Mod | Notes | |
(https://i.imgur.com/JOsT9KF.png) (https://fractalsoftworks.com/forum/index.php?topic=18011) | Industrial Evolution (https://fractalsoftworks.com/forum/index.php?topic=18011) | Supports Ship and Rare components to be used in purchases and installations of upgrades for your ships! |
(https://i.imgur.com/jYOXXW3.png) (https://fractalsoftworks.com/forum/index.php?topic=18297) | Iron Shell (https://fractalsoftworks.com/forum/index.php?topic=18297) | Unlocks Iron Shell - Armor is more effective versus high explosive damage, but doesn't fare as well against other kind of damage types |
(TBD) | Tahlan Shipworks (https://fractalsoftworks.com/forum/index.php?topic=14935) | TBD |
(https://i.imgur.com/TWOVLVp.png)
quick bugreport :P
Don't quit AAAAAAAAAAAAAing just yet
It appears that I can infintely scan (non-battle, I THINK) debris fields without it not appearing to do anything
(https://i.imgur.com/0Z5BlUf.png)
Congrats on the new release, though I have to say I'm more fond of Extra Systems so if I may ask will it still be supported?
would it work to remove ES and install this or would that break a save?
Congrats on the new release, though I have to say I'm more fond of Extra Systems so if I may ask will it still be supported?
i do not want to maintain two versions, nor do i want to support a mod that has a reputation of being incredibly unbalanced
Congrats on the new release, though I have to say I'm more fond of Extra Systems so if I may ask will it still be supported?
i do not want to maintain two versions, nor do i want to support a mod that has a reputation of being incredibly unbalanced
Tis a shame, but fair enough
Good luck with the future of this mod
Congrats on the new release, though I have to say I'm more fond of Extra Systems so if I may ask will it still be supported?
i do not want to maintain two versions, nor do i want to support a mod that has a reputation of being incredibly unbalanced
Tis a shame, but fair enough
Good luck with the future of this mod
exotica is extremely modular so if you want to make a mod that adds the upgrades you want, you can feel free to do it
Did you improve what the Alpha Subcore gives you?
As I recall the results over in ES were rather lackluster for requiring an Alpha Core.
Does this mod work with Other mods like ship/faction mods ?
Did you improve what the Alpha Subcore gives you?
As I recall the results over in ES were rather lackluster for requiring an Alpha Core.
i think reducing the op cost of all weapons on a ship is a fairly big improvement already (which is what it used to do)
but now it also increases bandwidth, which is directly tied to how much upgrades you can install, so there's that
... i think reducing the op cost of all weapons on a ship is a fairly big improvement already (which is what it used to do)
but now it also increases bandwidth, which is directly tied to how much upgrades you can install, so there's that
...
First of all - thank you for your work.
If the author does not mind a little criticism, I will allow myself to say a few words.
The mod is quite structurally good and theoretically meets all high quality standards.
For example, that ship changes now spawn and can be looted is a good idea, as is the scanning system.
The problem is exclusively in the field of changes in the characteristics of the ship itself. The penalties imposed by the changed state of the systems force the player to refuse to apply the changes. The player is PUNISHED for bonuses. And while the bonuses are negligible - for a lot of money.
I understand perfectly. that the respected author tried in the so-called "balance", the meaning of which, from my probably erroneous point of view, is exaggerated by the author - probably as a result of the horror he experienced from flying monsters that could be created in the previous mod.
I would take the liberty of suggesting, to the respected author, that the penalties increase exponentially as the number of bonuses increases - completely abandon them in the first three levels of improvements.
First of all - thank you for your work.
If the author does not mind a little criticism, I will allow myself to say a few words.
The mod is quite structurally good and theoretically meets all high quality standards.
For example, that ship changes now spawn and can be looted is a good idea, as is the scanning system.
The problem is exclusively in the field of changes in the characteristics of the ship itself. The penalties imposed by the changed state of the systems force the player to refuse to apply the changes. The player is PUNISHED for bonuses. And while the bonuses are negligible - for a lot of money.
I understand perfectly. that the respected author tried in the so-called "balance", the meaning of which, from my probably erroneous point of view, is exaggerated by the author - probably as a result of the horror he experienced from flying monsters that could be created in the previous mod.
I would take the liberty of suggesting, to the respected author, that the penalties increase exponentially as the number of bonuses increases - completely abandon them in the first three levels of improvements.
I agree with you here. This is purely personally preference that I preferred the upgrades in pervious version (ESR) where you have the freedom to boost any stats you want without having to sacrifice anything other than resources. It not only allows you to fulfill your power fantasy of your unstoppable flagship but also offered a way to adjust the balance of different mods since you could top off some less-powerful modded ships so they can perform at a level you expected them to be.
I can see the author putting in thoughts so that the trade off of each upgrade is much less significant than the benefit but still, currently every time I upgrade my ship I simply cannot shake off the feeling that I have to sacrifice some of the stats in exchange of the others.
Luckily the author has mentioned the mod is very modular and easy to add your own upgrades. I'm more than willing to fire up my IntelliJ and get my own hands dirty if the author wouldn't mind pointing me to the general direction of adding more upgrades to Exotica Technologies via a separate mod.
Thanks for your work and for continuing the mod. It's basically a second form of loadout optimization, and that's one of the features that I like about the game. I think this mod can really help with the overabundance of resources in the mid/late game, where the player's colonies are well-established. It provides a sink to pour all of it into. Exotics hunting (as opposed to "farming") might be an endgame activity to pursue too.
Some feedback. Having a stat breakdown of what is increasing and decreasing when selecting an upgrade would be helpful. Because there are drawbacks, this would help the player make better decisions on which upgrade to use bandwidth on. I know the hullmod does provide details, but that's after installing the upgrade.
I feel that exotics should take up bandwidth too. Like how we have to decide to take a hullmod over more weapons or flux/vent, the player should have to decide if they want more stats or the unique features of an exotic.
Lastly, maybe add in a generic exotic that halves or nullifies the drawbacks. This one is just a toss-away idea or maybe a band-aid fix.
.... not sure if bandwidth is the right solution though
Imho another mod (ExtraSystemReloaded) was and still is better than this one. In this mod, those resources that you spend on upgrades do not provide any significant benefits, or they are questionable. Apparently this is the so-called "balance", the question - what's the point?
Imho another mod (ExtraSystemReloaded) was and still is better than this one. In this mod, those resources that you spend on upgrades do not provide any significant benefits, or they are questionable. Apparently this is the so-called "balance", the question - what's the point?
Imho another mod (ExtraSystemReloaded) was and still is better than this one. In this mod, those resources that you spend on upgrades do not provide any significant benefits, or they are questionable. Apparently this is the so-called "balance", the question - what's the point?
Bruh the OP is the dev for ExtraSystemsReloaded too
The difference between the mods is Exotica is balanced with drawbacks while with ESR you can build super OP ships with enough resources (which is to say more fun imo)
Personally I'm more interested on being fun in sake of balance like ESR do
Imho another mod (ExtraSystemReloaded) was and still is better than this one. In this mod, those resources that you spend on upgrades do not provide any significant benefits, or they are questionable. Apparently this is the so-called "balance", the question - what's the point?
Bruh the OP is the dev for ExtraSystemsReloaded too
The difference between the mods is Exotica is balanced with drawbacks while with ESR you can build super OP ships with enough resources (which is to say more fun imo)
Personally I'm more interested on being fun in sake of balance like ESR do
In the end, I suppose whichever is more "fun" is ultimately subjective.
Though, if asked politely, perhaps the author will eventually include a true/false toggle in the config to allow those who wish to play like that to just turn off the negatives.... assuming they don't go for that 'Rare Exotic(s) that reduces and/or removes the negatives' idea.
As for me, time to update to v1.0.5.
2138044 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/settings.json]
2138047 [Thread-3] INFO exoticatechnologies.dialog.modifications.SystemOptionsHandler - [ET] Registered system option [BandwidthState]
2138051 [Thread-3] INFO exoticatechnologies.dialog.modifications.SystemOptionsHandler - [ET] Registered system option [UpgradesPickerState]
2138067 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\StarSector\starsector-core\..\mods\Exotica-Technologies-v1.0.6 (data/config/upgrades.json)]
2138068 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\StarSector\starsector-core\..\mods\ExtraSystemReloaded-master-v1.0.1 (data/config/upgrades.json)]
2138631 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: extrasystemreloaded.systems.upgrades.impl.Magazines cannot be cast to exoticatechnologies.modifications.upgrades.Upgrade
java.lang.ClassCastException: extrasystemreloaded.systems.upgrades.impl.Magazines cannot be cast to exoticatechnologies.modifications.upgrades.Upgrade
at exoticatechnologies.modifications.upgrades.UpgradesHandler.populateUpgrades(UpgradesHandler.java:61)
at exoticatechnologies.modifications.upgrades.UpgradesHandler.initialize(UpgradesHandler.java:45)
at exoticatechnologies.ETModPlugin.onApplicationLoad(ETModPlugin.java:43)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
So, here are my thoughts after a long use of ESR followed up with the immediate adoption of Exotica. Specifically about exotics. I think Bandwidth is actually a pretty good solution. The previous system of upgrading the base ship to then upgrade the upgraded stats was clunky and tedious. Bandwidth does not necessarily fix this, other than making the random roll on quality far more important for if the ship is simply going to be fully buffed in one category without any bandwidth upgrades. It does however make upgrades feel more natural to me, like allocating resources. But getting a ship with a low bandwidth roll can still be mitigated by one Alpha Core, allowing to upgrade one thing that can massively buff the ship. You really only need one or two upgrades with Exotica to still make very powerful ships. the Alpha Core integration led me to question why all Ai cores weren't already exotic upgrades. You get into the weeds and demanding if you even ask for different ships to utilizes cores differently, but that does also sound interesting. It wouldn't solve the exotic item bloat issue any, especially if the Alphacore was just split up into the smaller cores. But I don't mind item bloat, personally. Using ET with EHM has completely changed how I play this game and I don't want to go back. Also, I would find it interesting to have more uses for AI cores in the game, really. In regards to the other items, I recall someone in Discord a while back, maybe you, asking for ideas for what to do with the phasefield engine, before it was actually used on phase-ships. More phase exotics would be interesting, especially if you aren't running unusual hullmods. They have a similar problem to Carriers. All the hangar forge does is reduce time on things, it offers no novel change to how a ship is used. Similar to its counterpart, Hacked Missile Forges. The speed feeder, the Drive Vent, and the Plasma Catalyst all give you novel ways to build around or enhance a ship. Well, Plasma Catalyst more or less just frees up OP for more hullmods and can be easily remedied by proper captain skill investment, but that is still a much mroe tangible change than simply "free missiles lul" and simply buffing all carriers across the board flatly. Not to say that your mod should be taxed to cover vanilla's gaps, Fighters Expanded and Modern Carriers can do that, as can Unusual Hullmods.
Just things I've been thinking about. The quality of work on these two mods and the frequent fixes are outstanding. You do great work, thank you.
added a derelict upgrade
fixed upgrade colors being off
fixed relic component upgrade method using ship component pricing
fixed bandwidth calculation being too high
use upgrade spawnchance stat
So, here are my thoughts after a long use of ESR followed up with the immediate adoption of Exotica. Specifically about exotics. I think Bandwidth is actually a pretty good solution. The previous system of upgrading the base ship to then upgrade the upgraded stats was clunky and tedious. Bandwidth does not necessarily fix this, other than making the random roll on quality far more important for if the ship is simply going to be fully buffed in one category without any bandwidth upgrades. It does however make upgrades feel more natural to me, like allocating resources. But getting a ship with a low bandwidth roll can still be mitigated by one Alpha Core, allowing to upgrade one thing that can massively buff the ship. You really only need one or two upgrades with Exotica to still make very powerful ships. the Alpha Core integration led me to question why all Ai cores weren't already exotic upgrades. You get into the weeds and demanding if you even ask for different ships to utilizes cores differently, but that does also sound interesting. It wouldn't solve the exotic item bloat issue any, especially if the Alphacore was just split up into the smaller cores. But I don't mind item bloat, personally. Using ET with EHM has completely changed how I play this game and I don't want to go back. Also, I would find it interesting to have more uses for AI cores in the game, really. In regards to the other items, I recall someone in Discord a while back, maybe you, asking for ideas for what to do with the phasefield engine, before it was actually used on phase-ships. More phase exotics would be interesting, especially if you aren't running unusual hullmods. They have a similar problem to Carriers. All the hangar forge does is reduce time on things, it offers no novel change to how a ship is used. Similar to its counterpart, Hacked Missile Forges. The speed feeder, the Drive Vent, and the Plasma Catalyst all give you novel ways to build around or enhance a ship. Well, Plasma Catalyst more or less just frees up OP for more hullmods and can be easily remedied by proper captain skill investment, but that is still a much mroe tangible change than simply "free missiles lul" and simply buffing all carriers across the board flatly. Not to say that your mod should be taxed to cover vanilla's gaps, Fighters Expanded and Modern Carriers can do that, as can Unusual Hullmods.
