM
Danke, it's gucci now.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: Arthur_The_Ok on May 21, 2023, 03:19:32 PM
For some reason the small-to-medium/medium-to-large slot conversions don't seem to work. Yes, I'm selecting the right hullmod (Converter/Diverter Activator)
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: lyravega on May 21, 2023, 07:07:20 PM
For some reason the small-to-medium/medium-to-large slot conversions don't seem to work. Yes, I'm selecting the right hullmod (Converter/Diverter Activator)

Without slot points, they won't work. You need to use diverters or invest a story point in the over-engineered hull mod to get slot points, then use them with converters. Read their descriptions.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: Arthur_The_Ok on May 21, 2023, 07:24:38 PM
[quote author=lyravega Without slot points, they won't work. You need to use diverters or invest a story point in the over-engineered hull mod to get slot points, then use them with converters. Read their descriptions.
[/quote]

Oh, I thought it was the same as ordinance points. Though, now that you've enlightened me, it seems that the thing I was trying to do is impossible without breaking my own rule
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: travhill20 on May 22, 2023, 04:23:54 AM
This mod can quickly throw out an boundaries of balance. It's a lot of fun. Even just using it to customize your shield and engine color makes it worth using.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: lyravega on May 22, 2023, 04:47:00 AM
Oh, I thought it was the same as ordinance points. Though, now that you've enlightened me, it seems that the thing I was trying to do is impossible without breaking my own rule

Out of curiosity, what were you trying to do? =)

This mod can quickly throw out an boundaries of balance. It's a lot of fun. Even just using it to customize your shield and engine color makes it worth using.

To be honest, Alex designs every ship with some measure of balance in mind; its system, its slots, everything designed with something specific in mind that make the whole somewhat balanced. Which this mod throws away right off the bat as the idea is less restrictions and more options in customization, and the balance is sacrificed to achieve that.

I'm trying to find a way to add more engine colours in with the method I'm using and make custom shield colours more accessible. Maybe using LunaLib with its fancy sliders to let you do it from in-game. We'll see =)
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: travhill20 on May 22, 2023, 05:09:24 AM
Oh it's definitely not a bad thing. It adds a lot of potential and creativity. The number of possible loadout combinations has gone up several orders of magnitude.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: Arthur_The_Ok on May 22, 2023, 06:34:23 AM

Out of curiosity, what were you trying to do? =)


I was trying to up the size of the side medium synergy mount on a Carnelian (Nes' SAW) to large and the back small hybrid mount to medium for point defense, essentially turning it into a destroyer that eats capital ships for breakfest. But I would need to either put a diverter in one of the slots (which would ruin the entire thing) or build-in the Overegineered hullmod (which would break one of the various conditions I subject myself to when playing modded Starsector)
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: lyravega on May 22, 2023, 07:06:27 AM
I was trying to up the size of the side medium synergy mount on a Carnelian (Nes' SAW) to large and the back small hybrid mount to medium for point defense, essentially turning it into a destroyer that eats capital ships for breakfest. But I would need to either put a diverter in one of the slots (which would ruin the entire thing) or build-in the Overegineered hullmod (which would break one of the various conditions I subject myself to when playing modded Starsector)

Oh I see. I am considering making over-engineered grant 1 slot points for some OP cost if it's not built-in, but that'd be a freebie for any ship so finding the right OP cost might be problematic. That still won't be enough for your medium slot though!

Oh it's definitely not a bad thing. It adds a lot of potential and creativity. The number of possible loadout combinations has gone up several orders of magnitude.

There's one more thing I'd like to do - hull mods to replace shields with phase / damper. Oh and re-adding the phase as a system! That won't happen till I go over all of the systems though, some of them require system slots (like flak canisters) and most ships lack them so they fire like 1-2 of those, which is quite funny in my opinion :D
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: KDR_11k on May 22, 2023, 07:39:39 AM
Hm, how about buff "diverters" that boost all weapons of their size based on how many boosts vs how many actual weapons of that size are installed? So you could convert a ship with many guns into a ship with one powerful gun beyond what's possible by just upgrading a slot to large.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: Truly on May 22, 2023, 10:51:35 AM
I've been getting random crashes with one of the experiment hull modded ship, it happens in the campaign map and usually I can fly around for a few minutes before it trigger:

Code
585625 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_WS 020SM] not found on hull [legion_xiv]
java.lang.RuntimeException: Slot id [CS_WS 020SM] not found on hull [legion_xiv]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


starsector.log file:
https://www.dropbox.com/s/b7ddtjsegjo6h2w/starsector.log?dl=0

Log says RC10 but I got it in RC9 too before updating the game.

Is there anything else I can provide to troubleshoot this?
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: cpmartins on May 22, 2023, 12:49:49 PM
I'm getting the same type of error on my save:
Code
571361 [Thread-3] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [Spacer20Seconds.ogg]
571363 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [Atmospheric_Rise.ogg]
571509 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_WS0006SM] not found on hull [sfcpolus]
java.lang.RuntimeException: Slot id [CS_WS0006SM] not found on hull [sfcpolus]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
571708 [Thread-10] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
571709 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]

Here's a link for the full log file if you want:
https://file.io/MK5GdVQ9ata9
Title: Re: [0.96a] Experimental Hull Modifications 0.7.1
Post by: lyravega on May 22, 2023, 09:35:49 PM
I've been getting random crashes with one of the experiment hull modded ship, it happens in the campaign map and usually I can fly around for a few minutes before it trigger

Thanks for the report, I believe I identified the problem with the help of another player by playing through his/her/their save file and fixed it.

Some info on the problem: The problem seems to be caused by the d-mods; not specifically d-mods, but what happens to the ship when all of them are repaired. I suspect that you are experiencing a similar thing. I have implemented a fix for this, and hopefully it will also solve your (and others') issue.

I'm getting the same type of error on my save

Thanks for the report! I have fixed this, and the hotfix/patch will be available sometime today, testing it a little bit more.

Some info on the problem: The mod assumes that every weapon slot out there uses the same slot numbering, like "WS XXX" where XXX is the number of the slot. However, the mod-ship that you have uses a slightly different slot numbering "WSXXXX" and my mod fails to find its target.

-----

Again, thank you both (and a few others) for the reports, as I've said I've implemented fixes for these problems but I'd like to release them after some more testing to be sure.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.2
Post by: lyravega on May 23, 2023, 05:14:40 AM
This patch fixes a couple of nasty issues and adds an ability that acts as a toggle for the shunt market. Shunt market will be displayed only if this ability is active to avoid cluttering the UI unnecessarily. Keep it turned on or toggle it on/off whenever needed!

(https://github.com/lyravega/lyr_ehm/assets/10092616/e4c0cfe9-fcb6-4d73-a771-e90302609b49)

Fixes:
- "Slot not found" crash related to d-hulls
- "Slot not found" crash related to mod ships using different slot numbering convention

Changes:
- Added an ability to control the visibility of the the shunt market
- Mutable Shunt Activator now costs 2/4/6/10 OP instead of being free
- Flux shunts (dissipator and capacitors) costs are removed (they weren't using any after activation)
- Flux shunts now grant 1.5 OP points worth of flux dissipation & capacity (+15 dissipation, +300 capacity)
- Flux shunts' multiplicative bonus to total is halved (reduced to 0.01)
Title: Re: [0.96a] Experimental Hull Modifications 0.7.2
Post by: cpmartins on May 23, 2023, 06:50:23 AM
Yeah i figured it would be something of a mod interaction issue, since I had no issues with your mod previous to installing PASGM. Thanks for the response and I do really love this mod, makes some frigates actually not terrible with the ability to mount a medium slot in them :)
Title: Re: [0.96a] Experimental Hull Modifications 0.7.2
Post by: MercerWing on May 27, 2023, 03:13:14 PM
Hello, I am having trouble with installing the over-engineered hull mod, I just get the red error text on top of the retrofit ui that say "over-engineered cannot be built-in"

Also your mod dealt me such a giant blow of nostalgia, the turret size downs/ups remind me so much of the good old Space Pirates and Zombies. Impressive that you managed to add things like these without the game completely *** itself.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.2
Post by: lyravega on May 27, 2023, 05:33:37 PM
Hm, how about buff "diverters" that boost all weapons of their size based on how many boosts vs how many actual weapons of that size are installed? So you could convert a ship with many guns into a ship with one powerful gun beyond what's possible by just upgrading a slot to large.

