Fractal Softworks Forum

Starsector => Mods => Topic started by: presidentmattdamon on May 28, 2022, 02:23:56 PM

Title: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: presidentmattdamon on May 28, 2022, 02:23:56 PM
(https://i.imgur.com/T5VS6oG.png)

download link removed -Alex
Requires LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658.0), MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718), LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444), and THE LATEST VERSION OF Combat Activators (https://fractalsoftworks.com/forum/index.php?topic=26410.0)
SAFE TO ADD IN EXISTING SAVES.
Donations are appreciated.
https://ko-fi.com/presidentmattdamon

Inspired by Extra Systems Reloaded (https://fractalsoftworks.com/forum/index.php?topic=13089), Exotica Technologies offers an RPG element to Starsector that makes your ships AND enemies harder, better, faster, stronger through upgrades and exotics! These upgrades do not take OP or hullmod slots! Each ship has a limit to the number of upgrades they can install so choose wisely! The cost of each upgrade will require common materials salvaged across the sector such as metal and transplutonics. However, as upgrades get more complex and specialized, they tend to consume more resources and even demand special items found through research stations and mining stations!

How does it work?!
Encounter any fleet that might randomly have Exotica Technologies and fight them as they drop for it.
(https://i.imgur.com/Y4HolhE.png)
(https://i.imgur.com/pYSNcQ6.png)
(https://i.imgur.com/QNSaMhC.png)
OR find them at derelict ships and wrecks!
Then, start equipping them and upgrading them at any friendly market!
(https://i.imgur.com/JT7GzaP.png)
(https://i.imgur.com/pL7l6D1.png)
Still unfamiliar? Hover over every icon and button you see. I encourage you to do so!
[close]
Mod Integration!
We welcome mod integration and are willing to help with integrating mods with Exotica Technologies to ensure a great end-user experience!
ModNotes
(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
[close]

Obviously! some fights might be much, much harder with this mod installed because the AI are equipped with technologies as well!
Be prepared, and take advantage of everything that Exotica Technologies has to offer you to overcome these increased threats.
This mod is NOT compatible with ESR and no further development will be continued for ESR (who I formerly modded).

Thanks to many people for this:

Changelog

1.8.3:
hotfix:
- fixed a crash that occurred due to loading a save applying fleet member stats before the fleets are populated with members.
-- second hotfix for the same issue because APPARENTLY the same issue applies to the player fleet. which is ridiculous.

1.8.2:
hotfix:
    fixed a crash that occurred due to loading a save applying fleet member stats before the fleets are populated with members.

1.8.1:
hotfix
    PURE type now uses base bandwidth when calculating the used bandwidth ratio.
    -- this is because Alpha Subcore has a positive multiplier for the extra bandwidth it gives from its Exotic type, creating a circular dependency that would crash your game.
    -- as a result, PURE-type exotics can now get much worse.


1.8.0:
- Scan Fleet option now appears in the main dialog rather than comm link (thanks AtlanticAccent)
- modifications can now be installed on modules directly
-- parent ship modifications will no longer propagate to modules
-- this does mean fitting module ships is much more expensive
- added Quick Jets upgrade, which adds an ability that makes a ship turn much faster
- drive flux vent's active is now 25% longer
- full metal salvo now works again (?)
- overclocked fabricators now spawns more often on carriers.
- spooled feeders now spawns more often on ships with Safety Overrides.
- hacked missile forge recovery chance reduced by 75%
-- it's still stupidly common in pirate fleets
-- also reduced damage further, from 25% TO 40%. use other exotics pls
- reduced cost and bandwidth of Wasp Defense Drones
-- also added more wasps
- PURE-type exotics no longer count themselves after installation
- rewrote UI code to be more performant
- post-battle salvage data expires after 1 day now, rather than uselessly staying in the save until the fleet is despawned/destroyed.

1.7.0:
- misc fixes
- added music by Haplogynae

1.6.6 hotfix:
- fixed exploration crash (upgrades were being generated with level 0)
- fixed fleet UI being broken
- fixed scanner UI not displaying exotics correctly with high UI scaling

1.6.5
- fixed crate disappearing when you open it (sorry)
-- crates now share a global inventory
- added filters to upgrade and exotic UI
- added new upgrade Oversized Magazines
- fixed OCD in ship mod panel
- fixed debris field generation and scanning again
- fixed newer exotics not dropping from salvage loot (like research stations)
- fixed exotic types not appearing in salvage loot
- added upgrades to salvage loot. total value of exotica drops has increased to offset this
- nerfed terminator subsystems
-- range reduced by 33% (this means it is 66% of the original ship system's range)
-- drone recharge time increased from 20 seconds to 30 seconds
-- also tri tachyon will use them less now lol

1.6.4
- multiple UI level improvements
-- fixed refit menu scaling
-- chip lists now use refit variant, fixing multiple bugs with that display
-- upgrade chip list now displays all upgrade chips for an upgrade, but sorts based on whether you can actually apply it.
-- fixed resource displays not displaying quantity stored in the current market's storage
- opening a crate now merges all other creates in your inventory into it
- phase ship check now checks for the phase hint
- added flux use for terminator subsystem use
- fleet mods generation will now generate for all allied and enemy fleets in an encounter. before, it only generated for the main enemy fleet.

1.6.3
    buffed exotic and upgrade drop rates from enemy fleets
    fixed drive flux vent AI activation, and it now has reduced cooldown (15s to 10s)
    updated terminator subsystems AI to use drones more frequently if it has more
    fixed drone stuff applying to modules
    fixed pain from dropping as part of certain ships (it is now removed after battle)
    noticed that pure type exotics were the most used ones:
    -- corrupted type exotics positive mult increased (150% to 200%), and negative mult (150% to 175%)
    -- guerilla type exotics positive mult increased (175% to 200%). note that it still scales with fleet size
    blocked alpha subcore from having any effect if the SHU Armament Support System is installed
    -- additionally prevented alpha subcore from being installed if the SHU Armament Support System is installed
    multiple UI level improvements
    -- upgrades and exotics now display both description and effects at once
    -- overview tab is now the main source to view all upgrades/exotics that your ship has at once
    -- removed hullmod expanding info

1.6.2
- fixed wasp bp dropping
- performance improvements for refit button

1.6.1
- fixed some bugs with certain exotics
- fixed upgrade filters being broken
- added in-refit menu thanks to Lukas04, creator of LunaLib

1.6.0
- improved generation of upgrades by making it prefer already-generated upgrades even more, so upgrade distribution should generate higher-leveled upgrades for a spikier distribution
- fixed antimatter boosters (sindrian diktat exclusive upgrade) not having description
- exotics and upgrades can now have multiple tags
- fixed automated ship checking not checking for automated hullmod
- fixed equalizer core giving 100x the damage bonus for over-ranged weapons
- fixed bandwidth button not updating when buying credit upgrades
- generate enemy ships with much higher bandwidths
- exotic destruction and bandwidth degradation on death for enemy ships so overall loot doesn't change as much and you can't as easily extract nice exotics from salvaged ships
- curate exotic lists per faction more
- upgrades and exotics now weight more towards ships and variants that they would be better on (e.g. armored ships or ships with Heavy Armor hullmod will get the Welded Armor upgrade for even more armor)
- added some drone upgrade and exotic
- added some pain

1.5.3
- updated for 0.96a
- fixed guerilla penance engine sometimes disabling the ship permanently
- fixed hacked missile forge reloading much faster than intended
- fixed phased fighter tether breaking terminator sequence
- fixed exotica market allowing you to go into debt
- fixed hyperspec LPC adding 1% for each fighter bay removed rather than multiplying
- reduced exotic drop rate from fleets

1.5.1
hotfix:
- fixed drive flux vent crash
- fixed equalizer core giving a lot of damage

1.5.0

general:
- attempted improvement to crate code to fix instances of it not pulling chips into itself
- improved chip rendering code and icons
- added a market for chips to the exotica technologies branch for each market

exotics:
- added TWO exotics, one exclusive to the path
- tier 3b drive now stacks
- missile forge now reduces damage but enables you to spam missiles, and reloads weapons individually
- added combat activators for salvo, feeder, and drive flux vent exotics
- hangar forge -> phased fighter tether
- daemon core now correctly applies bandwidth from types, and does not drop as salvage. you must use archdaemon cores to install this now.
- alpha subcore has salvage chance reduced by 75%. you will probably have to use alpha cores to install this now.
- exotics generate more commonly on larger ship sizes
- exotics generate less on civilian ships
- pure type now scales on base bandwidth used and exotics used
- improved type overlay icons to be more visible

upgrades:
- added FOUR upgrades
- buffed assault wings, forced overtime, infernal engines, welded armor, commissioned crews
- nerfed advanced flux coils and derelict weapons assistant by giving them drawbacks that don't really hurt either faction's ships much
- nerfed hel engines by increasing bandwidth slightly (this will probably result in some existing ships going over their bandwidth cap. good for you!)
- rebalanced overcharged shields by shifting more into promoting active shield play by increasing unfold rate further, and both flux/s and flux/dam stats are increased
- fixed a bunch of upgrade drawbacks not starting at level 3
- reduced salvage chance of faction-specific upgrades to 10% (from 450%) (if you change this you have weak bones)
- reduced salvage change of high-level upgrades by up to 75%
- upgrades generate more commonly on larger ship sizes
- added upgrade level to icon

1.3.0
- added a couple of exotics and an upgrade
- refactored a bunch of exotics, also use new MagicLib status bars
- added overview tab to shop
- added some console commands that tim kept bothering me about

1.2.9
removed alpha subcore's non-functioning downside. its primary downside is not having a more interesting exotic
full metal salvo now works for the initial burst of damage and actually speeds up projectiles, although the initial burst can't be sped up due to game limitations.
fixed some stats not applying completely (i.e. 100x less than they should be)

1.2.7
exotic rebalancing for alpha subcore, equalizer core, hangar forge
fixed phasefield engine again
battle carrier wing upgrade
missile guidance upgrade
new exotic

1.2.4
new UI!
upgrades now configuration-based so you can make them as overpowered as you want them to be! who cares about balance???????????? also mods can implement their own too.
iron shell now has an upgrade.

1.1.6
destroyed gradle
fixed crate duping issue
fixed derelict mods not showing up
added ship name to fleet member in generation

1.1.5
added a crate to contain chips
rebalanced a lot of upgrades and some exotics

1.1.4
fixed fleets with 4 or more S-mods causing freeze

1.1.3
fixed being able to upgrade past max level.

1.1.1
fixed upgrades not applying until you upgraded bandwidth.
fixed hangar forge being weird in certain cases.

1.1.0
added two new logistics upgrades.
upgrades and exotics from enemy ships now have a (very large) chance to drop from a ship that has them.
ships with s-mods will now have higher quality and are more likely to generate upgrades and exotics. this scales, so ships with 3 s-mods will have extremely high quality.
refactored upgrade generation. it should more strongly favor smaller amounts of higher leveled upgrades especially on ships that have more S-mods.
fixed some upgrades not spawning on random fleets.
added a blacklist for the missile forge that can prevent it from reloading certain weapons. see modSettings.json
block random generation of ship modifications on ships in the player fleet.
fully integrated new UI from Histidine (thanks)
woops went and made a whole UI over the past week.
probably some other things.

1.0.12
- fixed infernal engines deceleration buff not displaying in tooltip
- fixed indevo component methods not allowing to purchase upgrades if you had the exact amount required

1.0.11
- fixed a rare issue with salvaging a debris field that had a ship with exotica modifications. also fixed all (surely) instances of recovered ships not keeping their upgrades.