Just things I've been thinking about. The quality of work on these two mods and the frequent fixes are outstanding. You do great work, thank you.
i appreciate the feedback. i agree that the hangar forge and missile forge exotic are both very flat and boring. the only reason i have not changed them is because i'm not sure of a good way to change them to be more interesting. one i just thought of regarding the missile forge is to reduce the base capacity of missile weapons by 75% or something so that the missile forge always provides a full reload at that amount, but not sure honestly. especially with the hangar forge.
released 1.0.7, fixes a bug i introduced and also adds more contentCodeadded a derelict upgrade
fixed upgrade colors being off
fixed relic component upgrade method using ship component pricing
fixed bandwidth calculation being too high
use upgrade spawnchance stat
So, here are my thoughts after a long use of ESR followed up with the immediate adoption of Exotica. Specifically about exotics. I think Bandwidth is actually a pretty good solution. The previous system of upgrading the base ship to then upgrade the upgraded stats was clunky and tedious. Bandwidth does not necessarily fix this, other than making the random roll on quality far more important for if the ship is simply going to be fully buffed in one category without any bandwidth upgrades. It does however make upgrades feel more natural to me, like allocating resources. But getting a ship with a low bandwidth roll can still be mitigated by one Alpha Core, allowing to upgrade one thing that can massively buff the ship. You really only need one or two upgrades with Exotica to still make very powerful ships. the Alpha Core integration led me to question why all Ai cores weren't already exotic upgrades. You get into the weeds and demanding if you even ask for different ships to utilizes cores differently, but that does also sound interesting. It wouldn't solve the exotic item bloat issue any, especially if the Alphacore was just split up into the smaller cores. But I don't mind item bloat, personally. Using ET with EHM has completely changed how I play this game and I don't want to go back. Also, I would find it interesting to have more uses for AI cores in the game, really. In regards to the other items, I recall someone in Discord a while back, maybe you, asking for ideas for what to do with the phasefield engine, before it was actually used on phase-ships. More phase exotics would be interesting, especially if you aren't running unusual hullmods. They have a similar problem to Carriers. All the hangar forge does is reduce time on things, it offers no novel change to how a ship is used. Similar to its counterpart, Hacked Missile Forges. The speed feeder, the Drive Vent, and the Plasma Catalyst all give you novel ways to build around or enhance a ship. Well, Plasma Catalyst more or less just frees up OP for more hullmods and can be easily remedied by proper captain skill investment, but that is still a much mroe tangible change than simply "free missiles lul" and simply buffing all carriers across the board flatly. Not to say that your mod should be taxed to cover vanilla's gaps, Fighters Expanded and Modern Carriers can do that, as can Unusual Hullmods.
Just things I've been thinking about. The quality of work on these two mods and the frequent fixes are outstanding. You do great work, thank you.
i appreciate the feedback. i agree that the hangar forge and missile forge exotic are both very flat and boring. the only reason i have not changed them is because i'm not sure of a good way to change them to be more interesting. one i just thought of regarding the missile forge is to reduce the base capacity of missile weapons by 75% or something so that the missile forge always provides a full reload at that amount, but not sure honestly. especially with the hangar forge.
So, here are my thoughts after a long use of ESR followed up with the immediate adoption of Exotica. Specifically about exotics. I think Bandwidth is actually a pretty good solution. The previous system of upgrading the base ship to then upgrade the upgraded stats was clunky and tedious. Bandwidth does not necessarily fix this, other than making the random roll on quality far more important for if the ship is simply going to be fully buffed in one category without any bandwidth upgrades. It does however make upgrades feel more natural to me, like allocating resources. But getting a ship with a low bandwidth roll can still be mitigated by one Alpha Core, allowing to upgrade one thing that can massively buff the ship. You really only need one or two upgrades with Exotica to still make very powerful ships. the Alpha Core integration led me to question why all Ai cores weren't already exotic upgrades. You get into the weeds and demanding if you even ask for different ships to utilizes cores differently, but that does also sound interesting. It wouldn't solve the exotic item bloat issue any, especially if the Alphacore was just split up into the smaller cores. But I don't mind item bloat, personally. Using ET with EHM has completely changed how I play this game and I don't want to go back. Also, I would find it interesting to have more uses for AI cores in the game, really. In regards to the other items, I recall someone in Discord a while back, maybe you, asking for ideas for what to do with the phasefield engine, before it was actually used on phase-ships. More phase exotics would be interesting, especially if you aren't running unusual hullmods. They have a similar problem to Carriers. All the hangar forge does is reduce time on things, it offers no novel change to how a ship is used. Similar to its counterpart, Hacked Missile Forges. The speed feeder, the Drive Vent, and the Plasma Catalyst all give you novel ways to build around or enhance a ship. Well, Plasma Catalyst more or less just frees up OP for more hullmods and can be easily remedied by proper captain skill investment, but that is still a much mroe tangible change than simply "free missiles lul" and simply buffing all carriers across the board flatly. Not to say that your mod should be taxed to cover vanilla's gaps, Fighters Expanded and Modern Carriers can do that, as can Unusual Hullmods.
Just things I've been thinking about. The quality of work on these two mods and the frequent fixes are outstanding. You do great work, thank you.
i appreciate the feedback. i agree that the hangar forge and missile forge exotic are both very flat and boring. the only reason i have not changed them is because i'm not sure of a good way to change them to be more interesting. one i just thought of regarding the missile forge is to reduce the base capacity of missile weapons by 75% or something so that the missile forge always provides a full reload at that amount, but not sure honestly. especially with the hangar forge.
IMHO i see no problem with actual functions of missile forge. It give long lasting battle life for missile and its a reason why it so important precisely in this form on later stage game - with HUGE enemy fleets. This exotic is perfect and a LITLE overpowered only first several cycles
After a lot of battles it seems that i lose all of my exotica traits and get replaced with a randomly generated bad bandwidth, not sure why it happens.
edit: found a weird series of logs in my starsector.logSpoiler6132127 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [760794] named [null]
6132127 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [760794]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [76079a] named [null]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [76079a]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [760788] named [null]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [760788]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [760798] named [null]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [760798]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [7607b6] named [null]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [7607b6]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [7607a8] named [null]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [7607a8]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [76079c] named [null]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [76079c]
6132131 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [7607a2] named [null][close]
Sir, can you allow me to translate it into Chinese and update it to the Chinese Starsector Forum :D
Thank you :) A great piece of workSir, can you allow me to translate it into Chinese and update it to the Chinese Starsector Forum :D
hi, all of the translatable strings are in rules.csv and strings.json
feel free to translate it!
if there are any missing, please let me know
Alright I've put the starsector.log.1 just to be sure (https://drive.google.com/drive/folders/1fFmfpoG4cz9SgtSxIcvu7G75BmzLTVma?usp=sharing)After a lot of battles it seems that i lose all of my exotica traits and get replaced with a randomly generated bad bandwidth, not sure why it happens.
edit: found a weird series of logs in my starsector.logSpoiler6132127 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [760794] named [null]
6132127 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [760794]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [76079a] named [null]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [76079a]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [760788] named [null]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [760788]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [760798] named [null]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [760798]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [7607b6] named [null]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [7607b6]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [7607a8] named [null]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [7607a8]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [76079c] named [null]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [76079c]
6132131 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [7607a2] named [null][close]
can you send me the whole log?
I think something's wrong with the derelicts. Before the engagement I'm told that the other fleet has some exotica technologies installed, but if I look through them via F1, there will be no exotica hullmod.
Alright I've put the starsector.log.1 just to be sure (https://drive.google.com/drive/folders/1fFmfpoG4cz9SgtSxIcvu7G75BmzLTVma?usp=sharing)After a lot of battles it seems that i lose all of my exotica traits and get replaced with a randomly generated bad bandwidth, not sure why it happens.
edit: found a weird series of logs in my starsector.logSpoiler6132127 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [760794] named [null]
6132127 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [760794]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [76079a] named [null]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [76079a]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [760788] named [null]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [760788]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [760798] named [null]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [760798]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [7607b6] named [null]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [7607b6]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [7607a8] named [null]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [7607a8]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [76079c] named [null]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [76079c]
6132131 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [7607a2] named [null][close]
can you send me the whole log?
Thank you! I'll play around with it a bit more and see if my exotica upgrades disappear :)Alright I've put the starsector.log.1 just to be sure (https://drive.google.com/drive/folders/1fFmfpoG4cz9SgtSxIcvu7G75BmzLTVma?usp=sharing)After a lot of battles it seems that i lose all of my exotica traits and get replaced with a randomly generated bad bandwidth, not sure why it happens.
edit: found a weird series of logs in my starsector.logSpoiler6132127 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [760794] named [null]
6132127 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [760794]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [76079a] named [null]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [76079a]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [760788] named [null]
6132128 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [760788]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [760798] named [null]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [760798]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [7607b6] named [null]
6132129 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [7607b6]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [7607a8] named [null]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [7607a8]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [76079c] named [null]
6132130 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Generating bandwidth for fm ID [76079c]
6132131 [Thread-3] INFO exoticatechnologies.modifications.ShipModFactory - Loading ship mods for fleet member [7607a2] named [null][close]
can you send me the whole log?
hi, the only thing i can assume is that your fleet members are being removed either on death or for some other reason. i've released update 1.0.8, which, among other things, will add some more verbose logging to when a fleet member gets removed and may fix this issue as well.
I am just started a new run with this mod but I think I found problem.
When I try go to station and try to "Vist the local Exotica Technologies branch" my game just shut down with that response:Spoiler(https://i.imgur.com/aIZC5Qv.png)[close]
I removed all my mods just left this one Magiclib but still was the same problem.
Thank you :) A great piece of workSir, can you allow me to translate it into Chinese and update it to the Chinese Starsector Forum :D
hi, all of the translatable strings are in rules.csv and strings.json
feel free to translate it!
if there are any missing, please let me know
ok. Thank you for your replyThank you :) A great piece of workSir, can you allow me to translate it into Chinese and update it to the Chinese Starsector Forum :D
hi, all of the translatable strings are in rules.csv and strings.json
feel free to translate it!
if there are any missing, please let me know
hi WOWOWO, your message got sent to my email into the spam folder somehow. the "Ship Components" and "Relic Components" text (along with any other resources that appears there) are automatically filled in by the same names that are used for the Industrial Evolution mod, so if that mod were translated too then you would see those resource names changed to the chinese equivalents
2805893 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exoticatechnologies.util.Utilities.getUpgradeChip(Utilities.java:285)
at exoticatechnologies.util.Utilities.hasUpgradeChip(Utilities.java:296)
at exoticatechnologies.modifications.upgrades.impl.DerelictWeaponAssistant.canAppl y(DerelictWeaponAssistant.java:44)
at exoticatechnologies.modifications.upgrades.dialog.UpgradesPickerState.getSorted UpgradeList(UpgradesPickerState.java:134)
at exoticatechnologies.modifications.upgrades.dialog.UpgradesPickerState.execute(UpgradesPickerState.java:76)
at exoticatechnologies.campaign.rulecmd.ETInteractionDialogPlugin.optionSelected(ETInteractionDialogPlugin.java:291)
at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(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)
How do i see what the upgrades do? I've tried pressing F2 but it doesn't open up any menus.
I started a new game, thought I would try your mod. But when I try to poke at your mod a little...I got this:
This is with your 1.0.8b release.
148111 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: data/scripts/util/MagicSettings
java.lang.NoClassDefFoundError: data/scripts/util/MagicSettings
at exoticatechnologies.modifications.ShipModFactory.generateBandwidth(ShipModFactory.java:118)
at exoticatechnologies.modifications.ShipModifications.<init>(ShipModifications.java:51)
at exoticatechnologies.modifications.ShipModFactory.getForFleetMember(ShipModFactory.java:39)
at exoticatechnologies.dialog.modifications.SystemPickerState.execute(SystemPickerState.java:22)
at exoticatechnologies.campaign.rulecmd.ETInteractionDialogPlugin.optionSelected(ETInteractionDialogPlugin.java:291)
at exoticatechnologies.dialog.shippicker.ShipPickerOption$1.pickedFleetMembers(ShipPickerOption.java:58)
at com.fs.starfarer.ui.newui.T.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.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)
Caused by: java.lang.ClassNotFoundException: data.scripts.util.MagicSettings
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 20 more
Thoughts?
the mod requires MagicLib which you can find here https://fractalsoftworks.com/forum/index.php?topic=13718.0
it also requires LazyLib which is here https://fractalsoftworks.com/forum/index.php?topic=5444.0
556164 [Thread-3] WARN com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Problem with command of class exoticatechnologies.campaign.rulecmd.ETHasUpgrades: null
java.lang.NullPointerException
at exoticatechnologies.campaign.rulecmd.ETHasUpgrades.execute(ETHasUpgrades.java:48)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.isTrueFor(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.super(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine$3.getBestMatching(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
Great idea, poor implementation. All of my exotics and upgrades on all of my ships randomly disappear. Replaced them 3 times on my flagship already and it keeps happening. Completely useless.