I have an idea similar to this, "Overcharged Slots" or something like that. Don't want to play into the shunts that grant bonuses that much yet though. My initial attempt ended up somewhat of a failure in my eyes :D It's all about numbers though, gotta find the right ones.

Hello, I am having trouble with installing the over-engineered hull mod, I just get the red error text on top of the retrofit ui that say "over-engineered cannot be built-in"

Also your mod dealt me such a giant blow of nostalgia, the turret size downs/ups remind me so much of the good old Space Pirates and Zombies. Impressive that you managed to add things like these without the game completely *** itself.

Hi, which version are you using? Though none of the versions should have this problem. Any other mods that is affecting hullmods / s-mods in general?

And yeah, when I first made those I didn't realize but I also got struck with nostalgia when I realized it. I loved that game, its successor felt very alien though.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.2
Post by: MercerWing on May 28, 2023, 01:00:38 AM
I am using version 0.7.2 and I do have other hullmod mods: Carter's junk hullmods, Progressive S-mods(the one I am sus of). There are probably other mods but all those should do is add a few new ones. I'll try to test which one it is.

Edit: yes Progressive S-mod was the cause but it seems I am even more of a pepega then I thought, Progressive S-mods shuts down the regular build-in feature for every hulllmod, the way it applies hullmods is still the same and works with your over-engineered. Your mod works perfectly, issue was between my chair and my keyboard. Returning to modded starsector after a while what can I say...

Edit2: I'd also like to ask, is there a way to keep track of slot points?

And I have to agree with spaz 2 being a massive disappointment, so much so that recently I decided to make my own hybrid of that game and starsector in unreal engine, I am only learning how to use the engine still but I am getting there. I only have plans for the combat layer for now but that has always been the most important parts of these games for me.

Title: Re: [0.96a] Experimental Hull Modifications 0.7.2
Post by: lyravega on May 28, 2023, 02:13:21 AM
I am using version 0.7.2 and I do have other hullmod mods: Carter's junk hullmods, Progressive S-mods(the one I am sus of). There are probably other mods but all those should do is add a few new ones. I'll try to test which one it is.

Edit: yes Progressive S-mod was the cause but it seems I am even more of a pepega then I thought, Progressive S-mods shuts down the regular build-in feature for every hulllmod, the way it applies hullmods is still the same and works with your over-engineered. Your mod works perfectly, issue was between my chair and my keyboard. Returning to modded starsector after a while what can I say...
Hmm, I'm not really sure what might be blocking it in that case. Maybe the checks for the base experimental hull modification requirement doesn't go through, so it reports not applicable through that mod's custom panel.

Edit2: I'd also like to ask, is there a way to keep track of slot points?
Hover your mouse over the converter/diverter activator. It will show you any points gained/used, and the header will display the total. All activators have some extra info in them except the over-engineered, which you need the activator to properly utilize anyway. Even the base hull modification has something in it (essentially me talking about what the mod can do/did for you :D )

And I have to agree with spaz 2 being a massive disappointment, so much so that recently I decided to make my own hybrid of that game and starsector in unreal engine, I am only learning how to use the engine still but I am getting there. I only have plans for the combat layer for now but that has always been the most important parts of these games for me.
Blueprints are nice =) And yeah, combat is the meat of this game for me too. Rest I'd say OK, but combat is superb.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.2
Post by: Princess_of_Evil on May 28, 2023, 11:56:43 PM
(PSM disables all building in with green points in exchange for its own system.)
Title: Re: [0.96a] Experimental Hull Modifications 0.7.2
Post by: Knifiel on May 29, 2023, 07:02:37 AM
It looks like hullmod 'Distributed Fire Control' disables 'Mass Refit' series of mods. You can't install it on stripped down invictus or retribution. Though it may be that it just doesn't work with new .96 ships at all, havent checked if it works with pegasus or executor.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.2
Post by: lyravega on May 29, 2023, 10:15:12 AM
It looks like hullmod 'Distributed Fire Control' disables 'Mass Refit' series of mods. You can't install it on stripped down invictus or retribution. Though it may be that it just doesn't work with new .96 ships at all, havent checked if it works with pegasus or executor.

Thought I fixed this. Fixing it again, nonetheless!

(PSM disables all building in with green points in exchange for its own system.)

Yeah, I am aware of this but the hull mod in question doesn't have "no_built_in" tag, and according to the report it's still being blocked. Hence the brainstorming as to what might be blocking it.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.2
Post by: Truly on May 29, 2023, 03:20:15 PM
Just wanted to say thanks for the awesome mod! It's seriously made the game so much more enjoyable for me. :)
Title: Re: [0.96a] Experimental Hull Modifications 0.7.2
Post by: CrashDown on May 30, 2023, 04:42:53 PM
Hey there! I'm trying to use the Retrofit with UAF, but it wont allow me on every single ship, not only the ones that have the "reflective plating" built in. Even the ones that dont have it, wont allow me... Any clue why?
By the way, naturally, this mod is crazy amazing.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.2
Post by: Princess_of_Evil on May 31, 2023, 04:50:20 AM
Yeah, I am aware of this but the hull mod in question doesn't have "no_built_in" tag, and according to the report it's still being blocked. Hence the brainstorming as to what might be blocking it.
The issue was that he was looking at the wrong panel. :p
Title: Re: [0.96a] Experimental Hull Modifications 0.7.2
Post by: lyravega on May 31, 2023, 06:57:07 AM
The issue was that he was looking at the wrong panel. :p

Oh... OOOOHH! Got it now :D

Hey there! I'm trying to use the Retrofit with UAF, but it wont allow me on every single ship, not only the ones that have the "reflective plating" built in. Even the ones that dont have it, wont allow me... Any clue why?
By the way, naturally, this mod is crazy amazing.

Thanks! Probably my slot-checks registering a false-positive. Should be fixed on next patch

Just wanted to say thanks for the awesome mod! It's seriously made the game so much more enjoyable for me. :)

Thanks, and nice!
Title: Re: [0.96a] Experimental Hull Modifications 0.7.3
Post by: lyravega on May 31, 2023, 10:09:26 AM
0.7.3
Last patch fixed two causes of "slot not found" crashes, however upon investigation, it turned out to be a rabbit hole. This should be the end of those crashes.

- Added automatic clean-up for the slot shunts remaining in cargo holds after the shunt market interaction
- Added workarounds* to prevent possible crashes related to slot not found errors
- Fixed an issue with ship restoration that made refit tab unresponsive for a few seconds
- Fixed weapon checking; mass retrofits can now be installed on Invictus and Retribution (and alike)
- Added relevant tags to hullmods to prevent hidden ones from dropping as loot
- Updated out-dated slot shunt tooltips
- Improved Version Checker support

* These workarounds unfortunately cause a few "visual" issues:
- Ships that can be restored to their base versions will have their visuals restored immediately
- Restoration is still required and can be used to remove the d-mods, restoration cost remains the same
- Ships will be marked as (D)amaged even without any damage, but they will be identical to pristine ones
- The value loss due to being (D)amaged is negated, d-mods and actual damage still reduce value as normal

PS: Good news, I'll be obliterating (D) in the next patch!
Title: Re: [0.96a] Experimental Hull Modifications 0.7.3
Post by: CrashDown on June 01, 2023, 03:13:33 AM
0.73 Fixed the issues with "false positives" on UAF, you were so fast!
Though now i have a different issue regarding a modular ship and EHM, aka this:
102185 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]
java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]

Do you know a way to only delete the incriminated ship or any other solution?
Title: Re: [0.96a] Experimental Hull Modifications 0.7.3
Post by: lyravega on June 01, 2023, 07:13:55 AM
0.73 Fixed the issues with "false positives" on UAF, you were so fast!
Though now i have a different issue regarding a modular ship and EHM, aka this:
102185 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]
java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]

Do you know a way to only delete the incriminated ship or any other solution?