1.0.10
- fixed a bug when loading a save while a fleet with special upgrades was out and about

1.0.9
- fixed a bug with special interactable objects
Spoiler
red planet, in particular
[close]
- hacked missile forge now reduces missile capacity by half and reloads the final capacity fully

1.0.8a/b
- fixed a crash on startup/when you generate bandwidth
- fixed a crash when interacting with a derelict fleet

1.0.8
- nerfed drops of exotics by a lot
- removed a debug log that was probably raising the file size of logs by a ton.
- buffed drive flux vent
- added more debug logs that should help explain why some people's upgrades are disappearing.
- potentially fixed an issue where upgrades were disappearing due to putting them into a different submarket e.g. indevo's repair docks
- fixed alpha subcore (and potential future bandwidth-increasing exotics) preventing base bandwidth upgrades
- nerfed overcharged shields slightly, but reduced upkeep for ships with high shield upkeep
- changed equalizer core to modify weapon base range (now it acts like ballistic rangefinder)

1.0.7
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

1.0.6
fixed saves failing to load due to the game not loading the sector seed until after the game actually loads all game object data (alex why)

1.0.5
fixed saves failing to load due to vanilla code that switches a very special ship's ID around a lot (the ship's ID is generated on sector load, changed when you recover it, and returned when you restart the game.)
1.0.4
updated Plasma Flux Catalyst icon with new one provided by Ms. Vella on the Unofficial Starsector Chat discord
fixed a crash related to one of the final fights in the sector
fixed an incorrect Deceleration tooltip in Infernal Engines upgrade

1.0.3
most upgrade drawbacks now start at level 3 instead of level 1
[close]
Title: Re: [0.95.1a] Exotica Technologies
Post by: Thyrork on May 28, 2022, 02:35:17 PM
So you've played ESR and are wondering what's changed and new with ET; Peek and behold!

Spoiler
Firstly, 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!
Title: Re: [0.95.1a] Exotica Technologies
Post by: SirHartley on May 28, 2022, 02:51:13 PM
Behold, the first forum post optimized for mobile screens!
And what a glorious post, indeed!

Congratulations on the new mod, this looks very, very cool!
Title: Re: [0.95.1a] Exotica Technologies
Post by: Yendorc on May 28, 2022, 03:48:37 PM
(https://i.imgur.com/TWOVLVp.png)

quick bugreport :P
Title: Re: [0.95.1a] Exotica Technologies
Post by: presidentmattdamon on May 28, 2022, 03:49:12 PM
(https://i.imgur.com/TWOVLVp.png)

quick bugreport :P

thanks,

but also AAAAAAAAAAAAAAAAAAAAAA
Title: Re: [0.95.1a] Exotica Technologies
Post by: Yendorc on May 28, 2022, 04:37:48 PM
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)
Title: Re: [0.95.1a] Exotica Technologies
Post by: presidentmattdamon on May 28, 2022, 06:39:23 PM
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)

not sure what going on there, option should be disabled. will look
Title: Re: [0.95.1a] Exotica Technologies
Post by: presidentmattdamon on May 28, 2022, 09:56:35 PM
updated to version 1.0.1. this fixes the tracer recoil calculator not having a recoil hint, among some other bugs.

unfortunately i have not been able to reproduce the debris field thing yet
Title: Re: [0.95.1a] Exotica Technologies v1.0.1
Post by: Zr0Potential on May 28, 2022, 11:57:42 PM
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?
Title: Re: [0.95.1a] Exotica Technologies v1.0.1
Post by: nukularpower on May 29, 2022, 03:05:32 AM
would it work to remove ES and install this or would that break a save?
Title: Re: [0.95.1a] Exotica Technologies v1.0.1
Post by: presidentmattdamon on May 29, 2022, 06:40:02 AM
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
Title: Re: [0.95.1a] Exotica Technologies v1.0.1
Post by: presidentmattdamon on May 29, 2022, 06:40:30 AM
would it work to remove ES and install this or would that break a save?

unfortunately it will break your save to remove ESR. there is no way around it

edit: you can go into your save and try and remove all instances of `extrasystemHM`, but i would recommend backing up your save first as it's very easy to break your save if you don't know what you're doing
Title: Re: [0.95.1a] Exotica Technologies v1.0.2
Post by: presidentmattdamon on May 29, 2022, 06:46:22 AM
updated to fix a crash from missing graphic for hacked missile forge
Title: Re: [0.95.1a] Exotica Technologies v1.0.1
Post by: Zr0Potential on May 29, 2022, 08:55:15 AM
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
Title: Re: [0.95.1a] Exotica Technologies v1.0.1
Post by: presidentmattdamon on May 29, 2022, 09:35:04 AM
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
Title: Re: [0.95.1a] Exotica Technologies v1.0.2
Post by: Oni on May 29, 2022, 09:46:00 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.0.1
Post by: Zr0Potential on May 29, 2022, 09:44:52 PM
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

Thanks, believe me I would if I could bro

I couldn't figure out how to "recompile" a .java to save my life  :'(
Title: Re: [0.95.1a] Exotica Technologies v1.0.2
Post by: Zordiark Darkeater on May 29, 2022, 10:50:39 PM
Does this mod work with Other mods like ship/faction mods ?
Title: Re: [0.95.1a] Exotica Technologies v1.0.2
Post by: presidentmattdamon on May 29, 2022, 11:31:42 PM
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

Does this mod work with Other mods like ship/faction mods ?

yes


Title: Re: [0.95.1a] Exotica Technologies v1.0.2
Post by: Zr0Potential on May 30, 2022, 12:32:18 AM
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

Shame, I was looking forward for it to be buffed

Could you at least put the OP cost reduction to be configurable in the exotics.json just like the other augments?
Title: Re: [0.95.1a] Exotica Technologies v1.0.2
Post by: Oni on May 30, 2022, 04:12:39 AM
... 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
...

Yes reducing op cost is "good", but the amount it used to give (1/2/4) was... not impressive for an Alpha Core. Much more useful to stick those in colonies, or as the pilots of the better automated ships.

I proposed in the other thread for using all the types of cores and increasing the op benefit depending on the quality of core (Gamma = 1/2/4, Beta = 2/4/8, Alpha = 3/6/12), or have them all give the standard bonus (1/2/4) and have the higher quality cores provide additional benefits (ie a percentage increase in fire rate, accuracy, etc). Better core means higher and/or more benefits, lots of things you can do with that.

You could also just reduce the required core to Beta, while it's still less than what I would think an AI of that level could do, those don't have enough to do in game (overshadowed by Alphas).
At least you made retrieving the cores from the ships without destroying them possible... I think.
Title: Re: [0.95.1a] Exotica Technologies v1.0.2
Post by: Zr0Potential on May 30, 2022, 04:31:54 AM
Yeah I'm probably migrating for the chance to loot enemy ships upgrade parts, really adds to the experience

And I really want bombers to get -4 discount since they're generally more expensive than fighters
Title: Re: [0.95.1a] Exotica Technologies v1.0.2
Post by: Oni on May 30, 2022, 02:41:00 PM
Thinking about it, I suppose you could also slide the "all three cores give op benefits" down on the scale if you liked the idea I proposed earlier but think the high end is too over powered.
It'd give you a Gamma = 0/1/2, Beta = 1/2/4, Alpha = 2/4/8 setup. If you think that's more reasonable.
Title: Re: [0.95.1a] Exotica Technologies v1.0.2
Post by: kit1607 on May 30, 2022, 11:59:09 PM
I notice that since I installed the mod I could not find any items that can be installed on the colony.

Maybe bad luck, I literally found 0 of the industrial items but the exotica ones are abundant.

I also found that upgrade uses more relic components then stated
Title: Re: [0.95.1a] Exotica Technologies v1.0.2
Post by: Algoul on May 31, 2022, 10:01:13 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.0.2
Post by: nekoworkshop on May 31, 2022, 10:49:52 AM
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.

Title: Re: [0.95.1a] Exotica Technologies v1.0.2
Post by: presidentmattdamon on May 31, 2022, 11:21:23 AM
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.

i see where you're coming from and i'd be happy to remove the debuff from the first couple of levels to each upgrade. edit: and i'm not going to lie, i've experienced the same level of trying to keep away from upgrades because of the downsides they incur in my first full playthrough since releasing the mod.

as for custom upgrades, there's no guide for doing something like this yet. the process involves modifying upgrades.json (to point it to your new upgrade class, along with resource costs), modSettings.json (to make the upgrades spawn on derelicts/other ships through the whitelists), and also creating an icon for your upgrade so that it pops up in the scan dialog correctly.

if you're familiar with mod-making or just java in general it should be on the easier side thanks to the way i've set it up, but it's not going to be as easy (right now) as Void-Tec will be
Title: Re: [0.95.1a] Exotica Technologies v1.0.3
Post by: presidentmattdamon on May 31, 2022, 01:15:16 PM
i've released a save-compatible update in the main post (or here https://github.com/scardwell15/ExoticaTechnologies/releases/download/v1.0.3/Exotica-Technologies-v1.0.3.zip )
it will remove most drawbacks before level 3, except where they don't really make sense. the drawbacks still scale to the same final value at max level as before this patch, however.

Edit: there is a known bug with Infernal Engines displaying an incorrect Deceleration debuff.
Title: Re: [0.95.1a] Exotica Technologies v1.0.3
Post by: chancoco on May 31, 2022, 05:24:25 PM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.0.3
Post by: presidentmattdamon on May 31, 2022, 07:01:41 PM
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.

that second exotic idea is actually the second time i've heard it, so i could consider it somehow.

as for what you're suggesting about limiting the exotics, it's definitely something on my list to figure out eventually. not sure if bandwidth is the right solution though
Title: Re: [0.95.1a] Exotica Technologies v1.0.3
Post by: Oni on May 31, 2022, 07:03:24 PM
.... not sure if bandwidth is the right solution though

It would be the simplest though, after all it's a mechanic that's already in the mod.
Title: Re: [0.95.1a] Exotica Technologies v1.0.3
Post by: Versil on May 31, 2022, 11:57:58 PM
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?
Title: Re: [0.95.1a] Exotica Technologies v1.0.3
Post by: presidentmattdamon on June 01, 2022, 07:51:20 AM
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?

balance is its own point. as the head dev for both Exotica and Extra System Reloaded, you and i both can rest assured knowing that the latter isn't going to receive another update and is going to break in the next version of the game

also, if my upgrades don't provide any significant benefits, i'd be interested in seeing what you think of

this version of the mod is far superior in every way except for giving people absurd damage boosts. that's it. it has better UI, it has better scaling, it has better balance, and it even lets enemy fleets use it.

just released version 1.0.4, which fixes a crash related to one of the harder fights in the sector. full change log can be found on the github https://github.com/scardwell15/ExoticaTechnologies/releases/tag/v1.0.4
Title: Re: [0.95.1a] Exotica Technologies v1.0.5
Post by: presidentmattdamon on June 01, 2022, 12:21:23 PM
updated again to fix another issue with the very special campaign ship that flips IDs on three occasions
Title: Re: [0.95.1a] Exotica Technologies v1.0.3
Post by: Zr0Potential on June 01, 2022, 06:48:59 PM
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
Title: Re: [0.95.1a] Exotica Technologies v1.0.3
Post by: Oni on June 01, 2022, 07:07:33 PM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.0.6
Post by: presidentmattdamon on June 02, 2022, 09:14:13 AM
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.

i'll be implementing that idea at some point.

also you'll need to update to v1.0.6, which has just been uploaded to fix ANOTHER bug with the vanilla campaign supership.
Title: Re: [0.95.1a] Exotica Technologies v1.0.6
Post by: Dwarden on June 02, 2022, 10:31:41 AM
this is new, before 1.0.6 the ET was loading fine together with ESR

Spoiler
Code
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)
[close]
does this mean from now onward they incompatible ?

edit: after speaking with author on Discord, yes they incompatible, ET replaces ESR fully !
Title: Re: [0.95.1a] Exotica Technologies v1.0.6
Post by: rawkhawklives on June 02, 2022, 11:38:03 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.0.6
Post by: presidentmattdamon on June 02, 2022, 06:35:54 PM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: presidentmattdamon on June 02, 2022, 10:54:59 PM
released 1.0.7, fixes a bug i introduced and also adds more content

Code
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
Title: Re: [0.95.1a] Exotica Technologies v1.0.6
Post by: rawkhawklives on June 03, 2022, 06:01:53 AM
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.