Great idea, poor implementation. All of my exotics and upgrades on all of my ships randomly disappear. Replaced them 3 times on my flagship already and it keeps happening. Completely useless.
I am not this mod author... but anyway I never had that bug.
I suggest you post your mod list, it might be mod incompatibility issue. For example there are 2 other mods that I know that kinda mess with same thing as Exotica and might have problems, one of them has a known bug (author is fixing) where it was deleting some hullmods.
So, I understand to some degree what you mean regarding taking choice away from the player, even if in an indirect sense - as it stands, the only mods I typically use for logistics ships are infernal engines to bring up max burn, and sometimes commisioned crews for low pop ships with higher maintenance such as phase logistics ships. So then following the argument that I was going to make that with the max bandwidth being limited to 350 (and as far as I can tell no quick and easy way for a player to change that in configs), as a counter to installing logistics upgrades on combat ships being a no brainer (since they would in theory usually want the combat oriented upgrades instead, of which they can only have at most 2 maxed out at a time as it stands anyways), I do understand that it would instead (following a bandwidth cost for logistics upgrades that followed either the 5, 10, or 15 costs of the existing upgrades rather than a very low cost, which for all I know the 5 cost was included in that but point aside) be a no brainer to just put those upgrades on basically every logistics ship out there, which even if there was the choice not to do either of those things it would only be there as a token point considering that it wouldnt make sense for any player to forgo a logistics upgrade on a logistics ship or a combat upgrade on a combat ship in favor of neither or the opposite cases. I'll think about it and see if I can come up with anything to work around that flaw since you're right that it is quite apparent and would be detracting.
If S-modded ships can be considered a class or faction variable the same as your current lists in the configs and it really is that simple or something akin to that, that is awesome, since it would perfectly allow that middle ground difficulty ramp that wasn't just making X faction that much more OP around the board and might also allow players to config the actual value of how much more difficult they wanted those sets of enemies to be, but either way it sounds like you have something in mind already for that direction so that's super cool.
I really appreciate you reading all of my silly ideas and giving feedback on them - once again I also appreciate the work you put into the mod, and naturally when my silly ideas dont work or go against any vision you have I take no offense if you dont like any or all of them now or in the future <3
(This is a stupid and unrelated question and I apologize ahead of time: what mod is the EIS Rome Eventually from, if it isn't one made for private use or the like? I did look around and probably just missed it, but couldn't find it, and that design pattern is really nice so I was going to check it out for another playthrough)
Great idea, poor implementation. All of my exotics and upgrades on all of my ships randomly disappear. Replaced them 3 times on my flagship already and it keeps happening. Completely useless.
Great idea, poor implementation. All of my exotics and upgrades on all of my ships randomly disappear. Replaced them 3 times on my flagship already and it keeps happening. Completely useless.
I can second having this issue, but it's very inconsistent for me. It doesn't happen to all of my ships, and it doesn't happen often. Just every now and again. There doesn't seem to be a rhyme or reason to it.
So you've played ESR and are wondering what's changed and new with ET; Peek and behold!SpoilerFirstly, the fundamentals are the same. Get ship, upgrade ship in different ways, find exotics through exploring ruins and stations to get particularly powerful improvements that you know and love. But the devil is in the details;
Bandwidth - Has replaced Quality and functions the same. Pay cash to make it so you can mod your ship further.
Upgrades - Are the biggest overhaul by far. Gone are the no brain picks that make your ship systems cooldown faster, instead replaced by a system of great gains at small losses.
(https://i.imgur.com/Zg3w9mY.png)
(https://i.imgur.com/t7M7Z7n.png)
(https://i.imgur.com/tm4Mn9i.png)
As you can see, Infernal Engines is a net gain but in a focused direction with a downside. You are trading decelerating and increased fuel consumption (with handy actual numbers for when those rise high enough) for increased accelerating, turning, burn level and speed. Similar to how the exotic upgrades sometimes had trade offs; all upgrades are like this now. President Matt Damon is working on future upgrades so don't expect this to be it, but the core upgrades are solid. I highly recommend forced overtime for your frigates and commissioned crews for your civilian ships once you're rolling around in cash. Infernal Engines are amazing for your slow capital ships that you don't care to decelerate on, or on your fast hit-and-run ships that don't brawl and veer away.
(https://i.imgur.com/p9UiKfq.png)
(https://i.imgur.com/eQ5EadQ.png)
Exotics - As I said, are similar to what you might have already seen. They can also be removed from ships with a story point now which brings me to another big change;
Enemy ships now can come with upgrades and exotics! Hope you're ready to run into Dominators with a spooled feeder! I wasn't! I hated it! On the plus side you can now rip out their upgrades into a chip to install them onto your own!
(https://i.imgur.com/9te5pTR.png)
Finally lets talk about Scanning fleets. When fleet dialogue appears, you might see extra dialogue mentioning that the "Other fleet appears modified". Open coms with them and you will get an extra option to scan them. This will open up a similar ship menu as upgrading to let you pick ships your interested in seeing how they are modified.[close]
Obviously this a huge update the now renamed Exotica Technologies! Hit President Matt Damon up with questions and bug reports, I am certain I didn't get them all, but I wanted to share a survival guide for this new incarnation!
What mod is that black apogee from?
Anyone having issues spawning IBB fleets (Think that feature is from Nexerelin or Locked and Loaded) since newest update? Have one fleet that pops up when I spawn it (accept mission) game crashes. this mod is only real thing that has changed since last time I spawned this fleet successfully, or last time i spawned an IBB fleet at all really. (IBB is International Bounty Board i believe)
Could upgrade commissioned crew to level 27 on Hiigaran capital logistic vessel with no effect(Edit: after load it shows it now?!), had just one of it.
Had also two similar ships and upgraded them with also no effect at all.
And yeah the new interface looks good!
EDIT:
Or is this working as intended?
https://imgur.com/a/wjRLyID
Like the new interface!
Question, I was poking around a bit because I wanted to change the max bandwidth and found "public static final float MAX_BANDWIDTH" however making changes to this doesn't seem to do anything. Is there another place where I have to change it?
Anyone having issues spawning IBB fleets (Think that feature is from Nexerelin or Locked and Loaded) since newest update? Have one fleet that pops up when I spawn it (accept mission) game crashes. this mod is only real thing that has changed since last time I spawned this fleet successfully, or last time i spawned an IBB fleet at all really. (IBB is International Bounty Board i believe)
Anyone having issues spawning IBB fleets (Think that feature is from Nexerelin or Locked and Loaded) since newest update? Have one fleet that pops up when I spawn it (accept mission) game crashes. this mod is only real thing that has changed since last time I spawned this fleet successfully, or last time i spawned an IBB fleet at all really. (IBB is International Bounty Board i believe)
Anyone having issues spawning IBB fleets (Think that feature is from Nexerelin or Locked and Loaded) since newest update? Have one fleet that pops up when I spawn it (accept mission) game crashes. this mod is only real thing that has changed since last time I spawned this fleet successfully, or last time i spawned an IBB fleet at all really. (IBB is International Bounty Board i believe)
not having any issues on my end, not sure what's going on. releasing an update in a couple minutes, try giving it a shot?
SWP_IBBStage 7
Anyone having issues spawning IBB fleets (Think that feature is from Nexerelin or Locked and Loaded) since newest update? Have one fleet that pops up when I spawn it (accept mission) game crashes. this mod is only real thing that has changed since last time I spawned this fleet successfully, or last time i spawned an IBB fleet at all really. (IBB is International Bounty Board i believe)
not having any issues on my end, not sure what's going on. releasing an update in a couple minutes, try giving it a shot?
The new update is still freezing the game for me when accepting certain IBBs (The first few ones work fine).
To reproduce the error use console commandCodeto generate the first IBB that have this problemSWP_IBBStage 7
then go to a bar and find the event, the game hangs when the accept option is clicked on.
Thanks for the quick fix of ibb bug.
Mod is nice and add a lot of spice in the game.
Is it possible to remove a exotica upgrade if I change my mind after install/upgrade it?
Thank you for your great work, I really enjoy the changes this mod brings to my current game.
Would you mind me translate and update your work onto Chinese Starsector forum? I know someone had already asked you for the same thing, but I checked several times in Chinese forum and believe he hasn't done it yet. I have completed the translation and I think it's better to ask you for another permission before I post it.
Besides, I find something strange in the mod and I guess they could be bugs:
1) The negative effects of many upgrades looks like positive ones in the UI. For example, lv10 Welded Armor should make the weapon and engine HP become 0.84x, but it shows 1.16x instead. Everything is correct if checked in the ET hullmod details interface.
2) According to the description, Tracer Recoil Calculator should reduce recoil/inaccuracy/projectile speed, but its real effect is reduce recoil, increase weapon HP, and reduce turret turn rate.
3) Commissioned Crews will increase the supplies to recover by 20% instead of decreasing it. Since the description tells that this upgrade is designed to "shift the logistical constraints of a ship from supplies and fuel to credits", I guess it should reduce the supplies requirement in all the ways, or this is the method to counteract the effect of quicker repair and keep the same total repair supply cost?
4) Phasefield engine is too OP. This is caused by two facts:
· This modification actually reduces the cooldown of phase coil to nearly zero, which is not mentioned on its description. If you switch on and off the phase quickly enough, it can even prevent reseting the 8 sec countdown.
· After install this, any ship with hullmod Phase anchor will keep its phase cost to be zero instead of 10% of the maximum flux. This means that any ship with Phase anchor will bypass the penalty of this modification, switch on and off the phase with no extra flux.
As the result, a ship with Phasefield engine and Phase anchor becomes permanetly invincible. I recommend to remove the cooldown reduction, and set the phase cost of ships with Phase anchor to 10% of the maximum flux as well.
The "prototype UI" is too big, the top and bottom get cut off on my screen.
I'm running 4k resolution with 200% UI scaling.
I can't disable UI scaling or the other players I'm playing with via parsec won't be able to read/see various things.
Ty for the mod.
Thank you for your great work, I really enjoy the changes this mod brings to my current game.
Would you mind me translate and update your work onto Chinese Starsector forum? I know someone had already asked you for the same thing, but I checked several times in Chinese forum and believe he hasn't done it yet. I have completed the translation and I think it's better to ask you for another permission before I post it.
Besides, I find something strange in the mod and I guess they could be bugs:
1) The negative effects of many upgrades looks like positive ones in the UI. For example, lv10 Welded Armor should make the weapon and engine HP become 0.84x, but it shows 1.16x instead. Everything is correct if checked in the ET hullmod details interface.
2) According to the description, Tracer Recoil Calculator should reduce recoil/inaccuracy/projectile speed, but its real effect is reduce recoil, increase weapon HP, and reduce turret turn rate.
3) Commissioned Crews will increase the supplies to recover by 20% instead of decreasing it. Since the description tells that this upgrade is designed to "shift the logistical constraints of a ship from supplies and fuel to credits", I guess it should reduce the supplies requirement in all the ways, or this is the method to counteract the effect of quicker repair and keep the same total repair supply cost?
4) Phasefield engine is too OP. This is caused by two facts:
· This modification actually reduces the cooldown of phase coil to nearly zero, which is not mentioned on its description. If you switch on and off the phase quickly enough, it can even prevent reseting the 8 sec countdown.
· After install this, any ship with hullmod Phase anchor will keep its phase cost to be zero instead of 10% of the maximum flux. This means that any ship with Phase anchor will bypass the penalty of this modification, switch on and off the phase with no extra flux.
As the result, a ship with Phasefield engine and Phase anchor becomes permanetly invincible. I recommend to remove the cooldown reduction, and set the phase cost of ships with Phase anchor to 10% of the maximum flux as well.
i made all of the strings externally translatable for that person after about a week, then he never got back to me when i told him (in this thread, anyway) that it was done.
i want to DM you with a link to an unreleased version that has some more strings to translate in it. i can point you to exactly what changed.
thanks for the reports, by the way.
i thought i caught all of the UI incorrections, but i guess not.
i updated the Tracer Recoil Calculator to upgrade more stats because there are lots of weapons that do not benefit at all from merely reducing recoil, and the drawback of reducing projectile speed was kind of counter to being more accurate. i'll update the description and send it to you.
the commissioned crews "Supplies to Recover" increase is actually so the upgrade has some kind of drawback. on all except the most efficient ships, commissioned crews will always be a good thing to take without that drawback (and it might still be!)
none of my testers used phase ships so it makes sense that the Phasefield Engine one would slip though.
i will work on these later today, and with your permission send you an updated version of the mod.