Hey, I just saw this here, after Discord ones. Left you a few messages there. If you could answer my questions on Discord, it might be helpful in locating where the issue stems from, because I cannot reproduce this issue. After spawning a few, I modded them, went into combat and whatnot but no crashes. This crash usually happens on load, I think you mentioned it happens somewhere else? That's quite odd, but anyway, I'd like to get to the bottom of it.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.3
Post by: Cyan Leader on June 01, 2023, 06:59:48 PM
I was thinking of creating a personal mod to do something like use 10/15/15/20 OP to get a slot point. Looking at the mod files though it seems most of it the logic is done from inside the jar? Do you think this is something that could be easily done by just some csv editing?
Title: Re: [0.96a] Experimental Hull Modifications 0.7.3
Post by: Guardsmen83 on June 02, 2023, 05:10:47 AM
I was thinking of creating a personal mod to do something like use 10/15/15/20 OP to get a slot point. Looking at the mod files though it seems most of it the logic is done from inside the jar? Do you think this is something that could be easily done by just some csv editing?

i would like to be able to custom edit as well but i understand that may be impossible
Title: Re: [0.96a] Experimental Hull Modifications 0.7.3
Post by: lyravega on June 02, 2023, 07:27:25 AM
I was thinking of creating a personal mod to do something like use 10/15/15/20 OP to get a slot point. Looking at the mod files though it seems most of it the logic is done from inside the jar? Do you think this is something that could be easily done by just some csv editing?

Yep, all logic is inside the jar. If you can use java to make mods, I can direct you though. Worst case scenario, I can add that mod as a hidden one, which you can unhide through the .csv
Title: Re: [0.96a] Experimental Hull Modifications 0.7.3
Post by: CrashDown on June 03, 2023, 02:01:03 AM
0.73 Fixed the issues with "false positives" on UAF, you were so fast!
Though now i have a different issue regarding a modular ship and EHM, aka this:
102185 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]
java.lang.RuntimeException: Ship hull [uw_palace_front_default_D] variant [uw_palace_front_for_0]: slot id [AS_WS0007R] not found for weapon [ehm_dissipator_small]

Do you know a way to only delete the incriminated ship or any other solution?

Hey, I just saw this here, after Discord ones. Left you a few messages there. If you could answer my questions on Discord, it might be helpful in locating where the issue stems from, because I cannot reproduce this issue. After spawning a few, I modded them, went into combat and whatnot but no crashes. This crash usually happens on load, I think you mentioned it happens somewhere else? That's quite odd, but anyway, I'd like to get to the bottom of it.

Hey there! Unfortunately I did not find your questions... If you want to repeat them here, though!
I'll answer asap
The Issue happened only once i got some dissipators and activators on various modules of the ship, but not on loading, simply when opening the fleet screen, or any battle.
I deleted it from my save and re spawned it, and havent used dissipators so far, for fear of breaking it again.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.3
Post by: lyravega on June 03, 2023, 07:44:33 AM
Hey there! Unfortunately I did not find your questions... If you want to repeat them here, though!
I'll answer asap
The Issue happened only once i got some dissipators and activators on various modules of the ship, but not on loading, simply when opening the fleet screen, or any battle.
I deleted it from my save and re spawned it, and havent used dissipators so far, for fear of breaking it again.

Hmm, still cannot reproduce it. I'll DM from discord again, easier to contact from there!
Title: Re: [0.96a] Experimental Hull Modifications 0.7.3
Post by: Cyan Leader on June 04, 2023, 05:36:27 AM
Worst case scenario, I can add that mod as a hidden one, which you can unhide through the .csv

That would be amazing actually. If you'd be so kind, please do it.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.3
Post by: lyravega on June 04, 2023, 10:36:15 AM
Worst case scenario, I can add that mod as a hidden one, which you can unhide through the .csv

That would be amazing actually. If you'd be so kind, please do it.

Actually, I've integrated LunaLib in my build. I think I'll make some of these numbers an option that can be adjusted within the game. That'd also solve your issue I guess. By the way, out of curiosity, which value isn't enough?
Title: Re: [0.96a] Experimental Hull Modifications 0.7.3
Post by: Princess_of_Evil on June 04, 2023, 10:48:56 AM
I think the point is straight up trading OP for a slot point, which would be very nice on some highly underslotted ships.

EDIT: Admittedly on cruisers and capitals i would do it so that that hullmod takes more OP but gives two SPs because one is so not enough on most.
Title: Re: [0.96a] Experimental Hull Modifications 0.7.3
Post by: lyravega on June 04, 2023, 10:54:09 AM
I think the point is straight up trading OP for a slot point, which would be very nice on some highly underslotted ships.

EDIT: Admittedly on cruisers and capitals i would do it so that that hullmod takes more OP but gives two SPs because one is so not enough on most.

I'll add the hullmod as well, why not =)
Title: Re: [0.96a] Experimental Hull Modifications 0.8.0
Post by: lyravega on June 05, 2023, 05:16:24 AM
(https://github.com/lyravega/lyr_ehm/assets/10092616/95cf7c97-3db5-43cc-bd02-a729b609ed89)

0.8.0
Big version bump due to accomplishing another milestone; implementing fully customizable engines, and as a bonus, implementing LunaLib and taking advantage of its options menu for mods.

Make sure to delete the old mod folder as a different folder will be used from now on. Also, EHM now requires LunaLib (and LazyLib) to function. Old IDs are still in use for savegame compatibility.

Changes/Fixes:
- LunaLib integration; removed old .json files and moved necessary stuff to the new options menu
- Renamed some shield cosmetic hullmods to "Low-Tech", "High-Tech", "Midline" and "Crimson" shields
- Converted remaining shield hullmods to fully customizable* "Red", "Green" and "Blue" shields
- Added 3 fully customizable* engine cosmetic hullmods; "Red", "Green" and "Blue" engines
- Added full shield and engine customization options through the new options menu
- Added "Auxilary Generators" hullmod; provides 1/1/2/2 slot points at the cost of 10/10/20/20 OP
- (D) is removed, or if 'showExperimentalFlavour' is enabled, replaced with (E) from hull class names
- Fixed shunt market ability toggle not properly persisting through reloads
- Fixed value reduction on ships that persisted till a reload
- Hid the removal tool from .csv for now

* Shield customization is rather simple, however engine customization offers a lot with flexibility. All three customizable engines are tweaked like "Low-Tech" engines by default, however you can customize them like [REDACTED] ones as well if you so desire. Experiment as you wish!

Customizable cosmetic hullmods have a yellow triangle in the upper right corner of their icons, and their names can be changed within game as well. Most settings are self-explanatory, but some might require some experimentation to have an idea what they do.

To start customizing your shields/engines, simply open LunaLib's settings menu by pressing "F2" on the campaign layer. After that all you need to do is install the hullmod on a ship. When you save the new values, (most) changes will be reflected in the game immediately.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.0
Post by: Cyan Leader on June 05, 2023, 05:57:27 AM
Thanks a bunch!
Title: Re: [0.96a] Experimental Hull Modifications 0.8.0
Post by: lyravega on June 05, 2023, 06:46:21 AM
Thanks a bunch!

Enjoy! Thanks to Princess_of_Evil for additional input =)
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: lyravega on June 10, 2023, 05:15:39 AM
0.8.1

A new hull modification which turns automated ships to normal, or normal ships to automated. Its tooltip is dynamic and will tell you about bonuses / penalties. Having the skill "Automated Ships" is required.

Other than that, there are a few "balance" changes, and fixes. First thing that's thrown out of the window with this mod is balance but I'll still try to achieve some semblance of "balance" whenever I can. Even though it's probably impossible!