One thing I know, I wouldn't scrap the double duty aspect of Hangarforge. It's a neat idea, hell, it could be that missile forge is the original in the future and hangarforge is the hack, maybe changing the nature of a wings engines? Something akin to Torpedospec, but for the now "hacked" fighters. Perhaps by introducing faults in exchange for a powerful change or unique sidegrade representing its hacked nature. It'd be a similar function for both items, one for missiles and one for fighters. Help people understand the whimsy of missiles.
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: Algoul on June 03, 2022, 06:45:00 AM
released 1.0.7, fixes a bug i introduced and also adds more content

Code
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

That's a really good idea - different type of rare, special faction upgrades.
Title: Re: [0.95.1a] Exotica Technologies v1.0.6
Post by: Algoul on June 03, 2022, 06:49:31 AM
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
Title: Re: [0.95.1a] Exotica Technologies v1.0.6
Post by: presidentmattdamon on June 03, 2022, 09:22:43 AM
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

it's not that there's some issue with it being overpowered, although it definitely is. the issue comes from it (and the hangar forge) just not being interesting beyond "this reloads some missiles every minute", whereas most other exotics change how you play using interesting mechanics
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: DrTechman42 on June 04, 2022, 12:03:19 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: kimtaeco on June 04, 2022, 12:08:43 AM
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.log
Spoiler
6132127 [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]
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: presidentmattdamon on June 04, 2022, 06:20:56 PM
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.log
Spoiler
6132127 [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?
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: WOWOWO on June 04, 2022, 08:16:08 PM
Sir, can you allow me to translate it into Chinese and update it to the Chinese Starsector Forum :D
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: presidentmattdamon on June 04, 2022, 09:37:34 PM
Sir, 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
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: Oni on June 04, 2022, 09:59:30 PM
Alright, now that I've had time to play around with the mod a bit here are some opinions:

Works as advertised and the way it's menus are set up is clear and easy to understand. Next up I kinda forget the normal upgrades are there half the time but that's more on me (I use the 'Fleet Size by DP' mod so I've got too many ships to keep track of in very much detail), the Exotics on the other hand... I'm gonna be honest I'm kinda, not unhappy but.... just kinda let down? I'll try to explain.

They feel too "ordinary" most of the time. They do something, most of them come with a downside (too much of a downside in some cases like the Plasma Flux Catalyst limiting my big ships to 16 vents. I'd only use it on a ship that has a lot of other things to spend OP on, and I've never even used the Equalizer Core as it feels too 'niche' for use by most ships), and they drop everywhere. Seriously, I can't search a ruin in the sector without tripping over the things. I've got over a dozen of several types just gathering dust in my cargo bay, including over a dozen Phasefield Engines. I've had one phase ship in the game thus far, I don't need that many. They're entirely too common to be called "Exotic".

Now this next part is mostly opinion, but when I hear the term "Exotic" it makes the think Rare. Hard to get, possibly even weird. These... aren't. Oh they can be useful, some a lot more than others, but... what I was imagining was some rare block of tech that I'd stumble across while exploring and it'd give my ship a huge boost to 'something' if I plug it in (like maybe a Burn Drive Supercharger, yes I know that isn't a thing but I was giving an example) or possibly also do some weird thing that'll change it's entire behaviour (like an Expanded Phase Field, not only does the ship phase but it also phases nearby smaller friendly ships), maybe both. It'd be something powerful that'd make me want to pay the price to yank it out of an old ship and put into a new one. As it is they feel disposable, as there are always more where they came from.

Anyway, that's my take on it thus far. Basically I think you should crank up the power of Exotics and crank up their rarity too, but that's just my opinion.

Bug Report: I seem to be having a few ships that are, de-selecting vents whenever I load into a game. The points don't disappear, but it means I need to re-select them which is kinda annoying and costs me some supplies if I'm not near a port. Anybody else run into this?
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: WOWOWO on June 04, 2022, 10:24:20 PM
Sir, 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
Thank you :)  A great piece of work
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: kimtaeco on June 04, 2022, 10:51:18 PM
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.log
Spoiler
6132127 [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?
Alright I've put the starsector.log.1 just to be sure (https://drive.google.com/drive/folders/1fFmfpoG4cz9SgtSxIcvu7G75BmzLTVma?usp=sharing)
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: DrTechman42 on June 05, 2022, 06:44:09 AM
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.

After observing it a bit more, I came to a conclusion that the mod does not like fleets within probes/survey ships/motherships as it's impossible to open a comm link with these. The fleets out in the open are working just fine, but these don't seem to.
Also, are we capable of exracting remnant and derelict-specific upgrades to use on a different ship (just like exotics)?
And I'd suggest to lower the price of exotics items. You find them in huge numbers and getting a several hundred thousand credits each time you go for a walk in the outer regions does not seem fair.
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: presidentmattdamon on June 05, 2022, 09:34:38 AM
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.log
Spoiler
6132127 [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?
Alright I've put the starsector.log.1 just to be sure (https://drive.google.com/drive/folders/1fFmfpoG4cz9SgtSxIcvu7G75BmzLTVma?usp=sharing)

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.

Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: kimtaeco on June 05, 2022, 10:24:34 AM
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.log
Spoiler
6132127 [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?
Alright I've put the starsector.log.1 just to be sure (https://drive.google.com/drive/folders/1fFmfpoG4cz9SgtSxIcvu7G75BmzLTVma?usp=sharing)

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.
Thank you! I'll play around with it a bit more and see if my exotica upgrades disappear  :)
Title: Re: [0.95.1a] Exotica Technologies v1.0.8
Post by: Zyntar on June 05, 2022, 12:28:19 PM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.0.8
Post by: presidentmattdamon on June 05, 2022, 02:28:11 PM
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.

hi, i broke the mod. released update 1.0.8a to fix it
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: presidentmattdamon on June 06, 2022, 10:15:43 PM
Sir, 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
Thank you :)  A great piece of work

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
Title: Re: [0.95.1a] Exotica Technologies v1.0.7
Post by: WOWOWO on June 07, 2022, 12:59:55 AM
Sir, 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
Thank you :)  A great piece of work

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
ok. Thank you for your reply
Title: Re: [0.95.1a] Exotica Technologies v1.0.8a
Post by: lelapinou on June 07, 2022, 02:14:05 AM
I honestly feel you should be able to use other cores for other purposes

Here's a small example I had while thinking about it for logistics
Gamma : Reduce crew requirement by anywhere from 10-25% (Applied last on the modifiers)
Beta : Optimize supply and fuel usage while increasing cargo and fuel space and also reducing crew required (By a flat amount based on ship size, something like 5/20/50/100), but, it would reduce combat readiness by 20%
Alpha : Removes the need for crew entirely

But you could also use them for more combat uses
Gamma : Increase range and fire rate by 10%
Beta : Makes strikecraft better and reduces overall casualties from crew by 30%, if ship has no crew, increase effectiveness of strikecraft and overall combat readiness by 10% while increasing total OP by 5%
Alpha : As is currently

Those would be mutually exclusive, so if you take the combat use of the alpha core, you cannot use the logistics use of it

Small note, I am no balance expert but this seems fair enough (This mod is great!)
Title: Re: [0.95.1a] Exotica Technologies v1.0.8a
Post by: ringa27 on June 08, 2022, 05:39:41 PM
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)
Title: Re: [0.95.1a] Exotica Technologies v1.0.8b
Post by: presidentmattdamon on June 08, 2022, 09:01:56 PM
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)

released an update for this crash

https://github.com/scardwell15/ExoticaTechnologies/releases/download/v1.0.8b/Exotica-Technologies-v1.0.8b.zip
Title: Re: [0.95.1a] Exotica Technologies v1.0.8b
Post by: chesed on June 09, 2022, 05:19:56 AM
How do i see what the upgrades do? I've tried pressing F2 but it doesn't open up any menus.
Title: Re: [0.95.1a] Exotica Technologies v1.0.8b
Post by: presidentmattdamon on June 09, 2022, 07:51:19 AM
How do i see what the upgrades do? I've tried pressing F2 but it doesn't open up any menus.

hi, you have to hold it down until the stats appear. if the tooltip doesn't say "Hold" then i need to change it
Title: Re: [0.95.1a] Exotica Technologies v1.0.8b
Post by: chesed on June 09, 2022, 08:02:22 PM
thank you btw, the tooltip says "Press F2 to show more upgrade information."
Title: Re: [0.95.1a] Exotica Technologies v1.0.8b
Post by: x50413 on June 13, 2022, 03:33:03 PM
Is there a way to make Advanced Flux Conduits (and maybe the Derelict one as well) available to player ships? I tried adding the player faction to the whitelist, and that did add it to the list of available upgrades... but selecting it just led to a blank menu with "return" as the only option. No options to spend credits or ship components on it. Did I miss a whitelist somewhere?
Title: Re: [0.95.1a] Exotica Technologies v1.0.8b
Post by: Kakroom on June 13, 2022, 10:41:02 PM
I only want to nth what everybody else has said about missing the old "money = funny ship go zoom" of ESR, and that I look forward to the toggling debuffs thing (if that's still happening at some point)

Other than that I very much like the features added by this mod
Title: Re: [0.95.1a] Exotica Technologies v1.0.8b
Post by: DrTechman42 on June 13, 2022, 11:47:22 PM
I had an idea about the Derelict and Remnant upgrades being available for normal ships. The key is to make them feel earned. In ESR you could just dump huge amounts of money (that could be earned in a tedious and uninteresting manner) into a ship and go kill god with it. This did not feel good as you could do it without leaving your starting system at all, which is boring.
Since Starsector is first and foremost about combat, any upgrade to your power that you get through combat feels significantly more validated (basically New Vegas perks that you get for defeating a number of specific enemies).
I propose that these upgrades should become available by cannibalising the original ships. Par example: you want to install Advanced Flux Conduits on an Eagle. You get yourself the perk to be able to recover automated ships and go kill some Remnants, recover some Brilliants and then convert them into an upgrade for your Eagle. The Sector is degrading technologically, thus the cannibalising process is inefficient, you need more than one ship of the same class in order to achieve the same result. The automated ships perk shows that you are proficient enough to even attempt that. Then you can decrease the number of ships you need via engineering skills (the more you have, the less ships you need to succeed).
The derelicts don't have capitals in vanilla though. Maybe in their case a significant number of their cruisers could do the job?
Title: Re: [0.95.1a] Exotica Technologies v1.0.8b
Post by: SyberSmoke on June 15, 2022, 07:09:28 PM
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?
Title: Re: [0.95.1a] Exotica Technologies v1.0.8b
Post by: presidentmattdamon on June 15, 2022, 10:12:20 PM
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
Title: Re: [0.95.1a] Exotica Technologies v1.0.8b
Post by: SyberSmoke on June 16, 2022, 07:05:17 PM
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

OK, I read through the opening posts and did not see the dependencies listed.  And Starsector only listed Lazy.  Thank you.
Title: Re: [0.95.1a] Exotica Technologies v1.0.8b
Post by: Histidine on June 19, 2022, 07:21:08 AM
Interacting with the Red Planet (without having the quest itself) resulted in a non-fatal NPE:

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)
Title: Re: [0.95.1a] Exotica Technologies v1.0.9
Post by: presidentmattdamon on June 19, 2022, 04:27:47 PM
released v1.0.9 whcih fixes the red planet issue
Title: Re: [0.95.1a] Exotica Technologies v1.0.9
Post by: speeder on June 20, 2022, 12:53:33 AM
suggestion:

add some stuff that improve missiles :)

I am playing with the "playable guardian" mod and I am using the costly 160DP "missile only" hull.