It can't be better if you are willing to send the new release and point out the text changes. You can give me the link by personal message. Thank you very much!
First of all, thanks for making this mod, and offering new additional ways to specialize ships!
I just have one question/request (maybe i am just too dumb):
Is there no way to choose which level of chip to use instead of the highest level (as the tooltip says)? I had circumvented this by moving only the wanted chips to my inventory. But while the crate has significantly reduced the chips cluttering my inventory, it also made this circumvention more tedious by needing to go through the extra crate inventory window.
If it would prioritize chips in the inventory over ones in the crate that would be a nice way to do it maybe?
First of all, thanks for making this mod, and offering new additional ways to specialize ships!
I just have one question/request (maybe i am just too dumb):
Is there no way to choose which level of chip to use instead of the highest level (as the tooltip says)? I had circumvented this by moving only the wanted chips to my inventory. But while the crate has significantly reduced the chips cluttering my inventory, it also made this circumvention more tedious by needing to go through the extra crate inventory window.
If it would prioritize chips in the inventory over ones in the crate that would be a nice way to do it maybe?
yeah haven't found a good solution to it yet unfortunately. the ideal is you get to pick from a list, but i'm already using up most of the screen real estate that i have on the smallest screen size supproted by the game (1280x768 or something). i'll think of something eventually, but if you or anyone elsse has ideas that would help, then feel free.
Putting your crate in storage and then withdrawing it after you automatically get a new one causes all your chips to be erased.
Is it possible to put max bandwidth into mod settings?
I thought that I have finally found some use for my bustling economy, but hit the ceiling at 300 TB/s =(
I would like to continue upgrading as long as I can afford infinitely growing costs =)
Is it possible to put max bandwidth into mod settings?
I thought that I have finally found some use for my bustling economy, but hit the ceiling at 300 TB/s =(
I would like to continue upgrading as long as I can afford infinitely growing costs =)
this isn't intended to be an infinite scaling mod. the idea of such a thing is really unfun anyway, in any case; after a certain point your ship is basically invincible, has essentially infinite flux that it can vent instantly and can kill things by just ramming into them because any ship would be able to move at 600 SU.
I really enjoy the mod. Thanks for all your work on it. The UI improvements in recent versions have been really awesome.
I agree that it would be really nice to be able to control which level chip gets used. It is annoying to have to store/sell all the higher level ones. As Xzaven said, prioritizing chips in inventory over the box would be a nice QoL improvement. Alternatively, I don't know if you can pop-up a dialog when clicking "use chip" that would show a list of the available ones.
One frustration I have with it is when upgrading engines to try to get to a burn level threshold, the ship configuration screen starts rounding the burn rate up when viewing the ship details, but actual fleet speed seems to floor the burn rate of ships, so I'll often see, e.g., a ship that says it has burn rate 9, but if everything else in my fleet goes 10, I can actually only go speed 8 because it is really like 8.7 or something. I wish the actual burn rate were displayed somewhere to make this more clear, maybe when hovering the hull mod?
Maybe I'm just doing the math wrong or misunderstanding something, but my impression is that level 5 engines should be enough to take a burn 8 ship to burn 9. 8 * 1.15 = 9.2, which should round down to 9, but I still see burn 8 for my fleet. But I actually seem to have to have level 7 engines (8 * 1.21 = 9.68) to get my fleet to go burn 9. Do we actually need to get over 9.5 for it to work or is there something else going on?
How do I access these upgrade? So far I can only find the way to increase my ship's bandwidth but not how to install these modifications.
hi, is the starting bandwidth on ships random?Yes, though this can be changed in config\settings.json. It is labeled ("useRandomBandwidth":true) and the variable below it changes the default bandwidth when random is disabled.
yesterday I checked my fleet from current game and my first 5x d-mod mule from outa spaca is an ultimate :D
hey president! sorry to pester but this is probably a minor concern, but i run my game at my native resolution which is 3840x2160. and the new ui for the exotica tech stretches vertically off screen top and bottom. cant really post a pic due to file size restrictions. but if you run 4k you should have the same issue. just thought i would mention it, thanks!
I'm unsure if this is a bug or if it is intended, but Infernal Engines is not giving my base burn 7 ship +2 burn at max rank. The Infernal Engines upgrade at level 10 increases burn by 30%. 130% of 7 is 9.1. However, in-game lists the bonus at +1, giving a total of 8 burn instead of 9.
Okay, while I was typing this, I did some more testing. Is the actual burn bonus of the Infernal Engine 2% per level instead of the displayed 3%? On an 8 burn ship, upgrading it to level 4 Infernal Engines has the fleet window show the burn speed as 9, but it has no parentheses bonus displayed (no bonus makes sense, as at level 4, the burn speed should be 8.96). Upon exiting all menus and going back to the main screen, checking the fleet viewer shows the burn speed has returned to 8. However, at level 5, when the bonus should push the burn speed to 9.2, the same issue occurs. It isn't until level 7 (9.44) that the ship gains the (+1) display and the 9 burn speed becomes active. All other stats related to the positive and negative bonuses for Infernal Engines appear to be working correctly, at least according to the stats page. So it's either some weird bug that doesn't seem to be an issue for the other stats, or it's only a 2% increase per level. this makes sense as the 7 speed ship would not reach 9 speed at level 10, and the 8 speed ship would hit 8.96 at level 6 and 9.12 at level 7 going by 2% per level.
On multi-section ships, the Alpha Subcore hidden hullmod is only installed on the main section. It's still listed in the tooltip of the Exotica hullmod for the other sections however.
actually was problem with me using the wrong stat. i used TURN RATE stat by accident as burn level, and vice-versa. it's fixed in latest, and to compensate the burn rate buff was set to 30% at max instead of 20%
Very nice, but as a tiny request, if you change it, can you make it that we dont have to scroll through it? Would be like two steps forward and one step back.I'd argue that removing menu scrolling discriminates against those users with displays that can't go above 1280x1024 (which I would consider the absolute minimum for Starsector), though my current LCD IS 1080p-capable.
Love your mod, cheers!
Very nice, but as a tiny request, if you change it, can you make it that we dont have to scroll through it? Would be like two steps forward and one step back.
Love your mod, cheers!
I'd argue that removing menu scrolling discriminates against those users with displays that can't go above 1280x1024 (which I would consider the absolute minimum for Starsector), though my current LCD IS 1080p-capable.
Speaking of oddity's. the upgrade menu is not showing cost's for any of the upgrades except chip insertion and ship quality upgrades. likely some weird UI quirk that is not updateing when you hover the mouse in a upgrade option.
Tried out 1.2.6, the exotics config file doesn't seem to be reflected on the upgrade UI.
Also, the, the hacked missile forge config variable names don't line up with what the in-game UI seems to state. It has the two variables "secondsBetweenReload": 90 and "percentReloaded": 50.0, but the in-game UI states that it'll do a full reload every 60 seconds (with a 50% penalty to maximum ammo)
Tried out 1.2.6, the exotics config file doesn't seem to be reflected on the upgrade UI.
Also, the, the hacked missile forge config variable names don't line up with what the in-game UI seems to state. It has the two variables "secondsBetweenReload": 90 and "percentReloaded": 50.0, but the in-game UI states that it'll do a full reload every 60 seconds (with a 50% penalty to maximum ammo)
that is because the exotics.json is not used any more, sorry.
Tried out 1.2.6, the exotics config file doesn't seem to be reflected on the upgrade UI.
Also, the, the hacked missile forge config variable names don't line up with what the in-game UI seems to state. It has the two variables "secondsBetweenReload": 90 and "percentReloaded": 50.0, but the in-game UI states that it'll do a full reload every 60 seconds (with a 50% penalty to maximum ammo)
that is because the exotics.json is not used any more, sorry.
Is that just for exotics.json or are all the config files no longer in use?
Assuming they're all deprecated, I see that in just the previous 1.2.4 version, the changelog mentions the addition of configuration options, assuming it's not the aforementioned config .json files, is there some other location to tune the mod options outside of editing and recompiling the source files?
Noted, thanks for the clearing it up.
private boolean shouldAffectWeapon(WeaponAPI weapon) {
return weapon.getAmmoTracker() != null
&& weapon.getAmmoTracker().usesAmmo()
&& weapon.getAmmoTracker().getAmmoPerSecond() == 0f
&& weapon.getSlot().getWeaponType().equals(WeaponAPI.WeaponType.MISSILE);
}
I have a bug with "Hacked Missile Forge". It works only with missiles that are placed in missile slots. But weapons in universal and synergy slots do not get ammo reduction and regeneration.
Browsed the code and found this fragment:Codeprivate boolean shouldAffectWeapon(WeaponAPI weapon) {
return weapon.getAmmoTracker() != null
&& weapon.getAmmoTracker().usesAmmo()
&& weapon.getAmmoTracker().getAmmoPerSecond() == 0f
&& weapon.getSlot().getWeaponType().equals(WeaponAPI.WeaponType.MISSILE);
}
I suspect "weapon.getSlot()" is the problem.
According to https://fractalsoftworks.com/starfarer.api/com/fs/starfarer/api/combat/WeaponAPI.html (https://fractalsoftworks.com/starfarer.api/com/fs/starfarer/api/combat/WeaponAPI.html), WeaponAPI has a getType() method.
May be using "weapon.getType().equals(WeaponAPI.WeaponType.MISSILE)" would solve the problem.
I have a bug with "Hacked Missile Forge". It works only with missiles that are placed in missile slots. But weapons in universal and synergy slots do not get ammo reduction and regeneration.
Browsed the code and found this fragment:Codeprivate boolean shouldAffectWeapon(WeaponAPI weapon) {
return weapon.getAmmoTracker() != null
&& weapon.getAmmoTracker().usesAmmo()
&& weapon.getAmmoTracker().getAmmoPerSecond() == 0f
&& weapon.getSlot().getWeaponType().equals(WeaponAPI.WeaponType.MISSILE);
}
I suspect "weapon.getSlot()" is the problem.
According to https://fractalsoftworks.com/starfarer.api/com/fs/starfarer/api/combat/WeaponAPI.html (https://fractalsoftworks.com/starfarer.api/com/fs/starfarer/api/combat/WeaponAPI.html), WeaponAPI has a getType() method.
May be using "weapon.getType().equals(WeaponAPI.WeaponType.MISSILE)" would solve the problem.
hi, please update your mod
the most up-to-date version has that fixed, see here https://github.com/scardwell15/ExoticaTechnologies/blob/main/src/exoticatechnologies/modifications/exotics/impl/HangarForgeMissiles.java
hotfixed! please download
hotfixed! please download
updated again!!!!! fixed it for real this time guys, i'm a profreessional i swear
hotfixed! please download
updated again!!!!! fixed it for real this time guys, i'm a profreessional i swear
Noticed that "Welded Armor" was not applying correct values (around x100 less). Decided to write about it.
But checked release info first.
You are once again one step ahead of me =) Who knows, may be you ARE a professional ))
java.lang.NullPointerException
at exoticatechnologies.util.Utilities.getExoticChip(Utilities.java:265)
at exoticatechnologies.ui.impl.shop.exotics.methods.RecoverMethod.getResourceMap(RecoverMethod.kt:56)
at exoticatechnologies.ui.impl.shop.exotics.ExoticResourcesUIPlugin.redisplayResourceCosts(ExoticResourcesUIPlugin.kt:48)
at exoticatechnologies.ui.impl.shop.exotics.ExoticPanelUIPlugin.highlightedMethod(ExoticPanelUIPlugin.kt:71)
at exoticatechnologies.ui.impl.shop.exotics.ExoticPanelUIPlugin$MethodListener.highlighted(ExoticPanelUIPlugin.kt:92)
at exoticatechnologies.ui.impl.shop.exotics.ExoticMethodsUIPlugin.callListenerHighlighted(ExoticMethodsUIPlugin.kt:152)
at exoticatechnologies.ui.impl.shop.exotics.ExoticMethodsUIPlugin$MethodButtonHandler.highlighted(ExoticMethodsUIPlugin.kt:181)
at exoticatechnologies.ui.InteractiveUIPanelPlugin.checkButtons(InteractiveUIPanelPlugin.kt:60)
at exoticatechnologies.ui.InteractiveUIPanelPlugin.processInput(InteractiveUIPanelPlugin.kt:38)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.super.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Been running into an issue that been bricking my saves. Ill get into a battle and sometime into it the game with freezes to the point where I have to close it. When I go to reload it'll give me an error unable to load saved game. I'll look down through the debugging info and class[6] :exoticatechnologies.modification.conditions.impl.minimumcrew is the only thing I can identify that comes from a mod. This is the second save I've had brick on me like this. I've started over a couple of times trying different things but it feels entirely random. The game will freeze when fighting any faction, it just does it randomly. And it save wont brick up every time, but when it does its gg on that save. download the recent fixes you put out but still get the same error. Wish I could give you and error log but I don't know how to pull debugging info.
whats the link for the discord?