- Added a new hullmod "AI Switch"; turns automated ships into normal, and normal into automated
- Added energy version of HBI; built-in HBI is replaced with HEI when Mass Energy Retrofit is installed
- Over-Engineered slot point bonus changed to 1/2/3/5* (from 1/2/4/6), OP bonus lowered to 15% (from 20%)
- Slot points gained through Over-Engineered and Auxillary Generators increase DP by 1 per slot point
- Mass Missile Retrofit OP cost reduced to 6/12/18/30 (from 8/16/24/40). It now raises missile weapon OP cost by 2/4/8
- Fixed weapon checks ignoring activated shunts on the adapted slots which allowed adapter activator removal
- Fixed some incorrect text in the settings
- Updated some tooltips
- Restored the unmodification

* The game will load fine, but you may be in a slot point deficit. No penalties for this state, just a heads-up!
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: MikroPik on June 18, 2023, 08:37:55 AM
Hello
I've come to "ruin" Your day.
When I try to put Experimental hull modifications on Silverlight the game crashes but it happens only after I autofit it with with default variant.
Order of actions doesn't matter both ways end in the same way. If I need to clarify something please let me know.

Spoiler
182965 [Thread-3] INFO  EHM  - (Experimental Hull Modifications) - FT: Fleet Tracker initialized
182989 [Thread-3] INFO  EHM  - (Experimental Hull Modifications) - Found the UI classes
186874 [Thread-3] INFO  EHM  - (Experimental Hull Modifications) - FT: Fleet Tracker terminated
190392 [Thread-3] INFO  EHM  - (Experimental Hull Modifications) - FT: Fleet Tracker initialized
204969 [Thread-3] ERROR EHM  - (Experimental Hull Modifications) - Failure in 'commitChanges()', possible hull restoration
205476 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyToShip(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.h.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.g.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.do.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: lyravega on June 18, 2023, 12:31:01 PM
Hello
I've come to "ruin" Your day.
When I try to put Experimental hull modifications on Silverlight the game crashes but it happens only after I autofit it with with default variant.
Order of actions doesn't matter both ways end in the same way. If I need to clarify something please let me know.

Yeah, my UI stuff doesn't play nice with the autofit stuff unfortunately. I will check it out but even if I can find the culprit, I'm not sure if I can solve the issue. A similar crash may happen when you use adapters and whatnot and then try to switch the variant through the autofit, and the game doesn't know what to do with the extra slots on a saved variant either.

Anyway, thanks for the report. I'll see what can be done.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: rawkhawklives on June 21, 2023, 02:42:04 PM
All these new changes are excellent. I think I might finally mess with adapters and see how potent I can make one ship.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: MikroPik on June 22, 2023, 09:59:07 AM
I have returned, with bad news...
I think this one could already be reported but just to be safe I decided to post this. I was assigning weapon groups and when I shift-clicked on a assault chaingun that was in the first group so the other one would also be added and the game got confused. That chaingun I wanted to reasign is on a enlarged port the other two that are already in first group are on vanilla ports.
As per usual if there is something else I should mention let me know. I wish you good luck with this game defying miracle.

CorrectionAny attempt to reasign weapons to first group fail.

Spoiler
1520280 [Thread-3] INFO  EHM  - (Experimental Hull Modifications) - FT: Fleet Tracker initialized
1539485 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.coreui.refit.wgd2.WeaponGroupDialogV2$5.super(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.WeaponGroupDialogV2$5.compare(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.WeaponGroupDialogV2.groupChanged(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.ooOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.ooOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.m.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.wgd2.WeaponGroupDialogV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: Damexius on June 22, 2023, 11:56:44 AM
My eyesssssssssssss
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: lyravega on June 22, 2023, 03:34:12 PM
CorrectionAny attempt to reasign weapons to first group fail.

Hmm... I clean up weapon groups but I only remove those that shouldn't be there at all (like activators and converters). Which weapon do you mean by the chain gun? I tested a similar case on an Onslaught and I cannot reproduce this issue; added 2 weapons on vanilla slots, put them on first group then enlarged a slot and added a weapon there then moved it to the first group, did it in different order, etc... no idea why that happens. Do you mess around with autofit stuff beforehand? Edit: Messed around with autofit then tried assigning weapon groups, no issues. I'm not sure if I can solve it unless I can reproduce the issue.

By the way, if you can contact me on discord (it's lyravega - the same), it'd be better. If you want, you can even add all of your mods and your savefile, host it somewhere and send me the link - I'll take a look eventually. I have little to no time for proper additions these days, but I'll spare what time I have for any fixes - I need to be able to reproduce the issue first though =)

edit2: I think I'm onto something. I tested with another ship instead of Onslaught (Paragon), and experienced the very same crash. My test ship is Onslaught in most cases, but since it has a built-in weapon I think it was somehow making me avoid the issue. Will be investigating it!

edit3: Nah, I cannot reproduce it reliably. I tried all sorts of things but managed to crash a whooping two times, and I haven't a clue what I did. Do you have any reliable way to reproduce this issue?

edit4: MikroPik was kind enough to upload a save where I could test the issue. I'm not sure if it's my mod causing it or if it's an extremely rare vanilla issue, but such a crash won't occur in the future!
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: ChilledArachnid on July 02, 2023, 05:14:24 PM
Hello, this mod looks very cool, thank you for your hard work. I'm getting the following error when I try to launch the game. I think this is the correct mod with the problem, as deactivating it solves the problem. New to modding this game so excuse my ignorance, but any help appreciated!

12118697 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at experimentalHullModifications.abilities.ehm_ability.attachListener(ehm_ability.java:27)
   at lyravega.plugin.lyr_ehm.onGameLoad(lyr_ehm.java:39)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.do.dismiss(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: Vaelophisnyx on July 04, 2023, 12:33:16 AM
so I tried to put 2 large quad adapters and 2 medium dual adapters on
Spoiler
Ziggy
[close]
and the game kinda...hung?

it was repeating the following error, the second one listed:

Code
9642701 [Thread-3] INFO  EHM  - (Experimental Hull Modifications) - ST-27cb8e: Installed 'ehm_ar_stepdownadapter'
9642724 [Thread-3] ERROR EHM  - (Experimental Hull Modifications) - Failure in 'commitChanges()', possible hull restoration

it made it about 1800 lines deep in this error spam before I force-closed the program

EDIT:

Second attempt just now also froze. Strange
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: lyravega on July 04, 2023, 12:27:44 PM
Failure in 'commitChanges()', possible hull restoration

Need more info about the ship (and possibly other mods) though the code shouldn't be ending up there at all under normal circumstances

Hello, this mod looks very cool, thank you for your hard work. I'm getting the following error when I try to launch the game. I think this is the correct mod with the problem, as deactivating it solves the problem. New to modding this game so excuse my ignorance, but any help appreciated!

Could you post the full log?

Better yet, if you both contact me on discord (it's Lyravega, the same) I may be able to help better
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: Vaelophisnyx on July 05, 2023, 01:23:26 PM
Failure in 'commitChanges()', possible hull restoration

Need more info about the ship (and possibly other mods) though the code shouldn't be ending up there at all under normal circumstances

So the ship is the vanilla Ziggurat, armed with at the time, nothing. It has a few hullmods on it from a few mods. I'll attach my mod list (skipping portraits and unrelated mods that do not touch ships/hulls/java in general) below in a spoiler to keep it short here. I'll also get the full log from a crashed session as well.