Managed to make  something amazing out of it... but sadly I didn't add exotica stuff to it because none of it helps my build :(
Title: Re: [0.95.1a] Exotica Technologies v1.0.9
Post by: presidentmattdamon on June 20, 2022, 09:27:21 AM
v1.0.10 released. fixes a crash on loading a save while a fleet with special upgrades was out and about
Title: Re: [0.95.1a] Exotica Technologies v1.0.11
Post by: presidentmattdamon on June 21, 2022, 03:14:53 PM
v1.0.11 released. fixes an error when recovering a ship with exotica tech. it didn't crash the game, but the red error was probably annoying.
the more notable part of this is that i fixed surely all cases of exotica tech not salvaging properly from said debris fields.

https://github.com/scardwell15/ExoticaTechnologies/releases/download/v1.0.11/Exotica-Technologies-v1.0.11.zip
Title: Re: [0.95.1a] Exotica Technologies v1.0.11
Post by: WOWOWO on June 26, 2022, 08:51:32 AM
cool
Title: Re: [0.95.1a] Exotica Technologies v1.0.11
Post by: Xarlas on June 28, 2022, 12:13:27 AM
I noticed that modifications are gone when recovering a ship (found in the world) with story points.
I play with Starpocalypse, Unknown skies and Adjusted Sector (all at default settings) so it could be an mod incompatibility.
I appended a save game file to the issue on github (https://github.com/scardwell15/ExoticaTechnologies/issues/1).
If the Sunder "ISS Faraway and Gone" is recovered using a story-point, it has no modifications.
When scanning the not yet recovered ship it shows that it has an exotic modification.
Title: Re: [0.95.1a] Exotica Technologies v1.0.11
Post by: Ronald Klein on June 28, 2022, 08:15:41 AM
 
  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.
Title: Re: [0.95.1a] Exotica Technologies v1.0.11
Post by: speeder on June 28, 2022, 09:52:42 AM

  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.
Title: Re: [0.95.1a] Exotica Technologies v1.0.11
Post by: Bucket on June 28, 2022, 02:34:47 PM
Honestly, the reason many people loved System Reloaded is for the huge resource sink required to craft existing ships into elite versions at the endgame. This feels like another hull mod, except it basically side steps the restrictions of the vanilla hull mod system and implements a similar derivative of the same system where individual mods have been split into decks of cards to create an artificial overclocking effect(?). This is redundant and does not make sense.

Gating upgrades behind unique raw resources otherwise is a very good change. For an example, I want to slather
Spoiler
HMI's grey goo
[close]
all over my ships for some very unique traits.
Title: Re: [0.95.1a] Exotica Technologies v1.0.11
Post by: power12359 on June 28, 2022, 11:21:15 PM

  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.

I have similar problem with my upgrades disappearing.
My mod list is
Attuned Drive Field Hullmod
Commissioned Crews
Exotica Technologies
Grand Colonies
Industrial Evolution
Lazy Lib
Magic Lib
More Hullmods
Nexerelin
Unusually Gullible Hullmods

Could one of these mod be conflicting?
Title: Re: [0.95.1a] Exotica Technologies v1.0.11
Post by: speeder on June 30, 2022, 01:52:19 PM
Suggestions:

1. Mod really needs a better way to steal mods from other ships, you don't want to necessarily salvage them, maybe you it is not even possible in first place (like automated ships without the appropriate skill).
2. Need some weak upgrades with no downsides so you can fill the "bandwidth" of any ship if you have resources for it, you are making this a "further specialization" mod, but you can't predict every single specialization players will invent, so the mod might end useless because none of the upgrades fits a ship. (suggestion: 1% weapon range per level, 2% battle speed per level, 2% extra cargo and fuel per level, etc...)
3. What would make your mod shine above many others, is if you add some explorer-friendly things, for example currently only one mod (HMI) adds a hullmod that increases sensor range! Would love if exotica improved sensor range!



Longer term suggestions:
would be nice if the "exotica branch" was an actual building, and be available only on some planets, or allow on all planets (maybe even on space) the player to tweak his exotica a little, but have more powerful options only available on planets that have the real building. Also make building improve colony too.
Also you could add HMI and Shadowyards resources to to the mod too, like using nanites and capacitors to craft some mods. For example have nanites improve "physical" mods like armor, and capacitors improve the "energy" related mods, like flux or speed.
Title: Re: [0.95.1a] Exotica Technologies v1.0.12
Post by: presidentmattdamon on July 11, 2022, 02:39:42 PM
update to v1.0.12
Title: Re: [0.95.1a] Exotica Technologies v1.0.12
Post by: Ovid on July 12, 2022, 06:53:08 PM
Yeah, I had a WTF moment just now. I had a derelict ship I needed to spend a Story point to recover, it had an Exotic on it. But when I checked it in my fleet, it had no Exotica modifier, and when I went to the Exotica industries menu, it didn't have anything installed.

I'll be honest, I kind of wish the Exotic stuff would show up if we scrap a ship instead of having to recover it. That way, the story point expense of safely removing the Exotic is because we get to keep both Exotic and the ship it was on.

Then again, for all I know, the Exotic might be worth more credits than the ship it's on. I don't know, I haven't looked at what Exotics sell for.


Compared to Power's mod list above, I have these mods in common:
Commissioned Crews
Exotica Technologies
Grand Colonies
Industrial Evolution
Lazy Lib
Magic Lib
More Hullmods
Nexerelin


Technically, I have a lot more mods, but these are what I have in common with Power.
I DO NOT have Unusually Gullible Hullmods.
Title: Re: [0.95.1a] Exotica Technologies v1.0.12
Post by: Mcgrolox on July 13, 2022, 10:23:38 AM
I can +1 to people having the recovered with story points bug, and for now simply suggest that if you see a ship that has an upgrade you want but it requires SP to get, it might as well be considered that it doesnt have that upgrade, because it won't anymore when you go to recover said upgrade.

For OP, very much like the mod, naturally have a plethora of ideas on how to do things differently but don't want to obscure your vision. As far as constructive points go:
-I agree with the idea that having more exotica mods that change support concepts (ie sensors, sensor profile) would be good, some examples of ideas might be
     *[Oversized Sensor Array: More sensor strength, more sensor profile and/or less cargo/crew/fuel space] More/larger arrays collect better signals, but send out more noise and take up space
     *[Externally Radiated Systems: Less sensor profile, less hp/armor/shield strength and/or worse flux management capabilities and/or less sensor strength] Having hot ship systems radiating heat/flux externally constantly and locally allows them to maintain some degree of a smaller sensor profile, but opens up vital systems to damage/interferes with typical inbuilt flux systems/causes interference with sensor arrays from increased local noise.
     *[Bootstrapped Logistics Compartments: More storage/fuel capacity/crew space, less hp/armor and/or manueverability/speed and or CR cap/recovery rate] Essentially filling non-essential spaces with more storage and strapping additional containers wherever they would fit outside the ship gives more space, but interferes with crew movement, reduces overall structural integrity, and/or increases mass (this one may be largely redundent iyo just because its an additional overhaul to the existing vanilla logistics storage mods of similar, albeit completely positive, function, so largely just spitballing some stuff here).
-I also agree with Ovid that there should be a chance (it wouldnt even have to be too high, something akin to getting AI cores from [REDACTED] ships piloted by them maybe) to get exotics from salvaging ships with exotics without recovering them.
-I actually quite liked the idea of the Alpha core, something that would normally be used either for a pilot or a colonial enhancement, also being able to be used instead for an exotic improvement; with this in mind, what if some other vanilla colonial domain tech could do that, ie Cryoarithmatic engines being used for something that increases accuracy, damage, or fire rate as the ship's flux level rose, almost like the Energy Weapon Mastery Perk? If it was fire rate, it could also prove to be the double edged sword where as you redlined flux to get the dakka you ran a greater risk of overloading your ship (would naturally have to not be overridden by the behaviour that guns wont shoot if they would overload the ship - this could also mean the exotic could be used to allow ships to shoot a weapon they didnt have the flux capacity for normally, but would always overload their ship doing so).
-Not so much an idea, but I've noticed that even for the super high tier, lots of 3 built in upgrade capitol ships Kill Fleets, the number of ships that have exoticas and the level of exoticas they have are often still just three to five ships (often logistics as well) with only one or two upgrades, the impact of which I usually dont notice. That said, the scary stuff is still way more scary, but it all has LOTS of Exoticas, including often multiple exotic techs, so there might be some merit in slightly increasing the likelihood and level of mods on high tier faction fleets (larger raids/expeditions, with Nex the ones that get S-mods since iirc that is a Nex thing, etc) to find a little more of a difficulty middle ground with that. Unfortunately I dont know how hard that would be to implement since I'm a pleb with modding/code, so if it isnt a doable feel free to ignore me in my own ignorance and I apologize.

Mostly ideas, otherwise good work, much wow, super appreciate <3
Title: Re: [0.95.1a] Exotica Technologies v1.0.12
Post by: presidentmattdamon on July 13, 2022, 11:15:23 AM
hard to implement logistics-only upgrades without relegating them to only logistics ships or making them very low bandwidth. if they're very low bandwidth, then they can be installed at little to no cost on combat ships, which makes them a no-brainer. if they're relegated to logistics ships then i remove choice from the player
potential option is to base upgrade cost on Civilian Hull mod, but may cause issues if Militarized Subsystems is installed since i would want to allow for that to be installed after installing upgrades.

i like your upgrade ideas though

as for colony items, the idea is more for you to find the exotica upgrades alongside the colony items rather than using the colony items on your ship. i like the cryoarithmetic engine idea and may use that in the future, although not tied to that item

i can change fleet generation to generate more upgrades/exotics on s-modded ships too. easy enough
Title: Re: [0.95.1a] Exotica Technologies v1.0.12
Post by: Mcgrolox on July 14, 2022, 02:25:00 PM
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)
Title: Re: [0.95.1a] Exotica Technologies v1.0.12
Post by: presidentmattdamon on July 14, 2022, 03:37:58 PM
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)

the ship is from Iron Shell.

the hardest part of designing upgrades is actually making the icon for them, as funny as that is. the concept is the hardest, but once i get the concept down creating both the icon and the code is very easy.
Title: Re: [0.95.1a] Exotica Technologies v1.0.11
Post by: Katsumi on July 22, 2022, 05:07:57 AM

  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.
Title: Re: [0.95.1a] Exotica Technologies v1.0.11
Post by: presidentmattdamon on July 22, 2022, 04:59:55 PM

  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.

update soon that *might* prevent this. not sure. need some people to test it on the unofficial discord before i release because it very extensively rewrites how enemy fleets generate their own modifications to make heavily S-Modded fleets also have tons of exotica mods as well.
Title: Re: [0.95.1a] Exotica Technologies
Post by: Raudskeggr on July 24, 2022, 12:44:23 PM
So you've played ESR and are wondering what's changed and new with ET; Peek and behold!

Spoiler
Firstly, 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?
Title: Re: [0.95.1a] Exotica Technologies
Post by: Brainwright on July 24, 2022, 01:01:01 PM
What mod is that black apogee from?