On ships with multiple modules (like Epattcud X) "Alpha Subcore" does not provide weapon cost reduction for modules other than main.
Also sometimes I noticed that "Exotica Technologies" hullmod disappears from some modules (not all, just some, that is weird). Haven't figured out the conditions for this yet.
Any way to add specific upgrades to the inventory through console? Sometimes (due to a bug from some other mod I had not pinned down) I have to store and retrieve my ships through "storage" console command (stores them in the Asharu abandoned terraforming platform), and they tend to lose their Exotica mods and randomize bandwidth when I retrieve them, and if I don't have enough exotics to re-mod them, I'm SOL.
Any way to add specific upgrades to the inventory through console? Sometimes (due to a bug from some other mod I had not pinned down) I have to store and retrieve my ships through "storage" console command (stores them in the Asharu abandoned terraforming platform), and they tend to lose their Exotica mods and randomize bandwidth when I retrieve them, and if I don't have enough exotics to re-mod them, I'm SOL.
that being said i'd like you to check that you're on the absolute latest version because i doubt variant tags disappear
i'll take this as a bug report that ships are losing upgrades
that being said i'd like you to check that you're on the absolute latest version because i doubt variant tags disappear
Nope, was on 1.1.6. Updated it, thanks.i'll take this as a bug report that ships are losing upgrades
It's fairly inconsistent: once I had all stored ships lose upgrades, once I had no ships lose upgrades at all. If something in that department changed since 1.1.6, it's possible it's just fixed now. Perhaps it treats the ships as new if they were stored on a station I haven't actually interacted with in a while, aside from "storage" command?
Has anyone else noticed their inventory getting all shifted around sometimes? I'm pretty sure it's Exotica Technologies doing it, it only started once I installed. Items and stacks in the left columns of my inventory end up on the right, things go up a row, left a column, etc. If I had to guess it's some side-effect of the little exotica tech "chest" getting filled up from the individual chips that are only briefly in your cargo, though I haven't kept track of whether it only happens when the chips are involved or if it does it when regular salvage.
Are you sure this only started happening with Exotica Technologies? In my experience, things can move around when you auto-sort them based on:
1) size and number of weapons (large weapons will go before medium and small ones; larger stacks go in front, smaller ones in back);
2) whether or not an item is legal on the market you're sorting on (all illegal commodities will go in the back of the inventory).
so...fairly sure i narrowed down which mod caused me memory leaks and sometimes just freezing game...Yeah, I think there's something wrong with the way Exotica interacts with any mods that add new ships, modules, or weapons because I get pretty constant memory leaks and crashes in fights and while traveling in system with it active. It's a shame because I really like the mod, but I can say for pretty certain that most of my instability is being caused by it.
Yeah. it's Exotica.
What's worse - i had no problems with at least 2 different previous versions, but new fancy one just stops me from playing. Can't post any logs since game just freezes.
so...fairly sure i narrowed down which mod caused me memory leaks and sometimes just freezing game...Yeah, I think there's something wrong with the way Exotica interacts with any mods that add new ships, modules, or weapons because I get pretty constant memory leaks and crashes in fights and while traveling in system with it active. It's a shame because I really like the mod, but I can say for pretty certain that most of my instability is being caused by it.
Yeah. it's Exotica.
What's worse - i had no problems with at least 2 different previous versions, but new fancy one just stops me from playing. Can't post any logs since game just freezes.
Where did you get that portrait?
Hi sir this is just a little bit suggestion of mine. What about making Full Metal Salvo into two exotics, one that increases projectile speed for burst type weapons for sure hits and the other increases damage for low hitting weapons that scale higher for weapons with lower damage. You could also nerf Full Metal Salvo speed cause i can't hit anything with this kind of speed.
161096 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exoticatechnologies.util.Utilities.getExoticChip(Utilities.java:261)
at exoticatechnologies.util.Utilities.hasExoticChip(Utilities.java:282)
at exoticatechnologies.modifications.exotics.impl.DaemonCore.shouldShow(DaemonCore.java:38)
at exoticatechnologies.ui.impl.shop.exotics.ExoticListUIPlugin.shouldMakePanelForI tem(ExoticListUIPlugin.kt:34)
at exoticatechnologies.ui.impl.shop.exotics.ExoticListUIPlugin.shouldMakePanelForI tem(ExoticListUIPlugin.kt:14)
at exoticatechnologies.ui.lists.ListUIPanelPlugin.layoutPanels(ListUIPanelPlugin.kt:37)
at exoticatechnologies.ui.impl.shop.exotics.ExoticShopUIPlugin.layoutPanel(ExoticShopUIPlugin.kt:35)
at exoticatechnologies.ui.tabs.TabbedPanelUIPlugin.showPanel(TabbedPanelUIPlugin.kt:88)
at exoticatechnologies.ui.tabs.TabbedPanelUIPlugin.pickedPanel(TabbedPanelUIPlugin.kt:73)
at exoticatechnologies.ui.tabs.TabbedPanelUIPlugin.pickedTab(TabbedPanelUIPlugin.kt:99)
at exoticatechnologies.ui.tabs.TabButtonHandler.checked(TabButtonHandler.kt:7)
at exoticatechnologies.ui.InteractiveUIPanelPlugin.advance(InteractiveUIPanelPlugin.kt:27)
at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.E.I.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.newui.super.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
I see the mod says updated to 1.3.1 but when i download it I'm getting the 1.3.0 fileCan't comment on the CTD log, but the mod author hasn't updated the link on the first page for over a month now.
I'm getting a CTD error when i click on the exotics tab.
I see the mod says updated to 1.3.1 but when i download it I'm getting the 1.3.0 fileCan't comment on the CTD log, but the mod author hasn't updated the link on the first page for over a month now.
I'm getting a CTD error when i click on the exotics tab.
In fact, the newest version (although Version Checker / Nexerelin's built-in version might show otherwise) is 1.4.2.
You can download the version you would prefer to use, from the following GitHub page:
https://github.com/scardwell15/ExoticaTechnologies/releases/
v1.5 Bug report:
2630128 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalStateException: Zero length vector
java.lang.IllegalStateException: Zero length vector
at org.lwjgl.util.vector.Vector.normalise(Vector.java:91)
at exoticatechnologies.modifications.exotics.impl.DriveFluxVent$BigVentActivator.advance(DriveFluxVent.kt:307)
at activators.CombatActivator.advanceInternal(CombatActivator.java:302)
at activators.ActivatorManager.advanceActivators(ActivatorManager.kt:45)
at activators.ActivatorCombatPlugin.advance(ActivatorCombatPlugin.kt:8)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
v1.5 Bug report:
2630128 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalStateException: Zero length vector
java.lang.IllegalStateException: Zero length vector
at org.lwjgl.util.vector.Vector.normalise(Vector.java:91)
at exoticatechnologies.modifications.exotics.impl.DriveFluxVent$BigVentActivator.advance(DriveFluxVent.kt:307)
at activators.CombatActivator.advanceInternal(CombatActivator.java:302)
at activators.ActivatorManager.advanceActivators(ActivatorManager.kt:45)
at activators.ActivatorCombatPlugin.advance(ActivatorCombatPlugin.kt:8)
at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Can confirm the same CTD, something related to Combat Activators and the Drive Flux Vent exotic being the likely culprit during combat. Worth mentioning context-wise that I had been using the JRE 8 + G1GC vmparams setup flawlessly and smoothly with a 100+ modlist until then. No apparent way to roll back the update and plugin, so I guess I'll keep trucking and exploring while cautiously scanning the enemy for that dreaded exotic.
I've been a big fan of Extra Systems Reloaded and I'm curious how adjustable Exotica is? As while I do appreciate the addition of downsides I honestly prefer to have the upgrades without any downsides and I'm curious if that is something that is adjustable in settings or if I want that type of upgrades I should just stick with Extra Systems Reloaded?
I've been a big fan of Extra Systems Reloaded and I'm curious how adjustable Exotica is? As while I do appreciate the addition of downsides I honestly prefer to have the upgrades without any downsides and I'm curious if that is something that is adjustable in settings or if I want that type of upgrades I should just stick with Extra Systems Reloaded?
the upgrades are adjustable but i would say it's not as easy as it could be. i would also say that's on purpose. to remove downsides you need to go into upgrades.json and remove all the downsides from each upgrade yourself.
i don't plan on adding a configuration setting for it as ESR had a lot of issues where people were posting clips of them destroying fleets in an attempt to show off a build and later it was found that ESR was making their ship like 20x stronger and able to solo any fleet in the game, and just generally ruining the idea of balance around the mod, myself, and other mods at points as well.
Love the mod but ever since you adjusted the drop rate of the AI subcores exotic, Alpha and beta cores have stopped dropping from Remnant fleets entirely.
so if i get this mod correctly, it's a hullmod system in addition to the existing one, but using resources instead of OP?
- added some painMy body is ready. I use the mod to get tougher enemies and don't use it for my combat ships.
Just updated, got bodied and found hacked missile forge stoped working for some reason, anybody else got this issue?Maybe it is a conflict with another mod but the last change made was updating this from 1.5.3 to 1.6.0 and combat activators from 1.0.5 to 1.1.0
ammm
when i click the info of the Drone Activator.
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: activators/drones/DroneActivator
java.lang.NoClassDefFoundError: activators/drones/DroneActivator
New update , phase engine still increasing damage taken. I 'm sad.
I got a bug with Pure Panacea Engine, when i use the pure one it will just disable my weapons after some time and they are impossible to repair, normal one and corrupted one works fine don't know about guerilla, my guess is because the repair rate goes above 100 it somehow starts damaging weapons or something
And just fyi i got that bug on 1.5.2 and it still happens even after I updated this and activators mod
hopefully fixed
After the last patch, the exotica menu that works from the ship interface doesn't fit the screen if I use > that 100% scale setting in the game launcher
Unfortunately, I keep running into an error about the Terminator Subsystems whenever I enter a battle with a fleet that supposedly has them equipped (or at least always crash when fighting specific fleets).Spoiler93056 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: activators/drones/DroneActivator
java.lang.NoClassDefFoundError: activators/drones/DroneActivator
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:800)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:449)
at java.net.URLClassLoader.access$100(URLClassLoader.java:71)
at java.net.URLClassLoader$1.run(URLClassLoader.java:361)
at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
at exoticatechnologies.modifications.exotics.impl.TerminatorSubsystems.applyToShip(TerminatorSubsystems.kt:55)
at exoticatechnologies.hullmods.ExoticaTechHM.applyEffectsAfterShipCreation(ExoticaTechHM.java:179)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.if.super(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Òo0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Õo0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.ClassNotFoundException: activators.drones.DroneActivator
at java.net.URLClassLoader$1.run(URLClassLoader.java:366)
at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 32 more[close]
Unfortunately, I keep running into an error about the Terminator Subsystems whenever I enter a battle with a fleet that supposedly has them equipped (or at least always crash when fighting specific fleets).Spoiler93056 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: activators/drones/DroneActivator
java.lang.NoClassDefFoundError: activators/drones/DroneActivator
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:800)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:449)
at java.net.URLClassLoader.access$100(URLClassLoader.java:71)
at java.net.URLClassLoader$1.run(URLClassLoader.java:361)
at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
at exoticatechnologies.modifications.exotics.impl.TerminatorSubsystems.applyToShip(TerminatorSubsystems.kt:55)
at exoticatechnologies.hullmods.ExoticaTechHM.applyEffectsAfterShipCreation(ExoticaTechHM.java:179)
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.if.super(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Òo0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Õo0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.ClassNotFoundException: activators.drones.DroneActivator
at java.net.URLClassLoader$1.run(URLClassLoader.java:366)
at java.net.URLClassLoader$1.run(URLClassLoader.java:355)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:354)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 32 more[close]
UPDATE COMBAT ACTIVATORS
945069 [Thread-10] INFO sound.H - Playing music with id [scavenge_music_v1.ogg]
945357 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.TreeMap.getEntry(TreeMap.java:347)
at java.util.TreeMap.get(TreeMap.java:278)
at exoticatechnologies.util.RomanNumeral.toRoman(RomanNumeral.kt:30)
at exoticatechnologies.modifications.upgrades.UpgradeSpecialItemPlugin.render(UpgradeSpecialItemPlugin.kt:113)
at com.fs.starfarer.campaign.ui.trade.Object.render(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.g$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.campaign.ui.oOoO.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.campaign.ui.class.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.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(Thread.java:750)
Hello, I would like to report an UI issue. I updated from version 1.6.4 to 1.6.5 mid save. When I opened the installs upgrade window, UI is like thisSpoiler(https://i.imgur.com/2iLWxDR.png)[close]
fixed issue with crate not spawning in another hotfixNew bug present in v1.6.5 and newer; steps to reproduce:
Is anyone else having an issue with their chips disappearing after salvaging them? They aren't going into the exotica crate either. After I fight a fleet with Exotica techs on them, I am able to salvage them fine, but they then disappear right after. They don't show up in my inventory or the Exotica crate after I salvage the chips.Yeah, I think the crate might be bugged because when I put stuff into it, it disappears. I noticed it after all the exotics I had in my inventory disappeared and when I checked my crate nothing was in it. Then I bought some new ones and manually moved them into my crate, only to see that the crate was still empty afterwards. I might test it out with all other mods deactivated later to see if it's a conflict or something.
fixed crate bugs with new updateHate to rain on your parade, but the bug I mentioned above is still present in v1.6.8:
New bug present in v1.6.5 and newer; steps to reproduce:Do I have to revert to an older, pre-v1.6.5 save to avoid this?