Spoiler
(+Ko 1.04.42a) Everybody loves KoC
Arulite Starworks v0.2b
Asteroid ship pack 1.4b
A_S-F
All of Yunru's mods from the discord
BSC 0.1.98
Carter's Junk Hull Mods 0.4
Caymon's Ship Pack
Charmingly Wearisome Additions
Combat-Activators-v1.0.5
Diktat Enhancement 1.2.2a
Emergent Threats
Experimental Hull Modifications
EXPSP 0.61 (MVS)
FED (Star Fed.)
Grand.Colonies2.0.b
GraphicsLib
HTE
Kayse Phase Ships
Konturga - BPs and Rebalance
LazyLib
Legacy of Arkgneisis
LTA
LunaLib
MagicLib
Missing ships
More HullMods
Particle Engine
prv Starworks
prv Path
prv Extraworks
QoLPack
Random-Assortment-of-Things
Salvage Ship Expansion
Scrapyard Armories
SEEKER_UC
Ship and Weapon Pack
Special Hullmod Upgrades
Stop Gap Measure 1.2.4
TrulyAutomatedShips
Unthemed Weapons Collection
VariantsLib
XhanEmpire
_HHE
[close]

And the log file is here since it's 12Mb:
https://drive.google.com/file/d/1X6sQ1spyPMmotYhKjiH75jvZg2BrBy2c/view?usp=sharing

Hullmods in question:
https://imgur.com/a/9IfX6pe

edit:
even after stripping everything but the built-in mods off of it, it still hangs when activating, in this case, just two medium-dual adapters

edit2:
even a brand new Ziggurat still causes a freeze when activating any adapters

edit3:
A brand new Onslaught works fine with adapters. The only mod I have that touches the Ziggurat is Konturga - BPs and Rebalance; maybe it's that? it makes changes to the hull's built in mods

edit4: And it turns out it *was* that mod. Removing it solved the issue entirely
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: lyravega on July 05, 2023, 04:09:11 PM
edit3:
A brand new Onslaught works fine with adapters. The only mod I have that touches the Ziggurat is Konturga - BPs and Rebalance; maybe it's that? it makes changes to the hull's built in mods

edit4: And it turns out it *was* that mod. Removing it solved the issue entirely

I'm glad you solved the issue. I'd like to take a look at that mod if possible, could you post me a link to that mod? Wondering what it does that leads to the issue, and see if it can be avoided if that makes any sense. Thanks in advance, and sorry for the inconvenience!
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: Vaelophisnyx on July 07, 2023, 10:27:28 PM
edit3:
A brand new Onslaught works fine with adapters. The only mod I have that touches the Ziggurat is Konturga - BPs and Rebalance; maybe it's that? it makes changes to the hull's built in mods

edit4: And it turns out it *was* that mod. Removing it solved the issue entirely

I'm glad you solved the issue. I'd like to take a look at that mod if possible, could you post me a link to that mod? Wondering what it does that leads to the issue, and see if it can be avoided if that makes any sense. Thanks in advance, and sorry for the inconvenience!

Pretty sure I got it from the discord? Can't otherwise find it around here anymore (or have forgotten the topic name)
https://fractalsoftworks.com/forum/index.php?topic=25040.0
found it! It's from this pack of mods
Title: Re: [0.96a] Experimental Hull Modifications 0.8.1
Post by: some guy on July 12, 2023, 03:44:09 PM
all i can really say is thank you for this mod. even if its got issues like you hint at in the op its made of pure awesome. wanna make the salvage rig spray phase mines? now you can... this is the kinda fun i envisoned when i read the bulit in hullmod update back in the day and more!
Title: Re: [0.96a] Experimental Hull Modifications 0.8.2
Post by: lyravega on July 16, 2023, 08:07:47 AM
edit3:
A brand new Onslaught works fine with adapters. The only mod I have that touches the Ziggurat is Konturga - BPs and Rebalance; maybe it's that? it makes changes to the hull's built in mods

edit4: And it turns out it *was* that mod. Removing it solved the issue entirely

I'm glad you solved the issue. I'd like to take a look at that mod if possible, could you post me a link to that mod? Wondering what it does that leads to the issue, and see if it can be avoided if that makes any sense. Thanks in advance, and sorry for the inconvenience!

Pretty sure I got it from the discord? Can't otherwise find it around here anymore (or have forgotten the topic name)
https://fractalsoftworks.com/forum/index.php?topic=25040.0
found it! It's from this pack of mods

Thank you. It seems it replaces the base hull, I haven't been able to investigate it properly but I'll get to it whenever I can!

all i can really say is thank you for this mod. even if its got issues like you hint at in the op its made of pure awesome. wanna make the salvage rig spray phase mines? now you can... this is the kinda fun i envisoned when i read the bulit in hullmod update back in the day and more!

Heheh, enjoy!

0.8.2

- Added a new setting for slot shunt availability, both options* rely on the ability
- Added a new setting to control deployment point penalty for the hull modifications
- Unused slot points from hull modifications will no longer increase deployment point cost
- Missile Slot Retrofit suppresses built-in HBI if present
- Adjusted some icons and text colours, fixed a few tooltips
- Fixed a vanilla issue with the weapon groups
- Prevented a potential problem with a listener

* "Always" (new, default) option makes slot shunts available whenever refit tab is opened
* "Submarket" (old) option makes slot shunts available only when docked at a port

If anyone is experiencing a crash that says something like this in the log (at the bottom), please use this WIP version (https://cdn.discordapp.com/attachments/1115980328415268884/1130930206526406686/ExperimentalHullModifications_0.8.3.zip). There are no gameplay related changes in this WIP version, just many under-the-hood stuff, and a fix for this issue
Code
com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
    at lyravega.listeners.lyr_tabListener.attach(lyr_tabListener.java:29)
    at lyravega.plugin.lyr_ehm.attachShuntAccessListener(lyr_ehm.java:133)
    at lyravega.plugin.lyr_ehm.onGameLoad(lyr_ehm.java:40)
Title: Re: [0.96a] Experimental Hull Modifications 0.8.2
Post by: Mora32 on July 19, 2023, 05:16:46 PM
for the ship systems, how do you keep the old one (say plasma jets) and have a different button for the new one (say fortress shield). would like it to be a feature maybe in conjunction with the combat activators mod
Title: Re: [0.96a] Experimental Hull Modifications 0.8.2
Post by: mkx561 on July 21, 2023, 06:56:23 AM
can you send the download link for 95,a1-rc6 i keep getting plugin error from the git download is there a patched version for 0.95 a1 rc6
Title: Re: [0.96a] Experimental Hull Modifications 0.8.2
Post by: nullmana on August 09, 2023, 07:44:22 PM
Directory structure in the zip seems to be hardcoded as windows filenames.
All files extract as files named like `Experimental Hull Modifications\data\campaign\abilities.csv` instead of extracting into subfolders.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.2
Post by: HokiroBroomstick on August 15, 2023, 06:29:19 PM
yep, so that's why it doesn't work on Mac.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.2
Post by: lyravega on August 25, 2023, 03:02:00 PM
yep, so that's why it doesn't work on Mac.

Directory structure in the zip seems to be hardcoded as windows filenames.
All files extract as files named like `Experimental Hull Modifications\data\campaign\abilities.csv` instead of extracting into subfolders.

I'm not really sure what's going on, but I pack the mod through Windows Powershell. Googled a bit and found a few topics stating that it's a 3rd party archive tool installed on the Macs that might be causing a similar/this issue. I've packed an upcoming version of the mod using 7zip and attached it on the Unofficial Discord's EHM topic, see if it helps. Link to the discord post (https://discord.com/channels/187635036525166592/1115980328415268884/1144362633919725780)
Title: Re: [0.96a] Experimental Hull Modifications 0.8.2
Post by: HokiroBroomstick on August 29, 2023, 12:24:44 AM

I'm not really sure what's going on, but I pack the mod through Windows Powershell. Googled a bit and found a few topics stating that it's a 3rd party archive tool installed on the Macs that might be causing a similar/this issue. I've packed an upcoming version of the mod using 7zip and attached it on the Unofficial Discord's EHM topic, see if it helps. Link to the discord post (https://discord.com/channels/187635036525166592/1115980328415268884/1144362633919725780)

Nope, still the same issue, sorry for the weird issues that we cause xd
Title: Re: [0.96a] Experimental Hull Modifications 0.8.3
Post by: lyravega on September 15, 2023, 06:27:29 AM
If you are using launch tubes, you might want to remove wings before updating. Otherwise they may get lost in the void. Now that most of the things are out of the way, I may finally be able to focus on some of the things that I've ignored since launching this mod... hopefully! Anyway, enjoy the game, and let me know if there are any issues.