Machina Void Shipyards
Title: Re: [0.95.1a] Exotica Technologies v1.0.12
Post by: Raudskeggr on July 24, 2022, 01:36:57 PM
Thank you!
Title: Re: [0.95.1a] Exotica Technologies v1.0.12
Post by: ciph on July 29, 2022, 03:00:33 AM
Hi guys, I love the idea of this mod. But where can I start upgrade my ship? Sorry for my noob question
Title: Re: [0.95.1a] Exotica Technologies v1.0.12
Post by: Dadada on July 29, 2022, 10:45:18 AM
@ciph
Markets (not sure if they need heavy industry for that) should have an option to visit the local branch of Exotica Technologies. Click Market (Planet, Station...), you will see the usual trade, visit bar options and so on, somewhere further down should be "visit local branch of Exotica Technologies" or something like that.

Edit: pic, random market without heavy industry

[attachment deleted by admin]
Title: Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
Post by: presidentmattdamon on August 03, 2022, 05:29:06 PM
hello i hvae updated the mod to v1.1.0. this adds a fairly extensive shop interface

try it out
Title: Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
Post by: Draconas on August 04, 2022, 01:02:21 PM
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)
Title: Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
Post by: Draconas on August 04, 2022, 02:23:35 PM
I found an Issue with new GUI, it can't handle similar ships. I have 4 Ebisu (L)s battlecarriers from Musashi mod, installed all 4 with both sensor upgrades. however game only recognizes the upgrades on 1 ship, proof is that only 1 has hullmod for exotica tech.

I was able to fix it by removing the 1 Ebisu that had the hullmod for Exotica Tech and upgrading bandwidth for each other Ebisu in turn.
Title: Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
Post by: TheProtagonists on August 05, 2022, 12:45:35 AM
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)

Can confirm I also have this problem, the game freezes indefinitely when accepting certain IBB missions with no error messages in the log.
Title: Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
Post by: foxunit on August 05, 2022, 01:36:46 AM
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?
Title: Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
Post by: ChristophHRO on August 05, 2022, 02:51:36 AM
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

Title: Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
Post by: foxunit on August 05, 2022, 03:19:45 AM
Upgrade caps dont seem to work. Could go way past the limit of 10.
Title: Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
Post by: presidentmattdamon on August 05, 2022, 02:55:57 PM
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

it's not working as intended, i'm just an idiot lole
Title: Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
Post by: presidentmattdamon on August 05, 2022, 02:56:53 PM
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?

changing it isn't supported unfortunately, until i get a better way of determining random bandwidth going.
Title: Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
Post by: presidentmattdamon on August 05, 2022, 02:57:17 PM
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)

will try this out, thanks for report. sorry!
Title: Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
Post by: presidentmattdamon on August 05, 2022, 03:09:53 PM
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?
Title: Re: [0.95.1a] Exotica Technologies v1.1.3 - UI Update with hotifix!
Post by: Zironic on August 06, 2022, 01:37:52 AM
I like the concept of the new UI but it has a few things that makes it less then ideal. I made a brief google doc to show my thoughts. https://docs.google.com/document/d/1NizYvcNdWwOeXYnvJ3ELAXsTnSmZxhE1OCKh6FhvP24/edit?usp=sharing
Title: Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
Post by: TheProtagonists on August 06, 2022, 07:25:45 AM
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 command
Code
SWP_IBBStage 7
to generate the first IBB that have this problem
then go to a bar and find the event, the game hangs when the accept option is clicked on.
Title: Re: [0.95.1a] Exotica Technologies v1.0.12 - UI Update
Post by: presidentmattdamon on August 06, 2022, 12:04:49 PM
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 command
Code
SWP_IBBStage 7
to generate the first IBB that have this problem
then go to a bar and find the event, the game hangs when the accept option is clicked on.

found the bug and fixed it , thank you
Title: Re: [0.95.1a] Exotica Technologies v1.1.4 - UI Update with hotifix!
Post by: ciph on August 07, 2022, 01:24:10 AM
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?
Title: Re: [0.95.1a] Exotica Technologies v1.1.4 - UI Update with hotifix!
Post by: presidentmattdamon on August 07, 2022, 01:06:24 PM
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?

yeah there's options to "recover" it which will remove it from the ship.
Title: Re: [0.95.1a] Exotica Technologies v1.1.4 - UI Update with hotifix!
Post by: Courier_06 on August 08, 2022, 06:54:03 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.1.4 - UI Update with hotifix!
Post by: presidentmattdamon on August 08, 2022, 07:25:20 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.1.4 - UI Update with hotifix!
Post by: Mitroll on August 08, 2022, 03:31:57 PM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.1.4 - UI Update with hotifix!
Post by: presidentmattdamon on August 08, 2022, 03:37:41 PM
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.

didn't account for UI scaling with the mod. will have to see if i can replicate it somehow.
Title: Re: [0.95.1a] Exotica Technologies v1.1.4 - UI Update with hotifix!
Post by: Courier_06 on August 08, 2022, 06:16:37 PM
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!
Title: Re: [0.95.1a] Exotica Technologies v1.1.4 - UI Update with hotifix!
Post by: presidentmattdamon on August 08, 2022, 06:51:51 PM
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!

i have pm'd you with a dev release available
Title: Re: [0.95.1a] Exotica Technologies v1.1.5 - UI Update
Post by: Xzaven on August 12, 2022, 02:10:38 PM
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?
Title: Re: [0.95.1a] Exotica Technologies v1.1.5 - UI Update
Post by: presidentmattdamon on August 12, 2022, 04:22:07 PM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.1.5 - UI Update
Post by: Xzaven on August 13, 2022, 05:46:42 AM
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.

I don't know if this is possible: Maybe cycling through the chips with arrow keys while hovering over the Upgrade Chip button?

Else what I mentioned before, if it could prioritize chips in the fleet inventory over the crate, that would be a help too.
Title: Re: [0.95.1a] Exotica Technologies v1.1.5 - UI Update
Post by: Phenir on August 17, 2022, 09:43:43 AM
Putting your crate in storage and then withdrawing it after you automatically get a new one causes all your chips to be erased.
Title: Re: [0.95.1a] Exotica Technologies v1.1.5 - UI Update
Post by: presidentmattdamon on August 19, 2022, 07:34:54 PM
Putting your crate in storage and then withdrawing it after you automatically get a new one causes all your chips to be erased.

fixed
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: DVeL on August 20, 2022, 09:41:23 AM
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 =)
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: presidentmattdamon on August 20, 2022, 09:44:11 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: DVeL on August 21, 2022, 12:45:27 AM
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.

The reason why I asked is because "the idea of such a thing is really unfun anyway" is very wrong in my case. It is very fun =)
But I understand that it's not the same for everyone .That's why it should be in settings and not a default option =)
As long as I fairly paid an infinitely growing cost for it, I don't mind being infinitely overpowered, because I worked for it. That's my personal take.

On the off-note - you even have settings to edit the parameters of exotics. I can change Spooled Feeders to give me billion attack speed for an hour. Which would be boring. But I can't edit max bandwidth to, let's say, 400. Or bandwidth step to 10, for example.
Just feels a bit weird that specifically this two important settings were omitted. =)
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: mathyou on August 27, 2022, 04:11:01 PM
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?

Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: presidentmattdamon on August 27, 2022, 04:16:56 PM
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?

hey, there's actually a bug where the shop tooltip for Infernal Engines shows a higher buff than intended for burn level. next update i'll be increasing the actual value of that upgrade to match what it currently says it is (30%)
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: epsilonflash on September 06, 2022, 08:13:30 PM
(https://i.imgur.com/4apFDeV.png)

This ship is listed as having an exotic, and indeed is stated as having a Hangar Forge installed when I check the tooltip. However, the Hangar Forge isn't listed in the exotics menu, and as such I can't recover it. As I've seen the Hangar Forge in some other ships' exotics menu, I imagine this isn't intended behaviour
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: ryujinblade on September 14, 2022, 12:01:23 PM
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!
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: adecoy95 on September 16, 2022, 01:54:28 PM
im not sure if its intended or not but i dont seem to be able to be getting the bonuses properly on my hubship, i put in an ai core but the reduced ordinance costs did not apply to all sections of the ship (its a ship with multiple peices)
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: Corelious on September 26, 2022, 11:19:31 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: Corelious on September 26, 2022, 11:25:06 AM
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.

Ignore this -  I figured it out.
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: Havoc on September 30, 2022, 01:22:25 AM
hi, is the starting bandwidth on ships random?
yesterday I checked my fleet from current game and my first 5x d-mod mule from outa spaca is an ultimate :D


[attachment deleted by admin]
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: Mrluigi1111111 on October 06, 2022, 04:03:20 AM
hi, is the starting bandwidth on ships random?
yesterday I checked my fleet from current game and my first 5x d-mod mule from outa spaca is an ultimate :D
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.
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: rawkhawklives on October 10, 2022, 06:54:39 AM
Wow! Loving the new chips and storage chest. I haven't had to pay for a single upgrade, just been stealing it from the local wildlife and that is awesome! It isn't perfect, sometimes it stores them automatically and sometimes it has to be done manually and the interface for that seems to undock you from port, which is annoying but I just don't do that at port anymore. Really impressed, though. The UI is a bit clunky, but more than serviceable. Lots of small improvements over time and I straight up barely recognize this came from ESR in the first place. The balance is astounding. Love having tons of incremental upgrades across the fleet. They add up if you take the time to get little sensor upgrades and cost decreases without pushing the downsides. Meanwhile pushing hard into an upgrade still makes for a strong, balanced ship while still letting you use other modded hullmods, powerful modded ships, and other modded systems to make absolutely lethal ships.

Great mod, its only ever getting better.
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: presidentmattdamon on October 10, 2022, 09:54:40 AM
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 don't have access to a 4K monitor but i'm rewriting the UI, so we'll see how it works after that
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: Uttrik on October 18, 2022, 06:39:05 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: Uther Phobos on October 28, 2022, 10:18:50 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: presidentmattdamon on October 28, 2022, 10:21:41 AM
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.

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%

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.

hopefully will be able to fix this one

Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: Greatgreengoo on October 29, 2022, 06:21:40 AM
This mod is AMAZING, thank you for making it. Its one of my must have mods now
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: Uttrik on October 30, 2022, 02:01:01 AM
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%

Perfect.  Eagerly awaiting the next update.
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: presidentmattdamon on October 31, 2022, 09:51:08 AM
(https://i.imgur.com/8f68PDV.png)

new UI progress. it's advanced a little bit from this point but nothing special
couple more things to touch up before release
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: kadu522 on October 31, 2022, 12:36:26 PM
This UI already looks 5x cleaner then the current one! Looking foward to updateing!  ;D
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: ChristophHRO on October 31, 2022, 02:07:49 PM
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!
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: TimeDiver on October 31, 2022, 03:00:28 PM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
Post by: presidentmattdamon on November 10, 2022, 10:57:45 AM
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.

as an aside before i talk about the update, i designed the entirety of the new UI on the lowest resolution available to the game. i want as many people as possible to use my mod. there's also no way i could implement the UI without a scrollbar given enough ships or upgrades, at least not usably.

that being said, the update is out now

new UI!
upgrades now configuration-based so you can make them as overpowered as you want them to be! who cares about balance?!? also mods can implement their own too.
iron shell now has an upgrade.

https://github.com/scardwell15/ExoticaTechnologies/releases/tag/v1.2.4
https://github.com/scardwell15/ExoticaTechnologies/releases/download/v1.2.4/Exotica-Technologies-v1.2.4.zip
Title: Re: [0.95.1a] Exotica Technologies v1.2.4 - UI Update 2!!!
Post by: e on November 10, 2022, 03:06:55 PM
With the new update, there is a strange interaction compared to the previous patch. In modular ships (like Cathedral-Class) the exotic "Hacked Missile Forge" in patch 1.1.6, would replenish the missiles from the non-central parts of the ship, but in this latest patch 1.2.4 it is not the case any longer.
Title: Re: [0.95.1a] Exotica Technologies v1.2.4 - UI Update 2!!!
Post by: kadu522 on November 11, 2022, 01:39:01 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.2.4 - UI Update 2!!!
Post by: presidentmattdamon on November 11, 2022, 08:56:26 AM
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.

fixed, my bad. just updated the main post
Title: Re: [0.95.1a] Exotica Technologies v1.2.5 - UI Update 2!!!
Post by: VeresTheRed on November 11, 2022, 11:10:49 AM
Made a new save with 1.2.5 to double check, and Phasefield Engine does not seem to show up in the installation list for phase ships.