1. Open Exotica Crate by right-clicking; 2. Move stack of any size from 'Selected' to 'Available'; 3. Do not finalize with 'Move' or 'Cancel'; 4. (Attempt to) move stack back to 'Available', stack size is now 0.
fixed crate bugs with new updateHate to rain on your parade, but the bug I mentioned above is still present in v1.6.8:New bug present in v1.6.5 and newer; steps to reproduce:Do I have to revert to an older, pre-v1.6.5 save to avoid this?
1. Open Exotica Crate by right-clicking; 2. Move stack of any size from 'Selected' to 'Available'; 3. Do not finalize with 'Move' or 'Cancel'; 4. (Attempt to) move stack back to 'Available', stack size is now 0.
Hi, I got crash when I try to click one of the exotic upgrade in the ET's upgrade window.
[Terminator Subsystems] This is the name of the upgrade icon that crash my game when I click on it.
Here's my error log. Cut from the log file.Spoiler269447 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: activators/drones/DroneActivator
java.lang.NoClassDefFoundError: activators/drones/DroneActivator
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:756)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:468)
at java.net.URLClassLoader.access$100(URLClassLoader.java:74)
at java.net.URLClassLoader$1.run(URLClassLoader.java:369)
at java.net.URLClassLoader$1.run(URLClassLoader.java:363)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:362)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
at exoticatechnologies.modifications.exotics.impl.TerminatorSubsystems.modifyToolT ip(TerminatorSubsystems.kt:43)
at exoticatechnologies.ui.impl.shop.exotics.ExoticDescriptionUIPlugin.resetDescrip tion(ExoticDescriptionUIPlugin.kt:74)
at exoticatechnologies.ui.impl.shop.exotics.ExoticDescriptionUIPlugin.resetDescrip tion(ExoticDescriptionUIPlugin.kt:44)
at exoticatechnologies.ui.impl.shop.exotics.ExoticDescriptionUIPlugin.layoutPanels(ExoticDescriptionUIPlugin.kt:33)
at exoticatechnologies.ui.impl.shop.exotics.ExoticPanelUIPlugin.layoutPanels(ExoticPanelUIPlugin.kt:44)
at exoticatechnologies.ui.impl.shop.exotics.ExoticShopUIPlugin.showPanel(ExoticShopUIPlugin.kt:67)
at exoticatechnologies.ui.impl.shop.exotics.ExoticShopUIPlugin$layoutPanel$1.pickedItem(ExoticShopUIPlugin.kt:42)
at exoticatechnologies.ui.impl.shop.exotics.ExoticShopUIPlugin$layoutPanel$1.pickedItem(ExoticShopUIPlugin.kt:38)
at exoticatechnologies.ui.lists.ListUIPanelPlugin.itemClicked(ListUIPanelPlugin.kt:119)
at exoticatechnologies.ui.lists.ListItemButtonHandler.checked(ListItemButtonHandler.kt:8)
at exoticatechnologies.ui.InteractiveUIPanelPlugin.checkHighlightedButton(InteractiveUIPanelPlugin.kt:79)
at exoticatechnologies.ui.InteractiveUIPanelPlugin.processInput(InteractiveUIPanelPlugin.kt:36)
at com.fs.starfarer.ui.newui.int.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.newui.int.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.impl.StandardTooltipV2.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.newui.int.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.impl.StandardTooltipV2.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.newui.int.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.impl.StandardTooltipV2.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.newui.int.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.impl.StandardTooltipV2.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.newui.int.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.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.A.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(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: activators.drones.DroneActivator
at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 102 more[close]
After testing, it was found that exotic upgrades do not affect the modules of modular ships. Is this the intended result?
I have a complaint. Using detachments messes up the Exotica on ships "detached" away from the main fleet.
Are there any mods using this that give a missile upgrade that upgrades their damage?
Both the guided missiles and the sindrian antimatter thrusters upgrades reduce damage for better guidance or speed respectively, so it's kinda weird there isn't anything that gives extra damage at the cost of one or the other of those.
Ideally it would be something in the base mod, but maybe there's some popular faction that does that and it was seen as redundant?
Also, anyone do the math on the Iron Shell upgrade to know how good/bad it is for general armor tanking? Not sure whether or not the overall armor damage lessening it does as it's pro outweighs the energy/frag weakness it has as a con.
This is specifically for a ship with zero shields, with a Penance Engine, so armor tanking is its only option.
Bug: how to duplicate exotics
Prep:
On refit screen, go into the "exotic" selection and make sure it's on the "preview" tab where you can see both upgrades and exotics;
Action:
Go back to the refit screen and select a ship that has exotics/upgrades you want to copy.
Click on the exotics button and on the "preview" tab choose to extract the upgrades for $ and the exotics using points.
Now exit the exotics screen and select a different ship to change the refit screen off of the current one you just took upgrades from.
Verify:
Reselect the ship you had previously just taken exotics off of, the exotics are still there.
It seems a bug in the preview tabs allows you to duplicate exotics.
I don't think this needs to be fixed; handy for 'cheaty' play style.
...I greatly appreciate any and all feedback, even if you want to say you like the mod, or don't...
Huh, I've been acting under the assumption Exotica stuff doesn't change whether you recover or not, so I guess I have to recover every crappy luddic deathtrap I smack out of hyperspace then :P
I have something weird with the Derelict and Remnant upgrades. The improvement options are not there for some reason. Did I miss a change where they became unupgradable or something's wrong?Seems they can only be upgraded if you find a higher level chip. From what i've seen, it's the same for all non-default upgrades.
Have Nanotech armour and Penance Engine been stripped from the mod or is there a bug? Both the 1.70 Sept update here and the 1.71 version hosted on GitHub no longer show them in the list of Exotics and they aren't appearing in stores or salvage.Nanotech armour is definitely still there in 1.7.1. Though i don't think i've seen one just drop.
If there's a download link to a previous version so I can rollback I'd appreciate it.
https://github.com/scardwell15/ExoticaTechnologies/issues/8
Crashing when trying to remove exotica mods/exotic mods
Seems looks like there is an OP discount calculation bug via alpha subcore for strikecrafts. Cost of bombers stood correctly with discount, but supports, assaulters and intercepters reduced up for value "2"
i wanted to ask,
when will exotica support module ships
thank you.
Seems looks like there is an OP discount calculation bug via alpha subcore for strikecrafts. Cost of bombers stood correctly with discount, but supports, assaulters and intercepters reduced up for value "2"
fixed in 1.7.3i wanted to ask,
when will exotica support module ships
thank you.
as far as i am aware, it does
Seems looks like there is an OP discount calculation bug via alpha subcore for strikecrafts. Cost of bombers stood correctly with discount, but supports, assaulters and intercepters reduced up for value "2"
fixed in 1.7.3i wanted to ask,
when will exotica support module ships
thank you.
as far as i am aware, it does
I take it 1.7.3 is save compatible with the previous version?
Can we have mod settings to buff the wasp defense drones? They don't seem to benefit from skills or hullmods and seem to be comparatively useless where I'm not sure if they're even worth 10 TB or their resource cost.
The drones are pretty much useless in high-tech fights.
Or, perhaps instead of wasps, why not make them unarmed orbiting shield drones?
Seems looks like there is an OP discount calculation bug via alpha subcore for strikecrafts. Cost of bombers stood correctly with discount, but supports, assaulters and intercepters reduced up for value "2"
fixed in 1.7.3i wanted to ask,
when will exotica support module ships
thank you.
as far as i am aware, it does
Please tell me how to find "Nanotech Armor"? I have one copy, but I don’t remember how I got it.
And it would be extremely interesting to know if there is a complete list of the content that this mod adds anywhere.
There are probably some other cool things that I don’t know about and probably won’t be able to find out. Help me please.
Thanks for the update! However...
-- also reduced damage further, from 25% TO 40%. use other exotics pls
Oof...that seems excessive... :'(
Any chance of just increasing the reload time to 1:30 or 2 minutes?
Tried updating from 1.7.3 and used both 1.8.0 and 1.8.1, but the save kept crashing during loading. Is it not mid-game compatible?Can confirm; reverting to v1.7.3 allowed the saves to load, but here's the relevant text from the starsector.log file (from v1.8.1):
Thanks for the update! However...
-- also reduced damage further, from 25% TO 40%. use other exotics pls
Oof...that seems excessive... :'(
Any chance of just increasing the reload time to 1:30 or 2 minutes?
the exotic is supposed to enable more missiles, not less
Tried updating from 1.7.3 and used both 1.8.0 and 1.8.1, but the save kept crashing during loading. Is it not mid-game compatible?Can confirm; reverting to v1.7.3 allowed the saves to load, but here's the relevant text from the starsector.log file (from v1.8.1):Spoiler149393 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1040854
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : starship_legends.BattleReport
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.comms.v2.IntelManager
class[5] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1040854
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : starship_legends.BattleReport
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.comms.v2.IntelManager
class[5] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:282) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466) ~[xstream-1.4.10.jar:1.4.10]
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346) ~[xstream-1.4.10.jar:1.4.10]
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.public.dismiss(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.I.Ò00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.I.processInput(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.ui.W.super(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]
Caused by: java.lang.NullPointerException
at exoticatechnologies.util.FleetMemberUtils.findFleetForVariant(FleetMemberUtils.kt:120) ~[?:?]
at exoticatechnologies.util.FleetMemberUtils.getFleetCommander(FleetMemberUtils.kt:133) ~[?:?]
at exoticatechnologies.modifications.exotics.impl.PlasmaFluxCatalyst.applyExoticTo Stats(PlasmaFluxCatalyst.kt:73) ~[?:?]
at exoticatechnologies.hullmods.ExoticaTechHM.applyEffectsBeforeShipCreation(ExoticaTechHM.java:151) ~[?:?]
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.campaign.fleet.FleetMember.readResolve(Unknown Source) ~[starfarer_obf.jar:?]
at sun.reflect.GeneratedMethodAccessor11.invoke(Unknown Source) ~[?:?]
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_392]
at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_392]
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78) ~[xstream-1.4.10.jar:1.4.10]
... 67 more
149393 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11
149393 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12[close]
Tried updating from 1.7.3 and used both 1.8.0 and 1.8.1, but the save kept crashing during loading. Is it not mid-game compatible?