Version 0.8.3

- Fixed a rare crash happened on load related to a listener
- Fixed Over-Engineered failing to refresh the ship display for any existing inert converters that it activated
- Fixed an issue that caused "Hull Restoration" skill to be more effective when "Quality Captains" mod was active
- Added OP cost to Over-Engineered (the OP cost matters only if "Progressive S-Mods" mod is installed)
- Added total flux capacity and dissipation bonuses (if any) to Mutable Shunt Activator's tooltip
- Added a new hullmod "Launch Tube Activator"; Mutable Shunt Activator no longer activates launch tubes
- Added a new hullmod "Logistics Overhaul"; strips the ship bare and repurposes it for pure logistics use
- Added "Hide Adapters/Converters" options; if enabled, the slot shunts will be hidden upon activation
- Added "Cosmetics Only" option; only cosmetic hull modifications will be available in the mod picker
- Added a "Debug Settings" section; enable/disable logging for certain items, display extra information on base hullmod's tooltip
- Changed "Play Drill Sounds" option; is now a selection with 'Experimental' (default), 'All' and 'None' options
- Changed how mutually exclusive mods behave; installation is not blocked anymore as the newer mod will remove the older one
- Changed slot retrofits to prevent installation and removal if there are wings or inert slot shunts present on the ship to prevent an issue
- Changed the OP bonus of Over-Engineered (back) to 20% (from 15%)
- Removed all experimental hull modifications from Missions; mission refit panel mod picker will no longer show any of these
- Removed all experimental slot shunt blueprints from known lists as it is redundant due to the ability

If you are using "Quality Captains", make sure it's up-to-date as there was an issue. Author of "Quality Captains" mod Dal has already made a change with "1.5.3" to ensure compatibility between the mods. Thanks Dal!
Title: Re: [0.96a] Experimental Hull Modifications 0.8.3
Post by: Pratapon51 on September 17, 2023, 08:08:25 AM
Hmm, getting a crash related to the Castigator (LI) upon entering a system. It had some of its smalls upsized. Script conflict? Leaving the ship at home appears to suffice as a workaround.

Spoiler
109843 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_WS0001SM] not found on hull [tahlan_Castigator_P]
java.lang.RuntimeException: Slot id [CS_WS0001SM] not found on hull [tahlan_Castigator_P]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.96a] Experimental Hull Modifications 0.8.3
Post by: lyravega on September 18, 2023, 02:10:16 AM
Hmm, getting a crash related to the Castigator (LI) upon entering a system. It had some of its smalls upsized. Script conflict? Leaving the ship at home appears to suffice as a workaround.

Spoiler
109843 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_WS0001SM] not found on hull [tahlan_Castigator_P]
java.lang.RuntimeException: Slot id [CS_WS0001SM] not found on hull [tahlan_Castigator_P]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Are you using Quality Captains by any chance? Could you go to the luna options, scroll down to the bottom of EHM's General settings, enable debug info and then post base hullmod's description here? Discord would work better.

edit: Turned out to be outdated Quality Captains combined with this mod.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.4
Post by: lyravega on September 25, 2023, 07:01:54 AM
Version 0.8.4

- Fixed an issue with ship restoration that lagged the game if the ship had any activated slot shunts
- Fixed launch tube description

Ships with activated slot shunts were lagging the game when restored through the refit panel. This version is more of a fix aimed to address that.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.5
Post by: lyravega on October 09, 2023, 02:46:38 PM
Version 0.8.5

-Fixed a fatal issue caused by a change in 0.8.4 that lead to slot not found crashes
-Changed "Logistics Overhaul" so that it cannot be installed on module-ships (for now)

This issue completely escaped my radar, and it's extremely easy to reproduce. As it is a big issue, pushing this version as another fix
Title: Re: [0.96a] Experimental Hull Modifications 0.8.5
Post by: Kris_xK on October 15, 2023, 12:25:56 AM
I just want to say this is a great mod and I'm having a lot of fun with it.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6
Post by: lyravega on October 23, 2023, 07:19:07 PM
Version 0.8.6

Refactored and overhauled most of the stuff under the hood; initial changes begun on the previous version, which are now all completed. Most of the 0.8.x versions didn't offer much in terms of gameplay, but with all these out of the way, parts of the mod that needs attention may get some. Hopefully.

- Fixed phase cloak checks of certain hullmods reporting incorrectly and blocking installation
- Fixed "Logistics Overhaul" not ignoring the hidden modular hull modifications in its checks
- Fixed an issue on base hullmod installation that added fixed built-in dmods back to the ship
- Fixed experimental hull modifications creating ghost categories in mission mode even though they were hidden
- Fixed undo button not getting disabled visually when it was supposed to
- Changed system retrofits so that they will be hidden if a the system is not found, instead of crashing the game on install
- Changed engine cosmetic mods to apply the campaign contrails immediately instead of requiring a save/load
- Changed ship/module tracking completely, which comes with a few non-gameplay benefits:
   - All of the ships in the fleet will be tracked when the refit tab is open
   - "Play Drill Sounds - All" option will do so when a hullmod is installed on / removed from any ship
   - Modules will not spawn unnecessary trackers or get confused by duplicates and instead use their own
   - Officer and autofit menus will not cause the trackers to detect false-positive changes on the ship
- Combined some logging settings, suppressed most messages for default setting

Download here (https://github.com/lyravega/lyr_ehm/releases/download/0.8.6/ExperimentalHullModifications.0.8.6.zip)
Title: Re: [0.96a] Experimental Hull Modifications 0.8.5
Post by: lyravega on October 23, 2023, 07:19:31 PM
I just want to say this is a great mod and I'm having a lot of fun with it.

Thanks =) Have fun!
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6
Post by: rawkhawklives on October 24, 2023, 11:51:48 AM
Splendid! Ships not having cosmetics applied without a save/reload has been one of my only complaints about this mod. Been using it pretty much since you dropped it and I love to see that little pest swatted down. An excellent mod that just keeps getting better.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6
Post by: lyravega on October 25, 2023, 01:01:48 PM
Splendid! Ships not having cosmetics applied without a save/reload has been one of my only complaints about this mod. Been using it pretty much since you dropped it and I love to see that little pest swatted down. An excellent mod that just keeps getting better.

Thanks! =)

About cosmetics, engine changes on the campaign still require the hullmod to be reinstalled after you tweak their settings. Still better than a save/load, but I also found a way to solve this issue as well which I'll release as a WIP!
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: lyravega on October 28, 2023, 12:06:29 AM
Tiny update for 0.8.6:
- Changed engine cosmetic mods to apply the campaign engine changes immediately on install and/or when settings are saved

Engine cosmetics required a save/load to get applied in the campaign layer properly. With 0.8.6, the need to reload was eliminated, but they still required a reinstall in some cases like customizing the said cosmetic mods. Finally with 0.8.6a, the need to reinstall the cosmetic mod is also eliminated; any changes will be reflected in the campaign immediately.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: EsotericaFerret on October 28, 2023, 02:38:31 AM
I feel like I'm being real dumb here and/or am having some sort of mod conflict, but it won't let me build in any of the experimental mods? I'm not sure what's going on here. Any information is helpful. I did see something about Progressive S-Mods, which I think I have, but I'm not sure if that's the reason?

Edit: I'm just dumb. Please disregard.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: rawkhawklives on October 28, 2023, 10:37:40 AM
Tiny update for 0.8.6:
- Changed engine cosmetic mods to apply the campaign engine changes immediately on install and/or when settings are saved

Engine cosmetics required a save/load to get applied in the campaign layer properly. With 0.8.6, the need to reload was eliminated, but they still required a reinstall in some cases like customizing the said cosmetic mods. Finally with 0.8.6a, the need to reinstall the cosmetic mod is also eliminated; any changes will be reflected in the campaign immediately.

By god, they can't be stopped.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: Desregaurd on October 31, 2023, 12:24:15 AM
Is there a way to make it so that the AI uses some of the experimental activated systems like Temporal Shell as often as possible whenever it's available? It seems like it will currently only use it if an enemy ship comes too close.