Update: Checked the source files and it appears the Phasefield Engine exotic checks for the PHASE Hint on a ship before appearing in the installation list. Looking at an unmodified ship_data.csv this Hint is not used by the base game phase ships, however adding it does allow you to install a Phasefield Engine.
Title: Re: [0.95.1a] Exotica Technologies v1.2.5 - UI Update 2!!!
Post by: Wice111 on November 15, 2022, 05:27:27 AM
Can you make hacked missile autoforge affect other types of weapon mounts as well?
Title: Re: [0.95.1a] Exotica Technologies v1.2.5 - UI Update 2!!!
Post by: gogochlwns on November 15, 2022, 02:04:08 PM
In the current version, modifying the "Sooled Feeders" setting does not apply, and "Advanced Flux Coils" cannot be obtained from enemies at all.
Title: Re: [0.95.1a] Exotica Technologies v1.2.5 - UI Update 2!!!
Post by: Donahue on November 19, 2022, 09:08:01 PM
How do I add the Exotic Modifications?

I manged to collect a few, but the U option only allow the purchase of additional bandwidth...

Edit: Have to click on the button again to change to the actual modifiers, was very easy to miss.

[attachment deleted by admin]
Title: Re: [0.95.1a] Exotica Technologies v1.2.5 - UI Update 2!!!
Post by: Nausk on November 22, 2022, 06:33:49 AM
I don't know why but, exotica chips stopped going into the crate on my new campaign, i added a few mods but I doubt they would have anything to do with it (Trailer moments, QoL pack, Planet Search, Combat chatter). Tried turning them off but still the crate stays empty and chips just stack up in my inventory.

Edit: And now they just went and put themselves in the crate after playing for a few hours, weird, but I guess problem solved lol.
Title: Re: [0.95.1a] Exotica Technologies v1.2.6 - UI Update 2!!!
Post by: presidentmattdamon on November 25, 2022, 07:44:36 PM
1.2.6 newest update, fixes faction upgrades not appearing
Title: Re: [0.95.1a] Exotica Technologies v1.2.6 - UI Update 2!!!
Post by: CountV on December 03, 2022, 11:55:20 PM
Tried out 1.2.6, the exotics config file doesn't seem to be reflected on the upgrade UI.

Also, 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)
Title: Re: [0.95.1a] Exotica Technologies v1.2.6 - UI Update 2!!!
Post by: presidentmattdamon on December 04, 2022, 12:20:58 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.2.6 - UI Update 2!!!
Post by: CountV on December 04, 2022, 09:10:04 PM
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?
Title: Re: [0.95.1a] Exotica Technologies v1.2.6 - UI Update 2!!!
Post by: presidentmattdamon on December 04, 2022, 10:30:15 PM
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?

upgrades.json is used as all upgrades are configuration-based
exotics.json is used only for knowing which exotics to load and what their names and keys are. no settings are loaded otherwise from that file.
Title: Re: [0.95.1a] Exotica Technologies v1.2.6 - UI Update 2!!!
Post by: CountV on December 04, 2022, 11:52:09 PM
Noted, thanks for the clearing it up.
Title: Re: [0.95.1a] Exotica Technologies v1.2.6 - UI Update 2!!!
Post by: presidentmattdamon on December 05, 2022, 01:24:36 PM
Noted, thanks for the clearing it up.

i'll note though that i'm pretty open to suggestions as long as they're well balanced. it's been difficult to find new ideas for the Hangar Forge specifically, along with the Drive Flux Vent.

hangar forge is just a stat buff for carriers and has no real downside nor is the concept particularly interesting
drive flux vent is also purely a buff and has no downside
Title: Re: [0.95.1a] Exotica Technologies v1.2.7 - New Upgrades!!!
Post by: presidentmattdamon on January 08, 2023, 11:17:05 AM
updated to 1.2.7, full changelog available at github

as always let me know if there's any bugs or features you'd like tosee
Title: Re: [0.95.1a] Exotica Technologies v1.2.7 - New Upgrades!!!
Post by: DVeL on January 09, 2023, 01:31:41 PM
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:

Code
private 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.
Title: Re: [0.95.1a] Exotica Technologies v1.2.7 - New Upgrades!!!
Post by: presidentmattdamon on January 09, 2023, 02:17:17 PM
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:

Code
private 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
Title: Re: [0.95.1a] Exotica Technologies v1.2.7 - New Upgrades!!!
Post by: DVeL on January 10, 2023, 03:23:41 AM
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:

Code
private 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

Oh, sorry to bother you then.
Thank you for your work =)
Title: Re: [0.95.1a] Exotica Technologies v1.2.9 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on January 10, 2023, 09:11:58 AM
hotfixed! please download
Title: Re: [0.95.1a] Exotica Technologies v1.2.9 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on January 10, 2023, 04:15:21 PM
hotfixed! please download

updated again!!!!! fixed it for real this time guys, i'm a profreessional i swear
Title: Re: [0.95.1a] Exotica Technologies v1.2.9 - New Upgrades!!! And Hotfixes!!!
Post by: DVeL on January 12, 2023, 01:21:04 PM
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 ))
Title: Re: [0.95.1a] Exotica Technologies v1.2.11 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on January 12, 2023, 01:21:58 PM
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 ))

thanks for bumping this thread, i forgot
Title: Re: [0.95.1a] Exotica Technologies v1.2.11 - New Upgrades!!! And Hotfixes!!!
Post by: DVeL on January 13, 2023, 02:28:30 AM
By the way, is it possible to make "Max bandwidth"  of 300 configurable in settings, or is it hardcoded?
With so many things in this mod being already configurable, it seems weird that this important part is not.
Title: Re: [0.95.1a] Exotica Technologies v1.2.11 - New Upgrades!!! And Hotfixes!!!
Post by: SaltyPastry on January 15, 2023, 11:26:57 PM
Just wanted to make a bit of a bug report after using this mod for a while.

So after I had used this mod for a while I started to notice that the game started to report memory leaks and the quicksave started to get slower and slower until I had to restart the game to clear the memory.
I didn't think much of it until the game completely froze in a big battle.

I tried everything I possibly could to try and fix it but nothing worked, which includes suggestions from Alex on this forum.
One message got logged per freeze in the event viewer, but it just says that the application hangs with no error code.
So I tried starting a new game to see if something had happened with the save, but the game froze in the very first battle I did which was against remnants.

Now I finally started to go through my mod list since I didn't really want to remove a mod since that would mean I would have to abandon the save where the first freeze happened.
I saw this mod and immediately thought that this might be the culprit. The mod heavily modifies ships and the way they work after all.
So I deactivated the mod and started a new game.

In this new game I've had no warnings of memory leaks, no quicksaves getting incredibly slow and best of all, no freezing in battles!

Now I'm not saying this mod is the definite culprit, but it certainly looks like it.
And just to be sure I tell you here as something that might be worth looking into and it might help other people with the same problem.
If it is this mod I hope you find the issue and can fix it because I like it and would like to use it again some day.

Sadly there are no logs that I could give you. The main log file of the game never reported any issues. Possibly because of an infinite loop, so the game never got the chance to log it.
Title: Re: [0.95.1a] Exotica Technologies v1.2.11 - New Upgrades!!! And Hotfixes!!!
Post by: bankman1234 on January 15, 2023, 11:57:59 PM
My game crashed when clicking on exotic upgrade UI, I'm not sure if it's coming from this mods tho.
Code
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)
Title: Re: [0.95.1a] Exotica Technologies v1.2.15 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on January 16, 2023, 10:40:16 AM
fixed a ton of bugs in recent fix, see if that works for you
Title: Re: [0.95.1a] Exotica Technologies v1.2.15 - New Upgrades!!! And Hotfixes!!!
Post by: Blasphedon on January 16, 2023, 03:21:27 PM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.2.15 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on January 16, 2023, 03:24:58 PM
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.

i need your entire log file before i can do anything. upload it to pastebin or the Unofficial Starsector Discord
Title: Re: [0.95.1a] Exotica Technologies v1.2.15 - New Upgrades!!! And Hotfixes!!!
Post by: Blasphedon on January 16, 2023, 03:34:45 PM
whats the link for the discord?
Title: Re: [0.95.1a] Exotica Technologies v1.2.15 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on January 16, 2023, 03:35:28 PM
whats the link for the discord?

https://discord.gg/cashKd7N
Title: Re: [0.95.1a] Exotica Technologies v1.2.15 - New Upgrades!!! And Hotfixes!!!
Post by: Blasphedon on January 16, 2023, 03:50:09 PM
posted in player tech support
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on January 16, 2023, 04:31:52 PM
update!!!!
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: RazorTS on January 16, 2023, 08:38:00 PM
Remove/strip all button really needed as it takes a while to find equipment/upgrades and remove them.
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: DVeL on January 18, 2023, 05:01:44 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on January 18, 2023, 10:23:12 AM
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.

modules are difficult in starsector, will have a closer look if i get time.
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: StahnAileron on January 19, 2023, 01:34:44 AM
Do you have any documentation regarding making your own set of upgrades? I think I've identified the files I need to edit, but I'd like to make sure before I try anything. I'm also pretty sure one of the files contains all the stat IDs used to define what stats can/will be modified, but it doesn't look like it has a couple of (weapon-based) stats I'd like to use (namely, ammo/magazine).

I'm trying to see if I can sorta make a weird mash-up of your intentions for balance with ESR's "balance ::)? LOL ;D" legacy. (Or I'll just give up and make something more inline with ESR's OPness. Guess it'll depend on my mood with how I want my endgame to be like and how much effort I feel like putting in...) I really like ET's UI/UX compared to ESR's and I liked ESR making SS feel more like a typical RPG with the stat boosts. Above all, ET looks WAY easier to customize compared to ESR (ET's methodology is straight-forward, from the looks of it).

Well, plus, you know, the ongoing support for ET going forward versus ESR's deprecation. ::)

If you don't have any documentation, I'll just poke around on my own with a stripped down SS install at some point. (Got too many mods on my current install; takes a while to start-up.) Though the "missing"(?) stats will hinder my plans.

Thanks in advance either way!
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: Sapfearon on January 20, 2023, 02:49:35 PM
so...fairly sure i narrowed down which mod caused me memory leaks and sometimes just freezing game...
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.
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: Havox on January 22, 2023, 06:28:02 AM
Anyone else having problems with the Overcharged shield mod? It works as it should at the start of a new game, but at some point it just stops giving an increase to shield arc. My Monitors with 360 shields at level 5 Overcharged shield, somehow gets a 301 arc instead. It stops working for all ships ofcourse, but my immortal Monitors dying in battles is how I noticed this x)
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: Terviren on January 25, 2023, 08:27:08 PM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on January 25, 2023, 08:41:24 PM
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.

i'll take this as a bug report that ships are losing upgrades
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on January 25, 2023, 09:55:32 PM
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
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: Terviren on January 26, 2023, 03:42:17 AM
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?
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on January 26, 2023, 08:07:11 AM
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?

the mod as a whole has changed quite a bit since that update. i'm happy to hear it was save-compatible
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: pepemattos21 on January 29, 2023, 03:59:24 PM
So, I dont know if you thought of this, but if possible I think it would be a cool idea to add a "fuse" option to fuse chips.
If it was like 10-lvx chips to make 1-lvx+1 chip I think it would be fair.
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: AustinK on January 30, 2023, 04:43:00 AM
When I try to install Phasefield engine exotic, it just says 'cannot install' even though its phase ship. I disabled all other mods and its still same. Is it work in progress content?
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: Fordo on January 30, 2023, 02:10:42 PM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: Terviren on January 31, 2023, 03:54:18 AM
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).
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: Fordo on January 31, 2023, 01:16:37 PM
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).