When I try to load a save with version 1.7.3 on version 1.8.2:Spoiler---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 998214
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : starship_legends.BattleReport
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.comms.v2.IntelManager
class[5] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 998214
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : starship_legends.BattleReport
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.comms.v2.IntelManager
class[5] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:82)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:282)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:98)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:91)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:85)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:80)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.C.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.NullPointerException
at exoticatechnologies.util.FleetMemberUtils.findFleetForVariant(FleetMemberUtils.kt:120)
at exoticatechnologies.util.FleetMemberUtils.getFleetCommander(FleetMemberUtils.kt:133)
at exoticatechnologies.modifications.exotics.impl.PlasmaFluxCatalyst.applyExoticTo Stats(PlasmaFluxCatalyst.kt:73)
at exoticatechnologies.hullmods.ExoticaTechHM.applyEffectsBeforeShipCreation(ExoticaTechHM.java:151)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.readResolve(Unknown Source)
at sun.reflect.GeneratedMethodAccessor11.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
... 66 more
135719 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11
135719 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12
135722 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135724 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135740 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135757 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135774 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135791 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135809 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135826 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135843 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135860 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135876 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135893 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135910 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135927 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135943 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135962 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135979 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
135996 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136012 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136029 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136046 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136063 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136080 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136097 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136113 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136130 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136147 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136165 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136181 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136198 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136215 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136232 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136249 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136266 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136283 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136301 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136318 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136335 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136351 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136368 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136385 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136402 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136420 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136437 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136454 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136471 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136488 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136504 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136521 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136538 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136555 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136573 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136589 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136605 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136622 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136639 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136656 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136673 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136690 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
136707 [Thread-3] INFO data.scripts.plugins.loa_awacsordermanager - loa_awacs_order_manager:105: advance called with null engine
...[close]
Having errors trying to load the save with the 1.8.2 update. Rerolling back to 1.7.3 would fix it though.Spoiler---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 926942
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : starship_legends.BattleReport
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.comms.v2.IntelManager
class[5] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 926942
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : starship_legends.BattleReport
class[3] : com.fs.util.container.repo.ObjectRepository
class[4] : com.fs.starfarer.campaign.comms.v2.IntelManager
class[5] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.I
version : not available[close]
Clicking on exotica mods on Ship Modules causes a fatal null error in 1.8.0, 1.8.1 and 1.8.2 - I tested this with the Wurgandal and Newfoundland from ED Shipyards, and the Locomotive from HMISpoiler401748 [Thread-7] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [exotica.ogg]
421530 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exoticatechnologies.integration.indevo.ShipComponentUpgradeMethod.getOptionTool tip(ShipComponentUpgradeMethod.java:37)
at exoticatechnologies.ui.impl.shop.upgrades.UpgradeMethodsUIPlugin.showMethods(UpgradeMethodsUIPlugin.kt:123)
at exoticatechnologies.ui.impl.shop.upgrades.UpgradeMethodsUIPlugin.createTooltip(UpgradeMethodsUIPlugin.kt:68)
at exoticatechnologies.ui.impl.shop.upgrades.UpgradeMethodsUIPlugin.layoutPanels(UpgradeMethodsUIPlugin.kt:38)
at exoticatechnologies.ui.impl.shop.upgrades.UpgradePanelUIPlugin.layoutPanels(UpgradePanelUIPlugin.kt:58)
at exoticatechnologies.ui.impl.shop.upgrades.UpgradeShopUIPlugin.showPanel(UpgradeShopUIPlugin.kt:65)
at exoticatechnologies.ui.impl.shop.upgrades.UpgradeShopUIPlugin$layoutPanel$1.pickedItem(UpgradeShopUIPlugin.kt:42)
at exoticatechnologies.ui.impl.shop.upgrades.UpgradeShopUIPlugin$layoutPanel$1.pickedItem(UpgradeShopUIPlugin.kt:39)
at exoticatechnologies.ui.lists.ListUIPanelPlugin.itemClicked(ListUIPanelPlugin.kt:119)
at exoticatechnologies.ui.lists.ListItemButtonHandler.checked(ListItemButtonHandler.kt:8)
at exoticatechnologies.ui.InteractiveUIPanelPlugin.checkHighlightedButton(InteractiveUIPanelPlugin.kt:79)
at exoticatechnologies.ui.InteractiveUIPanelPlugin.processInput(InteractiveUIPanelPlugin.kt:36)
at com.fs.starfarer.ui.newui.int.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.newui.int.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.impl.StandardTooltipV2.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.newui.int.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.impl.StandardTooltipV2.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.newui.int.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.impl.StandardTooltipV2.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.newui.int.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.impl.StandardTooltipV2.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.newui.int.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.newui.int.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]
Additionally, I am still having issues loading 1.7.3 saves even with the 1.8.2 updateSpoiler324344 [Thread-10] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
324708 [Thread-3] DEBUG variants_lib.scripts.UnofficeredPersonalitySetPlugin - variants_lib: title
324752 [Thread-3] INFO combat.plugin.aEP_CombatEffectPlugin - aEP_CombatEffectPlugin register in EveryFrameCombatPlugin
324809 [Thread-3] INFO combat.plugin.aEP_CombatEffectPlugin - aEP_CombatEffectPlugin register in CombatLayeredRenderingPlugin
326699 [Thread-3] INFO data.scripts.everyframe.yrxp_moduleRetreatCleaner - Clearing orphaned modules from deployed list for side PLAYER: 1
332959 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur\descriptor.xml]
333126 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_1458569416296061338\descriptor.xml]
333196 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_1716412315919344392\descriptor.xml]
333279 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_2223444849140321219\descriptor.xml]
333315 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_2421095259892069636\descriptor.xml]
333335 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_3180902096729155944\descriptor.xml]
333356 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_3708051374936678054\descriptor.xml]
333368 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_4828102177741951024\descriptor.xml]
333380 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_5002119683718590891\descriptor.xml]
333391 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_5007687480862561102\descriptor.xml]
333404 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_5540817228145850638\descriptor.xml]
333418 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_7728714517689752039\descriptor.xml]
333430 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_7989614155344121752\descriptor.xml]
333441 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_8518042240059846418\descriptor.xml]
333450 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_8973605964968350758\descriptor.xml]
333461 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_898185416120917677\descriptor.xml]
333471 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_KiraProcyonAzur_927894062923513135\descriptor.xml]
333480 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_TrinityKiraAzur_6566683616147409951\descriptor.xml]
337054 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_KiraProcyonAzur_3180902096729155944...
337067 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 2
337067 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 3
338091 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Industrial.Evolution3.3.d]
338099 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Persean-Chronicles-3.0.8]
339251 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
339252 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 308818
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : data.scripts.listeners.SFCGrandFuelFleetRespawnTracker
class[3] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[4] : com.fs.util.container.repo.ObjectRepository
class[5] : com.fs.starfarer.campaign.StarSystem
class[6] : com.fs.starfarer.campaign.CampaignPlanet
class[7] : com.fs.starfarer.campaign.CircularOrbit
class[8] : com.fs.starfarer.campaign.econ.Market
class[9] : java.util.HashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[10] : data.scripts.plugins.UAFEventManager
class[11] : data.scripts.plugins.UAFEventManager$1
class[12] : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[13] : com.fs.starfarer.campaign.ai.AssignmentModule
class[14] : com.fs.starfarer.campaign.ai.ModularFleetAI
class[15] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[16] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[17] : com.fs.starfarer.campaign.fleet.Battle
class[18] : indevo.industries.artillery.projectiles.RailgunShotEntity
class[19] : com.fs.starfarer.campaign.CustomCampaignEntity
class[20] : com.fs.starfarer.rpg.Person
class[21] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[22] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[23] : java.util.LinkedHashMap
class[24] : com.fs.starfarer.campaign.rules.Memory
class[25] : com.fs.starfarer.campaign.CommDirectoryEntry
class[26] : com.fs.starfarer.campaign.CommDirectory
class[27] : indevo.industries.salvageyards.industry.SalvageYards
class[28] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[29] : exerelin.campaign.ColonyManager
class[30] : java.util.LinkedHashSet
class[31] : com.fs.starfarer.campaign.CircularFleetOrbit
class[32] : com.fs.starfarer.loading.specs.FactionProduction
class[33] : com.fs.starfarer.campaign.Faction
class[34] : com.fs.starfarer.campaign.econ.Submarket
class[35] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[36] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[37] : com.fs.starfarer.campaign.econ.Economy
class[38] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[39] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[40] : com.fs.starfarer.campaign.Hyperspace
class[41] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class : com.fs.starfarer.campaign.fleet.FleetMember
required-type : com.fs.starfarer.campaign.fleet.FleetMember
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 308818
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : data.scripts.listeners.SFCGrandFuelFleetRespawnTracker
class[3] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[4] : com.fs.util.container.repo.ObjectRepository
class[5] : com.fs.starfarer.campaign.StarSystem
class[6] : com.fs.starfarer.campaign.CampaignPlanet
class[7] : com.fs.starfarer.campaign.CircularOrbit
class[8] : com.fs.starfarer.campaign.econ.Market
class[9] : java.util.HashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[10] : data.scripts.plugins.UAFEventManager
class[11] : data.scripts.plugins.UAFEventManager$1
class[12] : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[13] : com.fs.starfarer.campaign.ai.AssignmentModule
class[14] : com.fs.starfarer.campaign.ai.ModularFleetAI
class[15] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[16] : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[17] : com.fs.starfarer.campaign.fleet.Battle
class[18] : indevo.industries.artillery.projectiles.RailgunShotEntity
class[19] : com.fs.starfarer.campaign.CustomCampaignEntity
class[20] : com.fs.starfarer.rpg.Person
class[21] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[22] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[23] : java.util.LinkedHashMap
class[24] : com.fs.starfarer.campaign.rules.Memory
class[25] : com.fs.starfarer.campaign.CommDirectoryEntry
class[26] : com.fs.starfarer.campaign.CommDirectory
class[27] : indevo.industries.salvageyards.industry.SalvageYards
class[28] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[29] : exerelin.campaign.ColonyManager
class[30] : java.util.LinkedHashSet
class[31] : com.fs.starfarer.campaign.CircularFleetOrbit
class[32] : com.fs.starfarer.loading.specs.FactionProduction
class[33] : com.fs.starfarer.campaign.Faction
class[34] : com.fs.starfarer.campaign.econ.Submarket
class[35] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[36] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[37] : com.fs.starfarer.campaign.econ.Economy
class[38] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[39] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[40] : com.fs.starfarer.campaign.Hyperspace
class[41] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------[close]
Thanks for the update! However...
-- also reduced damage further, from 25% TO 40%. use other exotics pls
Oof...that seems excessive... :'(
Any chance of just increasing the reload time to 1:30 or 2 minutes?
the exotic is supposed to enable more missiles, not less
Oh wait, I think I worded that poorly. I said "reload time" when I should have said missile regeneration speed. I meant nerf the speed at which the launchers have their ammunition stores refilled for a smaller damage penalty. Or maybe that's how you understood it already...
the point of the change was to attempt to make the current level of missile spam more balanced. i don't want to reduce the missile spam, i want to make it more balanced.
After updating to 1.8.4, I installed additional alpha cores for each module on my flagship and this led to another reduction in the ship-based OP requirements. Having improved both modules in this way, I received an additional 40 OP.
Installation on a second module does not lead to another reduction in requirements.
Removing alpha cores from ship modules removes positive effects only from the modules. Incorrectly added bonuses for the base of the ship remain. If you add alpha cores to the modules back, then new changes based on the ship no longer occur.
I've posted on Lost Sector, but the dev replied that I should ask here - I've noticed that enigma automated ships from the Lost sector mod, can still accept exotica mods for commissioned crew and forced overtime, despite being automated. Remnant drone mothership and other ones from different mods properly state that they are drone/ai ships and can't install the mods though.
I noticed that now the power of modifications is also scaled by deployment points. I play with the setting `battle size = 1000`. I love epic battles, so many ships attack me at once, and in order to resist this horde, you need to have an almost full fleet of ships.
For greater fairness, could you also consider scaling from the “battle size” setting? Or some other way. Otherwise, all modifications like "Guerrilla" become worse than the standard ones and I am forced to roll back to version 1.8.4, where this mechanics did not exist.
(https://i.ibb.co/ZdTDDYS/image.png) (https://imgbb.com/)
Just updated to 1.8.5 from 1.8.4 and when I tried to access the Exotics market on one of my worlds I get a crash with this error:Spoiler331576 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: org.magiclib.kotlin.MagicKotlinExtKt.elapsedDaysSinceGameStart(Lcom/fs/starfarer/api/campaign/CampaignClockAPI;)F
java.lang.NoSuchMethodError: org.magiclib.kotlin.MagicKotlinExtKt.elapsedDaysSinceGameStart(Lcom/fs/starfarer/api/campaign/CampaignClockAPI;)F
at exoticatechnologies.campaign.market.MarketManager.getDataForMarket(MarketManager.kt:28)
at exoticatechnologies.campaign.market.MarketMenu.open(MarketMenu.kt:18)
at exoticatechnologies.campaign.rulecmd.ETMarketUI.execute(ETMarketUI.java:19)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
I noticed that now the power of modifications is also scaled by deployment points. I play with the setting `battle size = 1000`. I love epic battles, so many ships attack me at once, and in order to resist this horde, you need to have an almost full fleet of ships.
For greater fairness, could you also consider scaling from the “battle size” setting? Or some other way. Otherwise, all modifications like "Guerrilla" become worse than the standard ones and I am forced to roll back to version 1.8.4, where this mechanics did not exist.
(https://i.ibb.co/ZdTDDYS/image.png) (https://imgbb.com/)
the mechanic has always existed, it was just broken. the multipliers didn't change at all before, and the tooltip has always said what your fleet should have for maximum effect. the effect multiplier is scaled by 37.5% of the maximum battle size, so it's already scaled by battle size. it only takes into account combat ships, so cargo ships don't count unless they aren't tagged as Civilian or don't have the Civilian-grade hullmod or that hullmod isn't disabled by the Militarized Subsystems.
additionally, some exotics have campaign effects, so i can't make the exotic type work based on a combat condition (number of ships deployed in combat).
GUERRILLA is intended to be a force multiplier for small fleets. it should be used as such.
try updating magiclib
I noticed that now the power of modifications is also scaled by deployment points. I play with the setting `battle size = 1000`. I love epic battles, so many ships attack me at once, and in order to resist this horde, you need to have an almost full fleet of ships.