Reverse deployment doesn't have the same issue, the AI will always use it the second it's available.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: lyravega on October 31, 2023, 03:31:20 AM
By god, they can't be stopped.

Muhahahaha!

Is there a way to make it so that the AI uses some of the experimental activated systems like Temporal Shell as often as possible whenever it's available? It seems like it will currently only use it if an enemy ship comes too close.

Reverse deployment doesn't have the same issue, the AI will always use it the second it's available.

I will take a look when I'm going over all of the system retrofits, but I don't think I can adjust it. The only thing I'm doing is changing the hull spec's system; ship will utilize it depending on the system's own AI parameters. Even if I can adjust it, it may have unforeseen ramifications. Anyway, I'll take a look as I've said =)
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: Desregaurd on October 31, 2023, 10:06:38 PM
Ah, alright. I thought you had made your own versions of those hullmods, but if that's not the case then my request could screw with Temporal Shell for every ship that has it, whether or not it was added from this mod.

I think there's another mod that allows you to set ship behaviors in combat through hullmods, like forcing ships to vent at high flux. Maybe it'd be simpler to approach this from that side, since I'm pretty much asking for a ship to always use an Activateable System whenever it's available.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: Dredger on November 20, 2023, 09:38:01 AM
Having tonnes of fun with the agency this mod gives in ship design. Great work!
I am getting a crash though while loading a save after salvaging and modifying Matriarch from Imperium.
Spoiler
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_AS_WS0005RSM] not found on hull [ii_matriarch_default_D]
java.lang.RuntimeException: Slot id [CS_AS_WS0005RSM] not found on hull [ii_matriarch_default_D]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Progressive S-Mods was in modlist and the ship had a D-mod if it helps.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: bilbois on November 20, 2023, 09:21:04 PM
why cant i stuff my converters on top of my adapters that would be sick is it because balancing issue or coding issue that cause crash or some sort
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: XyttheElite117 on November 29, 2023, 02:14:25 AM
So I might want to report a small bug here.

There are certain mods out there that has ships and hullmods in them that costs 0 OP. For example, the Mayasuran Navy adds the Skysplitter (M) variant ship to the game. It has two 0 OP hullmods that can change the ship's system, and the ship's built-in weapon, like a railgun or a pulse laser gatling gun. When I apply the Experimental Hull Modifications hullmod on that ship, one of the Skysplitter's hullmods disappears forever, but this is only the case when I apply an autofit to the Skysplitter with the EHM hullmod installed
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: ryujinblade on December 03, 2023, 11:48:20 AM
 hey lyravega, hey is this mod meant to only allow one mod of certain types? as at the moment i can only install one exp mod at this time, is there some notes i missed somewhere or am i just bad at the game? love your mod!

oh! also was wondering if it is possible for a hullmod request? apex design collective mod has a built in hullmod for one of their cruiser class carrier craft called expanded wings, basically doubles the amount of craft per wing, is that something that could get added? im a huge huge sucker for carriers, nothing comes close for me haha, hopefully im not nagging.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: lyravega on December 04, 2023, 01:21:49 PM
Having tonnes of fun with the agency this mod gives in ship design. Great work!
I am getting a crash though while loading a save after salvaging and modifying Matriarch from Imperium.
Spoiler
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_AS_WS0005RSM] not found on hull [ii_matriarch_default_D]
java.lang.RuntimeException: Slot id [CS_AS_WS0005RSM] not found on hull [ii_matriarch_default_D]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Progressive S-Mods was in modlist and the ship had a D-mod if it helps.

Yeah, it's something I did wrong while updating stuff underneath. You need to use Discord WIP version and enable a debug option that allows you to load. Adapted slots aren't meant to be converted. https://discord.com/channels/187635036525166592/1115980328415268884/1171483227375018057

why cant i stuff my converters on top of my adapters that would be sick is it because balancing issue or coding issue that cause crash or some sort
Kinda "balance" (tm) issue. Gotta stop somewhere :d

hey lyravega, hey is this mod meant to only allow one mod of certain types? as at the moment i can only install one exp mod at this time, is there some notes i missed somewhere or am i just bad at the game? love your mod!

oh! also was wondering if it is possible for a hullmod request? apex design collective mod has a built in hullmod for one of their cruiser class carrier craft called expanded wings, basically doubles the amount of craft per wing, is that something that could get added? im a huge huge sucker for carriers, nothing comes close for me haha, hopefully im not nagging.

Considering I add launch tubes, such a hullmod would be way overkill I think. I'll investigate when I'm able though. As for the other thing, one mod of certain types; only one shield/engine cosmetic, shield retrofit and mass weapon retrofit.

So I might want to report a small bug here.

There are certain mods out there that has ships and hullmods in them that costs 0 OP. For example, the Mayasuran Navy adds the Skysplitter (M) variant ship to the game. It has two 0 OP hullmods that can change the ship's system, and the ship's built-in weapon, like a railgun or a pulse laser gatling gun. When I apply the Experimental Hull Modifications hullmod on that ship, one of the Skysplitter's hullmods disappears forever, but this is only the case when I apply an autofit to the Skysplitter with the EHM hullmod installed

That kinda sounds like those hullmods change the hull spec. Not compatible with those ships in that case. Aside from that, I'll take a look.

PS: I'm 99% more active on Discord. I just come here to drop new versions and read stuff once per month or something. If urgent, contact me on Discord.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: ryujinblade on December 05, 2023, 03:49:33 PM
Having tonnes of fun with the agency this mod gives in ship design. Great work!
I am getting a crash though while loading a save after salvaging and modifying Matriarch from Imperium.
Spoiler
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_AS_WS0005RSM] not found on hull [ii_matriarch_default_D]
java.lang.RuntimeException: Slot id [CS_AS_WS0005RSM] not found on hull [ii_matriarch_default_D]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Progressive S-Mods was in modlist and the ship had a D-mod if it helps.

Yeah, it's something I did wrong while updating stuff underneath. You need to use Discord WIP version and enable a debug option that allows you to load. Adapted slots aren't meant to be converted. https://discord.com/channels/187635036525166592/1115980328415268884/1171483227375018057

why cant i stuff my converters on top of my adapters that would be sick is it because balancing issue or coding issue that cause crash or some sort
Kinda "balance" (tm) issue. Gotta stop somewhere :d

hey lyravega, hey is this mod meant to only allow one mod of certain types? as at the moment i can only install one exp mod at this time, is there some notes i missed somewhere or am i just bad at the game? love your mod!

oh! also was wondering if it is possible for a hullmod request? apex design collective mod has a built in hullmod for one of their cruiser class carrier craft called expanded wings, basically doubles the amount of craft per wing, is that something that could get added? im a huge huge sucker for carriers, nothing comes close for me haha, hopefully im not nagging.

Considering I add launch tubes, such a hullmod would be way overkill I think. I'll investigate when I'm able though. As for the other thing, one mod of certain types; only one shield/engine cosmetic, shield retrofit and mass weapon retrofit.

So I might want to report a small bug here.

There are certain mods out there that has ships and hullmods in them that costs 0 OP. For example, the Mayasuran Navy adds the Skysplitter (M) variant ship to the game. It has two 0 OP hullmods that can change the ship's system, and the ship's built-in weapon, like a railgun or a pulse laser gatling gun. When I apply the Experimental Hull Modifications hullmod on that ship, one of the Skysplitter's hullmods disappears forever, but this is only the case when I apply an autofit to the Skysplitter with the EHM hullmod installed

That kinda sounds like those hullmods change the hull spec. Not compatible with those ships in that case. Aside from that, I'll take a look.