No, I never use the auto-sort button in my fleet's cargo screen. I'm not hitting any buttons or moving any of the items myself, it's after salvaging an exotica-equipped fleet that sometimes things will have moved around on their own.
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: AzraelsScythe on January 31, 2023, 05:22:15 PM
Is there any way to configure the mod to allow more than the 1-2 exotics you can install by default?
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: Big_Lexapro on February 01, 2023, 10:53:35 PM
so...fairly sure i narrowed down which mod caused me memory leaks and sometimes just freezing game...
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.
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.
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on February 01, 2023, 11:09:18 PM
so...fairly sure i narrowed down which mod caused me memory leaks and sometimes just freezing game...
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.
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.

for one thing there's nothing special about my mod when it comes to interacting with modded or otherwise ships.
secondly, please make sure you're on the latest version and tell me if it continues. i've had people play with the newest version without issues, so i'm very interested to hear back.
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: SolarMonolith on February 03, 2023, 03:53:16 AM
Where did you get that portrait?
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on February 03, 2023, 11:42:46 AM
Where did you get that portrait?

someone else gave me the screenshot, not sure.
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: Lethargic on February 08, 2023, 03:26:38 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.2.16 - New Upgrades!!! And Hotfixes!!!
Post by: presidentmattdamon on February 12, 2023, 02:05:46 PM
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.

i don't want to split it

additionally i'm curious what you mean by the speed makes it harder to hit things. surely it should make it easier, since you only need to aim directly at the ship now rather than lead your target
Title: Re: [0.95.1a] Exotica Technologies v1.3.0 - Updated 2/12/23
Post by: presidentmattdamon on February 12, 2023, 09:05:48 PM
1.3.0 released, see changelog in main post
Title: Re: [0.95.1a] Exotica Technologies v1.3.0 - Updated 2/12/23
Post by: presidentmattdamon on February 15, 2023, 12:30:52 AM
updated again to fix exotic tab bug
Title: Re: [0.95.1a] Exotica Technologies v1.3.1 - Updated 2/15/23
Post by: n3xuiz on February 25, 2023, 03:30:26 AM
just tried this mod for the first time and it looks promising. after a few battles now i have three crates in my inventory. is there a way to merge them?
Title: Re: [0.95.1a] Exotica Technologies v1.3.1 - Updated 2/15/23
Post by: HopeFall on March 14, 2023, 03:12:28 AM
I have to say, I'm really not a fan of a lot of the new stuff. The new Exotics are iffy at best, with the Assault Wings being... sad. Like. Really sad. The nerf to engagement range is... and lowering the missile damage? Granted, it's the least worse. But the fact that BOTH have negative effects starting at level 1 just... I don't know.

I'm sure there's builds somewhere, out there, that would make use of them. But they take up slots, and I can imagine quite a few other things to grab before you ever touch those. Engagement range and fighter speed are HUGE. As is missile damage. (Small note, if you do have a ship/kit where these work particularly well, do tell me. I'm always up for learning to strats)

Despite my latest mehs over some changes, this is a great mod that adds so much more fun to the game without the unpleasantness of things like 'gachas'.

Edit Is there anywhere one can adjust the amount of exotics you can get? It's 2 default with 3 max with the skill.

Also, the chip commands et_addexotic etc. all throw an exception.

Double Edit
So this is a question that I'm not sure has an answer. But did the Alpha Core code change in some manner? The Exotic, I mean? I've been using UNGP for awhile now, along with Fair S-Mods. This gives some bonus ordinance points. Never had a problem with them, or Exotica before.

Recently though, I've noticed some odd behavior with the Alpha Core behavior. It sometimes won't show the updated lowered cost (or count it) for a moment before clicking on a weapon, at which point it updates correctly to the reduced cost. And on reloading (or randomly?) my ships will be unequipped of a lot of stuff. The only mod that affect ordinance so far that's updated is this one.

Confirmed reloading the same messed up save sometimes doesn't have the issue. I don't know what's going on.
Title: Re: [0.95.1a] Exotica Technologies v1.3.1 - Updated 2/15/23
Post by: forsakeneden on March 24, 2023, 07:07:53 PM
I see the mod says updated to 1.3.1 but when i download it I'm getting the 1.3.0 file

I'm getting a CTD error when i click on the exotics tab.

Quote
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)
Title: Re: [0.95.1a] Exotica Technologies v1.3.1 - Updated 2/15/23
Post by: TimeDiver on March 24, 2023, 07:12:49 PM
I see the mod says updated to 1.3.1 but when i download it I'm getting the 1.3.0 file

I'm getting a CTD error when i click on the exotics tab.
Can't comment on the CTD log, but the mod author hasn't updated the link on the first page for over a month now.

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/
Title: Re: [0.95.1a] Exotica Technologies v1.3.1 - Updated 2/15/23
Post by: forsakeneden on March 24, 2023, 07:25:56 PM
I see the mod says updated to 1.3.1 but when i download it I'm getting the 1.3.0 file

I'm getting a CTD error when i click on the exotics tab.
Can't comment on the CTD log, but the mod author hasn't updated the link on the first page for over a month now.

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/

Thanks for the link! i'll give one of the newer versions a go.
Title: Re: [0.95.1a] Exotica Technologies v1.3.1 - Updated 2/15/23
Post by: Rose_Eleanor on March 31, 2023, 07:57:29 AM
Hiiya there, I started to use this mod and came across something sooo silly but amazing. I'm not sure if it's a bug or intended as a really good roll. I've had a couple of ships start with over 300 bandwidth. And this is with the mod as is and just wanted to ask if this was intended or not?
Title: Re: [0.95.1a] Exotica Technologies v1.5.0 - Updated 4/4/23 with new dependency
Post by: presidentmattdamon on April 04, 2023, 04:04:56 PM
updated to v1.5.0

please note the new dependency Combat Activators (https://fractalsoftworks.com/forum/index.php?topic=26410.0)
Title: Re: [0.95.1a] Exotica Technologies v1.5.0 - Updated 4/4/23 with new dependency
Post by: kncc on April 05, 2023, 04:55:37 AM
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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Title: Re: [0.95.1a] Exotica Technologies v1.5.0 - Updated 4/4/23 with new dependency
Post by: Özge Kâtip on April 05, 2023, 09:42:19 AM
v1.5 Bug report:
2630128 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException: Zero length vector
java.lang.IllegalStateException: Zero length vector
   at org.lwjgl.util.vector.Vector.normalise(Vector.java:91)
   at exoticatechnologies.modifications.exotics.impl.DriveFluxVent$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.
Title: Re: [0.95.1a] Exotica Technologies v1.5.0 - Updated 4/4/23 with new dependency
Post by: presidentmattdamon on April 05, 2023, 09:43:09 AM
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.

thanks for the reports, i'll push update soon
Title: Re: [0.95.1a] Exotica Technologies v1.5.1 - Updated 4/5/23 with new dependency
Post by: presidentmattdamon on April 05, 2023, 09:54:04 AM
updated!
Title: Re: [0.95.1a] Exotica Technologies v1.5.1 - Updated 4/5/23 with new dependency
Post by: captinjoehenry on April 05, 2023, 10:07:09 AM
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?
Title: Re: [0.95.1a] Exotica Technologies v1.5.1 - Updated 4/5/23 with new dependency
Post by: presidentmattdamon on April 05, 2023, 10:18:37 AM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.5.1 - Updated 4/5/23 with new dependency
Post by: captinjoehenry on April 05, 2023, 12:00:38 PM
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.

That's fine by me :)  Glad to hear I can edit the Exotica upgrades.json file to do that.  As for ESR that's very much true.  But that also is something I rather enjoy.  Being horribly OP and wildly unbalanced XD
Title: Re: [0.95.1a] Exotica Technologies v1.5.1 - Updated 4/5/23 with new dependency
Post by: SneakyDevil on April 14, 2023, 02:58:28 PM
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.
Title: Re: [0.95.1a] Exotica Technologies v1.5.1 - Updated 4/5/23 with new dependency
Post by: presidentmattdamon on April 14, 2023, 03:06:44 PM
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.

that's not my mod, i do not modify drop rates of any other content than my own and it is added as part of an entirely separate pass on loot.
Title: Re: [0.95.1a] Exotica Technologies v1.5.1 - Updated 4/5/23 with new dependency
Post by: SneakyDevil on April 14, 2023, 03:20:19 PM
Hrm. Alright. I will keep looking. Thank you for your hard work.
Title: Re: [0.95.1a] Exotica Technologies v1.5.1 - Updated 4/5/23 with new dependency
Post by: FreonRu on April 19, 2023, 11:20:06 AM
Good day. Tried this mod for the first time. I liked it very much, thank you very much. There is one suggestion, perhaps a little off topic of modification - now you can make just an amazing chip for a ship from alpha cores - I put it on each ship and I am very satisfied. Maybe make AI assistants (or neurochips) for ship captains - which will expand the capabilities of captains - for example, add one skill point or improve reaction?
Title: Re: [0.95.1a] Exotica Technologies v1.5.1 - Updated 4/5/23 with new dependency
Post by: ReaperEnjoyer on April 23, 2023, 12:57:33 AM
Currently having issues with new update with the dependent Combat Activators. Keeps giving me fatal error. Is there anything I should do to resolve this? Never had this issue before and I'm fairly new to the starsector modded scene.

Thank you!
Title: Re: [0.95.1a] Exotica Technologies v1.5.1 - Updated 4/5/23 with new dependency
Post by: lustfull on May 01, 2023, 01:21:03 PM
phase engine do not reduce damage taken but increase them , am i the only one to get this problem ? ( Tested with java 7 and 8 )
Title: Re: [0.95.1a] Exotica Technologies v1.5.1 - Updated 4/5/23 with new dependency
Post by: Osswald on May 14, 2023, 02:29:24 PM
Hyperspec LPC does not seem to work as intended.
It currently adds the number of removed bays to the base bonus, rather than multiplying the base bonus by the number of bays.
Like this it can never reach the maximum bonus and doesn't make sense on ships with more than 2 bays.

The bug should be in "exoticatechnologies\modifications\exotics\impl\HyperspecLPC.kt" in the getXYZBonus sections.
Title: Re: [0.96a] Exotica Technologies v1.5.3
Post by: presidentmattdamon on May 14, 2023, 02:49:11 PM
updated to 0.96a
Title: Re: [0.96a] Exotica Technologies v1.5.3
Post by: Argonaut on May 16, 2023, 06:19:15 AM
so if i get this mod correctly, it's a hullmod system in addition to the existing one, but using resources instead of OP?
Title: Re: [0.96a] Exotica Technologies v1.5.3
Post by: lustfull on May 17, 2023, 04:43:54 AM
so if i get this mod correctly, it's a hullmod system in addition to the existing one, but using resources instead of OP?