For greater fairness, could you also consider scaling from the “battle size” setting? Or some other way. Otherwise, all modifications like "Guerrilla" become worse than the standard ones and I am forced to roll back to version 1.8.4, where this mechanics did not exist.
(https://i.ibb.co/ZdTDDYS/image.png) (https://imgbb.com/)
the mechanic has always existed, it was just broken. the multipliers didn't change at all before, and the tooltip has always said what your fleet should have for maximum effect. the effect multiplier is scaled by 37.5% of the maximum battle size, so it's already scaled by battle size. it only takes into account combat ships, so cargo ships don't count unless they aren't tagged as Civilian or don't have the Civilian-grade hullmod or that hullmod isn't disabled by the Militarized Subsystems.
additionally, some exotics have campaign effects, so i can't make the exotic type work based on a combat condition (number of ships deployed in combat).
GUERRILLA is intended to be a force multiplier for small fleets. it should be used as such.
Thank you, this explains a lot.
I'll do some optimization.
And thank you!
I had to leave some interesting ships in the shipyard, which made the battles more intense and requiring more deliberate tactics, but overall it became even better. Now you don’t need to carry so many Supplies and Fuel with you, and you can also somewhat cross this upper limit, since the changes come just as smoothly.
In general, I would take the liberty of calling your work global, since it greatly changes the feeling of the game, sharpening all the features related to battles, and the battles in this game are excellent!
I have three suggestions, if I may.It’s also interesting to know your opinion on how exotics are sold on planetary markets. In earlier versions, I came across exotics of "GUERRILLA" quality, if from time to time I looked at the market of the same planet. Now I don’t come across them, but it could just be random within a typical situation.
- It would be extremely convenient to be able to invert the entire list of “upgrades/exotics” with one button when scanning a fleet. It's very tiring to do this every time with those huge lists of fleets that I encounter with `battle size = 1000`.
- Also, it would be very cool if exotics did not disappear from ships after a battle if the ships managed to escape from it. Since valuable modifications come across very rarely and, in addition, can end up on ships that are 100% destroyed in battle, leaving no chance of getting them as a trophy, you have to reload such a battle again and not completely destroy the enemy fleet in order to increase the chance of the desired ship appearing among the trophies . I also tried the other way around, destroying all other ships in the enemy fleet and leaving them alive only with the necessary modifications, so that I could then attack them again and thus also increase the chance of their capture, but it turned out that after participating in the first battle, those who escaped from it and subsequently captured, they no longer have exotic modifications. Although these are the same ships.
- I have Paint's image editor open to take screenshots of the most interesting specimens when I look at the scanned list of the enemy fleet, because in the final list of possible trophies it is impossible to know whether there are those that interest me among them. If it is possible to add the same scanning of an already defeated fleet, this would greatly improve the quality of interaction with the mod, eliminating the need for an intermediary.
I had a quick question about the Hacked Missile Forge damage reduction. Does the damage reduction only apply to direct damage from the missile or does it also apply to any secondary damage that a missile causes like with the PRV Skata that causes anomalies to erupt that do fragmentation damage over time?
In my heavily modded game, Exotica Upgrades aren't generally applying to most ships. I first noticed it on my VIC ships, along with some IX ships. But it appears to be somewhat random. When I say the Upgrades aren't working, I can see them in the Exotica screen. But the Exotica mod is missing and the bonuses are not applying. Chipping them with an actual EXOTIC "fixes" whatever was wrong and usually makes the mod appear and the other upgrade bonuses to apply.
Playing with it some more, if I remove all Exotica and re-apply them, sometimes it is fixed. But not always. I found if I start with Commissioned Crews it breaks. So I'll instead do like the Armor one and then Crews and Engines. It takes some work to get it sorted out.
Any idea what might be going on here? Thanks!
I support this.
And one more idea on how to add more control to the extraction of exotic modules while complicating the process itself: make it so that after defeating an enemy fleet, if its ships had such modifications with a quality higher than usual, then exotic shards of the corresponding one would be added to the resulting list of extraction quality, and removing the installed modules would turn them into these unified shards in the same way, with the only difference being that if you remove these shards, more would be guaranteed, but you would have to spend a lot of money on “Orbital Works” with “Pristine Nanoforge” .
Exotic shards could then be exchanged for entire exotic modules in the appropriate markets, with a less favorable exchange rate the worse the relationship with the faction that owns this market.
In this way, it is possible to organize the emission of the value that exotic modules represent and supply them to enemy fleets without sparing the player. That is, make it so that even if the enemy fleet has the maximum number of different types of exotic modules of green quality installed on all ships, then when you defeat it, the final loot will not contain even a quarter of the required number of exotic shards to exchange for a whole module.
Any complication of the system requires some solutions. It seems to me that the last proposal could be a compromise between leaving everything as it is (which is no good) and coming up with new regulators focused solely on rarity and randomness.I support this.
And one more idea on how to add more control to the extraction of exotic modules while complicating the process itself: make it so that after defeating an enemy fleet, if its ships had such modifications with a quality higher than usual, then exotic shards of the corresponding one would be added to the resulting list of extraction quality, and removing the installed modules would turn them into these unified shards in the same way, with the only difference being that if you remove these shards, more would be guaranteed, but you would have to spend a lot of money on “Orbital Works” with “Pristine Nanoforge” .
Exotic shards could then be exchanged for entire exotic modules in the appropriate markets, with a less favorable exchange rate the worse the relationship with the faction that owns this market.
In this way, it is possible to organize the emission of the value that exotic modules represent and supply them to enemy fleets without sparing the player. That is, make it so that even if the enemy fleet has the maximum number of different types of exotic modules of green quality installed on all ships, then when you defeat it, the final loot will not contain even a quarter of the required number of exotic shards to exchange for a whole module.
I don't know if that would be very easy to code but anything to increase the NPC's use of exotics while not making them really easy to acquire for the player would be awesome.
By the way, you mentioned that you switched back to the previous mod version and I was wondering if that's save breaking for any save files that already had the latest version or if you can downgrade without problems?
I've noticed that Equalizer Core behaves oddly on modules. It seems the core applies to the module during simulations, but will instead apply to the main ship in "real" battles for some reason.Pay attention to the hint for the exotic module if you are playing with version 1.8.5. It is likely that at the time of the actual battle, your fleet no longer meets the conditions under which the effects of these exotics should begin to work.
Read again. The Equalizer Core is affecting a module it isn't even installed on. And i somewhat doubt the base range of the weapons randomly changed between the refit screen and battle.I've noticed that Equalizer Core behaves oddly on modules. It seems the core applies to the module during simulations, but will instead apply to the main ship in "real" battles for some reason.Pay attention to the hint for the exotic module if you are playing with version 1.8.5. It is likely that at the time of the actual battle, your fleet no longer meets the conditions under which the effects of these exotics should begin to work.
Has anyone tried to see if the 1.8 versions of this works with the latest version of Starsector?
Has anyone tried to see if the 1.8 versions of this works with the latest version of Starsector?
it won't have an issue, just change the mod info json
i haven't updated it officially yet because theres some content i want to add to the mod
Pure Plasma Flux Catalyst behaves strangely; before I installed it it showed a maximum of 16 capacitors and vents with 250% increase of effeciency, and after installation it's only 11 with 62%.Remember, pures are inversely proportional to the number of other Exotica mods installed on the ship. For full bonus, you can't have any other mods.
Has anyone tried to see if the 1.8 versions of this works with the latest version of Starsector?
it won't have an issue, just change the mod info json
i haven't updated it officially yet because theres some content i want to add to the mod
Has anyone tried to see if the 1.8 versions of this works with the latest version of Starsector?
it won't have an issue, just change the mod info json
i haven't updated it officially yet because theres some content i want to add to the mod
Sorry to bother you but I had a quick question about your next update. Do you think it might break saves that are using the current mod version? I was debating as to whether or not to start my first 0.97 game yet but thought I might ask about this first to decide whether to wait until your next release or not.
Are we able to salvage Exotica Upgrades? or Can we only salvage them from recovered ships?
... next update will add an option that lets you see recoverable ship upgrades post-battle, which makes it a lot easier.
I may be seeing things where there is nothing but is there some dev side hate for hacked missile forge? It was in a relatively fine state cutting missile reserves but allowing missile spam over time. It had its own issues not affecting synergy, universal, or composite mounts but I fixed that myself back in the day. The 50% cut would require other mods to offset and sometimes would result in running out of missiles pre-relaod where the engagement would have not been long enough to require it will a full rack. Then it transitioned to a 25% damage nerf which was fine and mitigable through the use of other mods, but 40% seems incredibly steep. For the most part you only run out of missiles on smaller ships and having played several full galaxy/conquest playthroughs the exotica mod only comes into play when I am farming 3 stacks of [REDACTED]/MESS or super bosses/enemies like the Hiver, Legio Infernalis, 2 mil IBBs, or certain seeker unknown fights. In my many runs I have never run into a pure or guerilla version of the hacked missile forge either, I suspect they do not exist. I am currently just maintaining the 1.7.3 release of the mod myself since the nerfs just felt over tuned. Heck I even picked up java again just so I can have the new bug fixed version and also reduce the missile damage nerf to a more reasonable level. HMF is high tier but I don't think its the best exotica even in its 25% nerf or half ammo form. In its strongest state I used other exotica fleet wide, even when I went full missile sector it wasn't my highest used exotica. There are other far stronger options than HMF, but I sort of hesitate to name them for fear of them receiving the HMF treatment. Heck in HMF's current state at 40% dmg nerf I would actively want to see it in enemy fleets since not only will the AI get low value from it they are likely to die before the ammo even reloads. The change log specifically mentions the creators wish for other exoticas to be used and while infinite missiles is a solid pick other things are actively stronger with less build requirements. Its the Devs vision, they can and should make things as they see fit but HMF feels like its in the same spot as metalstorm right now. Just actively making what its on worse. Its a singleplayer game and internal balance is important for mods but maybe let missile sector be supported again by this mod rather than what feels like an active disdain for the build choice. Ultimately its up to the mod author and if they just want missiles and HMF to be a net power negative so be it. Maybe just don't have it spawn on enemy fleets since in its current form it makes things much easier, 2400 is less than 4000 after all and that frigate was never living to fire another reaper anyway.
Since this discussion has already begun, let me also allow myself a little romance.
Balance — is difficult. Especially if you are a developer of something that is used in a way that is difficult to predict.
It's likely that some people find the existing rules of this modification a pain in the ass, with their own set of "extenders" for the game, while others enjoy it. At the same time, the former will fairly discuss the situation, since the existing consensus only spoils what was created to give joy, while the latter will not, since they receive joy.
I like rockets too. Very! And in StarSector, the battles with their participation are incredibly beautiful! It’s as if you are unleashing a portion of fanatical hatred, selflessly rushing to death for the sake of the master who gave her the moment of this incredible and doomed freedom... Bang! And these guys carried your ominous covenant to the enemy, almost always excluding the pilot from the need to strictly match the firing angles of the fixed guns and forcing the enemy to respect your comfort zone, so rapidly expanding with the presence of these homing assistants on board.
These guys give you so much freedom to maneuver that I can’t even imagine a battle without missiles. At the very least, this fight is not impressive enough to have a right to exist.
In 1.8.5 I was also unpleasantly surprised by such a cut to 40%. But almost instantly I lost interest in the game, since in 1.8.5 the chance of meeting opponents with good upgrades and exotics was also incredibly greatly reduced. In almost a week, I came across only four green exotic modules and all of them were not suitable for my fleet. And there are no legal ways to exchange them for others.
But on the other hand, the latest changes have placed a qualitative emphasis on minimizing the fleet, encouraging carriers of green exotic modules.
It turns out that my production from reality 1.8.4 stepped into 1.8.5 and this made it possible to fully appreciate such optimization. It is no longer necessary to carry tons of fuel and supplies for a huge fleet. But at the same time, the enemy became completely “naked” and unable to resist.
I went to see legions of infernals for 500k, which were simply blown away like paper airplanes by a gust of wind. After which I lost interest in continuing.
So I have no complaints about the missile damage at all. In my build of game mods and how I find their synergies, everything looks great. But for this you need to start the game with 1.8.4, but then you have to lose the real amenities from 1.8.5, then in the case of the latter, the game becomes dull, because if you play 1.8.5 from the very beginning, it seems impossible to find green quality modules for the entire game, and if you start with 1.8.4 and then move to 1.8.5, then such a game will quickly get boring with its simplicity.
Of course, there are complaints about the balance.
Therefore, we ask you, dear presidentmattdamon, please return to us those feelings that blew our minds from the very beginning. We are your most sincere followers!
Feel free to give everyone, even the most complete scum, the opportunity to carry a green module in their womb. This is a great way to equalize opportunities for everyone. In addition, you probably created this game plugin for pleasure, and not to communicate with us about the fact that there are no exotic modules in a game with exotic modules. And judging by WatchWolf’s attitude, this also solves his problem.
=)