PS: I'm 99% more active on Discord. I just come here to drop new versions and read stuff once per month or something. If urgent, contact me on Discord.

thats fair. took a minute to figure out how to ge the launch tubes to work, didnt realize they straight up became a weapon slot haha, thats pretty unique and awesome
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: steve1592 on February 28, 2024, 06:55:18 PM
So I changed the version in the json to .97a but when I hover over experimental hullmods when refitting a prometheus I get this error/crash:

Code
2517551 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: 'java.awt.Color com.fs.starfarer.api.util.Misc.getStoryDarkBrigherColor()'
java.lang.NoSuchMethodError: 'java.awt.Color com.fs.starfarer.api.util.Misc.getStoryDarkBrigherColor()'
at experimentalHullModifications.misc.ehm_tooltip$header.<clinit>(ehm_tooltip.java:72) ~[?:?]
at experimentalHullModifications.hullmods.ehm.ehm_base.addPostDescriptionSection(ehm_base.java:96) ~[?:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: Princess_of_Evil on February 28, 2024, 11:25:00 PM
Well, yes. EHM is pretty solidly expecting specific game versions.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: XyttheElite117 on February 29, 2024, 02:36:50 AM
Well, yes. EHM is pretty solidly expecting specific game versions.

Yeah not every mod works with just a simple version change. I hope EHM gets updated so I can have fun with overengineered :3
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: steve1592 on February 29, 2024, 07:22:26 AM
Dang it, I need this mod and just did the painstaking effort of getting my 150+ modlist to .97. I guess I'll play other games for awhile. Love this mod.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: XyttheElite117 on March 03, 2024, 12:20:16 AM
So I changed the version in the json to .97a but when I hover over experimental hullmods when refitting a prometheus I get this error/crash:

Code
2517551 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: 'java.awt.Color com.fs.starfarer.api.util.Misc.getStoryDarkBrigherColor()'
java.lang.NoSuchMethodError: 'java.awt.Color com.fs.starfarer.api.util.Misc.getStoryDarkBrigherColor()'
at experimentalHullModifications.misc.ehm_tooltip$header.<clinit>(ehm_tooltip.java:72) ~[?:?]
at experimentalHullModifications.hullmods.ehm.ehm_base.addPostDescriptionSection(ehm_base.java:96) ~[?:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

We might not be out of hope

I tried replicating this issue. So far, I haven't had a crash. So maybe EHM works with a version change. However I want you to tell me what specific hullmod crashed the game when you were modding the Prometheus?
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: TimeDiver on March 03, 2024, 01:32:25 AM
If nothing else, I can confirm that the 'replace ship system via hullmods' aspect of the mod (mostly) works fine with an edited mod_info.json file.

Specifically tested the following without major issues, nor CTDs: Temporal Shell, Quantum Disruptor, Phase Teleporter, Phase Skimmer, Mine Strike.

That said, the player should exit the refit screen before assigning a new ship system hullmod, or there will be a CTD, 9 times out of 10.

Granted, there are about ~30 other hullmods (representing vanilla ship systems) and I have NOT tested every single one of them in-depth.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: steve1592 on March 03, 2024, 10:37:38 AM
I'm going to wait for it to get patched to .97 cause when I'm on the refit screen and I slide over that option the game CTD. I talked to the mod author on discord and he says he plans on updating it, so I'll wait till then.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: steve1592 on March 03, 2024, 10:40:56 AM
Quote
I tried replicating this issue. So far, I haven't had a crash. So maybe EHM works with a version change. However I want you to tell me what specific hullmod crashed the game when you were modding the Prometheus?

experimental hullmod category crashed my game twice when I hovered over it.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: TimeDiver on March 03, 2024, 12:17:55 PM
Quote
I tried replicating this issue. So far, I haven't had a crash. So maybe EHM works with a version change. However I want you to tell me what specific hullmod crashed the game when you were modding the Prometheus?

experimental hullmod category crashed my game twice when I hovered over it.
Just now, I hovered my mouse cursor over a random selection of individual hullmods within the 'Experimental' category; I did not have any CTDs there, either.

Are you sure you have the latest versions of the pre-requisite mods for EHM? Specifically, for both LazyLib (2.8b) and LunaLib (1.8.4)?
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: steve1592 on March 03, 2024, 03:06:04 PM
Yes I have the latest versions of lunalib and lazylib. I cant even click on different experimental hullmods as soon as I hover over it my game crashes. If it works for you maybe there is some cross mod conflicts going on. I have a lot of mods installed. I'll start cutting some of them out to see if it makes a difference.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: Alphascrub on March 03, 2024, 03:14:08 PM
Quote
I tried replicating this issue. So far, I haven't had a crash. So maybe EHM works with a version change. However I want you to tell me what specific hullmod crashed the game when you were modding the Prometheus?

experimental hullmod category crashed my game twice when I hovered over it.

Good to know. I'll be keeping and eye out on this for sure. I like heavy customization of ships. I already use Starship legends and Progressive hullmod so I can get this and those together that seems like it would offer a stupid level of customization that while is likely unbalance exactly what I'm looking for. I like it when my ships are unique to the play through. With progressive and Legends you can make some extremely unique ships and this mod would be the real icing on the cake for sure. As close to fully custom ships as I'm likely to get.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: steve1592 on March 03, 2024, 04:53:11 PM
Well it turns out I just needed to redownload the mod. Its working now. Must have been a corrupted download.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: XyttheElite117 on March 04, 2024, 03:18:15 AM
Well it turns out I just needed to redownload the mod. Its working now. Must have been a corrupted download.

Haha well it looks like the issue is solved now :) So in conclusion, EHM works with a version change indeed but don't think it's a 100% as there's more to doing it than just a version change, so it's still better to wait for an official update. Other than that, I'm glad you got it fixed, mate  8)
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: DaxtonHane on March 06, 2024, 01:48:40 AM
I am new here, can I ask a question?
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: BFEL on March 07, 2024, 12:36:46 AM
I am new here, can I ask a question?
...
no
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: Xoatl on March 16, 2024, 12:45:04 AM
Code
119655 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_AS_WS0002LSM] not found on hull [rat_sariel_default_D]
java.lang.RuntimeException: Slot id [CS_AS_WS0002LSM] not found on hull [rat_sariel_default_D]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Appears RAT and this mod have an incompatibility of some kind. CTD when loading save.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: Xoatl on March 18, 2024, 09:32:31 AM
Code
119655 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_AS_WS0002LSM] not found on hull [rat_sariel_default_D]
java.lang.RuntimeException: Slot id [CS_AS_WS0002LSM] not found on hull [rat_sariel_default_D]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Appears RAT and this mod have an incompatibility of some kind. CTD when loading save.

Great mod but considering it ruined my current save going to have to stop using it. Unsure why, since it let me mod the sariel slots in game without a CTD but when making a save of it and trying to load it the thing is broken. Also RAT is regularly updated and this is not so unfortunately have to drop this from the mod list. Going to try to load the save without the mod but doubt that will work.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: ProdigyToby on March 27, 2024, 12:37:52 AM
  Yeah im pretty certain this mod eventually bricks my save somehow.  It happens on saves where I load in, and ALL the shunts this mod gives to edit and modify your ship end up in my inventory/crew cargo somehow?  Im able to move them out of there or delete them but by that point the save is broken because it CTD everytime I go to refit.  There is a correlation between when those shunts go into my inventory and when the save becomes unplayable, not sure how to fix it, but its a shame because this mod is really great but I cant see myself using it if it corrupts saves like this.  Like I said, im almost 100% certain its this mod doing it, the save becomes corrupt when those shunts get into my inventory somehow when loading a save.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: Scamper on March 27, 2024, 04:52:22 AM
I would also love for this mod to be updated to 0.97.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: Elayne on March 31, 2024, 12:41:23 PM
There is an unofficial 0.97 update on the Discord. Still risky though. Best to use save a copy every time you use it on a ship, then load to see if it crashes.

For example, when I use Mutable shunts (capacitors/dissipater) or converter/diverters on a UAF Neuxoria II, it works, but crashes when loading after. Launch tubes, Over Engineered, and switching the system to a recall device works fine.

However, Using converters/diverters worked fine on a Rillaru II.
Title: Re: [0.96a] Experimental Hull Modifications 0.8.6a
Post by: ProdigyToby on March 31, 2024, 10:06:53 PM
  My experience is that everything EXCEPT converting the size of the weapon slots works fine and loads.  As soon as I change a slot from small to medium or large or whatever, and save the game, that save becomes corrupted and will CTD.