Yes

Title: Re: [0.96a] Exotica Technologies v1.5.3
Post by: lustfull on May 17, 2023, 04:51:38 AM
New updated version  , phase engine still increase damage taken. Pulse laser Vs phantom Armor = 16 to 17  damage taken . With phase engine 56 taken . No other mod installed
Title: Re: [0.96a] Exotica Technologies v1.5.3
Post by: Solarshade on June 19, 2023, 06:47:57 PM
Bug report I've just noticed: For some reason the scroll bar for the overview screen seems to have a set length it won't go beyond, as seen here where I've scrolled down as much as possible and there's an upgrade only halfway on screen, as well as another off screen:
Title: Re: [0.96a] Exotica Technologies v1.6.0
Post by: presidentmattdamon on July 14, 2023, 11:02:28 AM
updated to 1.6.0
Title: Re: [0.96a] Exotica Technologies v1.6.0
Post by: Dadada on July 14, 2023, 02:28:45 PM
Quote
- added some pain
My body is ready. I use the mod to get tougher enemies and don't use it for my combat ships.
E: Thank you for the mod and thank you for the update. :D
Title: Re: [0.96a] Exotica Technologies v1.6.0
Post by: GHOSTRIDER on July 15, 2023, 03:48:31 PM
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
Title: Re: [0.96a] Exotica Technologies v1.6.0
Post by: presidentmattdamon on July 16, 2023, 09:15:17 PM
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

fixed in 1.6.1, please update
Title: Re: [0.96a] Exotica Technologies v1.6.1 - updated 7/16/23
Post by: qwe on July 17, 2023, 07:21:45 PM
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
Title: Re: [0.96a] Exotica Technologies v1.6.2 - updated 7/17/23
Post by: presidentmattdamon on July 17, 2023, 07:55:31 PM
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

the thread says to update combat activators

1.6.2 released
Title: Re: [0.96a] Exotica Technologies v1.6.2 - updated 7/17/23
Post by: sawert42 on July 18, 2023, 01:38:10 AM
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
Title: Re: [0.96a] Exotica Technologies v1.6.2 - updated 7/17/23
Post by: lustfull on July 19, 2023, 08:04:41 AM
New update , phase engine still increasing damage taken. I 'm sad.
Title: Re: [0.96a] Exotica Technologies v1.6.2 - updated 7/17/23
Post by: presidentmattdamon on July 20, 2023, 08:04:37 PM
New update , phase engine still increasing damage taken. I 'm sad.

didn't realize this was a bug till now, fixed

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
Title: Re: [0.96a] Exotica Technologies v1.6.2 - updated 7/17/23
Post by: qwe on July 20, 2023, 09:18:37 PM
the deferent sections of the ships exotica gives errors.
Title: Re: [0.96a] Exotica Technologies v1.6.2 - updated 7/17/23
Post by: Cyanogen on July 24, 2023, 12:38:13 PM
Hi!
I installed your mod and i use a 32:9 aspect ratio monitor (with forceaspectratio = 3.556), but when i open the exotica window ingame (under Refit, not in a Market), this is what I see (the window's left side is not visible).

Screenshot (https://imgur.com/a/4SMEIDH) (the picture size is too big to attach...)

I also tried it with default scaling (100%) and High DPI scaling override.
Is it possible to tweak or drag the window to see everything on it? :) I found some .kt files in the mod which is maybe related to window position and rendering, but I have no idea how to modify it. :(
Title: Re: [0.96a] Exotica Technologies v1.6.2 - updated 7/17/23
Post by: Zalpha on July 26, 2023, 12:01:50 PM
I think I might have found a bug? I was playing prv faction and went to the markets around the area buying up chips on the cheap, and then because I was playing a single frigate start I had run out of storage room and stored them in my starting factions storage. I went into the editor to install new mods I got and I could only purchase and install with credits. I thought the mod was borken or I did something wrong and saved and excited but now thinking about it. I think what happened was it could not read the items in storage if they were not personally in my inventory. I think it just couldn't register them in storage to use and equip them. I might be wrong about this, I could have some how broken the mod or something.

Edit: Started a new game today. I now realize that I was supposed to go into combat and then get a box to store the items in but I was just going around buying them and putting them into storage. I was using the mod wrong but I didn't know.
Title: Re: [0.96a] Exotica Technologies v1.6.3 - updated 7/29/23
Post by: presidentmattdamon on July 29, 2023, 10:24:57 AM
updated to 1.6.3
Title: Re: [0.96a] Exotica Technologies v1.6.3 - updated 7/29/23
Post by: Zalpha on July 29, 2023, 01:28:10 PM
Loving the mod, only thing I find weird is how the prices vary from super cheap to super expensive. I get the difference between them but to go from $1000 on average to $250,000 it is very weird to me logically - like as if it were real life, prices would be more all over the place for each item. That is only a minor thing though. I love tweaking ships on top of already modded and S grade upgrades. I mostly just use this mod to compensate for my low flux or flux related costs and things.
Title: Re: [0.96a] Exotica Technologies v1.6.3 - updated 7/29/23
Post by: unsc-reach on July 30, 2023, 12:14:17 AM
I wonder if 1.6.3 update is save compatible with 1.6.2. I've got a nice save but the new update seems tempting.
Title: Re: [0.96a] Exotica Technologies v1.6.2 - updated 7/17/23
Post by: sawert42 on July 30, 2023, 05:55:03 PM
hopefully fixed

Yup it works now the guns don't break by themselves and when they get damaged they got fixed pretty much instantly
Title: Re: [0.96a] Exotica Technologies v1.6.3 - updated 7/29/23
Post by: qwe on July 30, 2023, 11:54:44 PM
so what is a Subsumed Gamma Core? and why is there no use?
Title: Re: [0.96a] Exotica Technologies v1.6.3 - updated 7/29/23
Post by: lustfull on July 31, 2023, 12:25:13 PM
thanks for your work.
Title: Re: [0.96a] Exotica Technologies v1.6.3 - updated 7/29/23
Post by: Ree on August 01, 2023, 05:39:30 AM
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

P.S.
The mod is beautiful. Thanks for your work!

(The rocket exotica and armor one looks quite overpowered. Idk, maybe there could be diminishing returns from them as long as the battle goes on(I can't suggest direct nerfs since it's boring))
Title: Re: [0.96a] Exotica Technologies v1.6.3 - updated 7/29/23
Post by: lustfull on August 05, 2023, 09:52:30 AM
Is it normal that some vanguard came with phase field engine ? And the armor ( nanotechsomething)  is said to disable phase system and shield but only disable shield. Is this normal?
 Otherwise , still thanks for your work.
Title: Re: [0.96a] Exotica Technologies v1.6.3 - updated 7/29/23
Post by: YukitoOnline on August 05, 2023, 10:04:13 AM
The only thing I don't like about this mod, is that it keeps jumbling my inventory.
After defeating an enemy ship/fleet with Exotica mods, immediate jumbling once you're done salvaging.
Title: Re: [0.96a] Exotica Technologies v1.6.3 - updated 7/29/23
Post by: Jimminy Crimbles on August 07, 2023, 05:58:29 PM
found a bug. the in-refit exotica menu still allows you to recover upgrades and exotics, even when you're not docked. doing this immediately crashes the game.
Title: Re: [0.96a] Exotica Technologies v1.6.3 - updated 7/29/23
Post by: hitw on August 10, 2023, 05:15:08 AM
Awesome mod, really enjoy using it in my games.

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

I have the same issue with 1.6.3, no problems with 1.6.2.
Part of the exotica frame is cut off by the left edge of the screen when using a resolution of 2560x1440 and UI scale of 135%. When I change the scaling to 100% the full exotica frame is visible.
Title: Re: [0.96a] Exotica Technologies v1.6.3 - updated 7/29/23
Post by: iambob on August 10, 2023, 02:52:17 PM
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).
Spoiler
93056 [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]
Title: Re: [0.96a] Exotica Technologies v1.6.3 - updated 7/29/23
Post by: presidentmattdamon on August 10, 2023, 02:58:44 PM
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).
Spoiler
93056 [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
Title: Re: [0.96a] Exotica Technologies v1.6.3 - updated 7/29/23
Post by: iambob on August 11, 2023, 07:27:15 AM
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).
Spoiler
93056 [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

...ah.
Thanks nonetheless.
Title: Re: [0.96a] Exotica Technologies v1.6.4 - updated Aug 10
Post by: DrTechman42 on August 12, 2023, 02:35:49 AM
Hello, having a weird issue here. My ships get upgrades and exotics without my input. I get a ship, fly around for some time and then bam, completely filled bandwidth. Based on observation, it is usually accompanied with a memory leak error.
Title: Re: [0.96a] Exotica Technologies v1.6.4 - updated Aug 10
Post by: Zalpha on August 15, 2023, 05:11:26 AM
I opened the box while in space to put the new items I bought into the box. I couldn't see them anymore, I didn't know what was wrong (top was empty and bottom box was full). I closed the box and then my box vanished with all my items. Kinda like the mod uninstalled itself. I not longer had my stored tech.
Title: Re: [0.96a] Exotica Technologies v1.6.4 - updated Aug 10
Post by: Darkstorn on August 16, 2023, 09:11:20 AM
My box also randomly disappeared and now i have no upgrades saved. I also noticed the longer i play a save the longer it takes for inventory to open.
Maybe something worth checking? Like a memory leak or a lot of duplicate entries that makes inventory loading take longer
Title: Re: [0.96a] Exotica Technologies v1.6.4 - updated Aug 10
Post by: lustfull on August 16, 2023, 01:13:23 PM
Bug report , phase engine again ( I hope i am not annoying )
Update  1.6.3 to 1.6.4.

1.6.4 don't allow you to install phase engine on any phase ship saying that the ship must have a phase system , while she ship is a phase ship.
But , if you install phase engine with 1.6.3 and switch to 1.6.4 , all ship keep the phase engine but the mod still won't allow you install it on other ship if you use the 1.6.4.

For the second , I already talk about it but it wasn't very clear so...
Nanotecharmor is said to disable phase and shield system but only disable shield ( nanotech Armor + phase engine is really overpewer , not that it displease me.)

While penance engine work fine and disable shield.

And on the exotica market , I was able to buy upgrade and exotic some time without having the credit.
Title: Re: [0.96a] Exotica Technologies v1.6.4 - updated Aug 10
Post by: Zalpha on August 17, 2023, 01:39:40 AM
I am enjoying the mod. I like the floating eye modification (I forget its name) that shoots and floats around a ship. It reminds me of Terarria. I came up with a few ideas for more mods like that I thought I would share. I think it would be hard to code them and would take effort.

So here are my ideas for modifications that do things...

Setup a battle platform, loads up like a captured node point, and sets up a defensive platform. I have ton of mods, I think one of them do this and it is very cool. Maybe the code could be borrowed but I don't know what mod does this specifically. Maybe should be triggered if a ship sets a point to defend. Defend point set will spawn a drone platform that spawns as long as the ships stays to defend it. If canceled or dead the platform de-spawns or blows up.

Drop mines behind the ship as it moves, mines blow up after awhile to prevent endless spam. I like the idea of laying down a mine trail, would be cool on fast ships and could also back fire on your own ships if it leads the way, sounds fun to me.

Drop mines on the sides of the ship, so slightly different than for behind, might make it hard to navigate with it?

Skater mines away from the ship around it that float off quickly (but not to fast, a good drifting speed) away from the ship.

Gets a fighter that locks onto near by ships and acts as an escort (it should be good at shooting down missiles), if no other ship it will follow itself.

Gets suicide drones that spawn and fly into an enemy, acts as an endlessly firing missile add-on to the ship. Should be a few seconds delay between each spawn and they shouldn't be to OP but should be useless either, should be the equivalent to being shot at by the twin eye drones that circle a ships equivalent.
Title: Re: [0.96a] Exotica Technologies v1.6.4 - updated Aug 10
Post by: Sleepy Rachel on August 17, 2023, 09:21:27 PM
I'm also running into the disappearing storage box issue a few other posters reported.

I sorted my inventory and watched it vanish from existence, along with all the stored chips. Going to an exotica vendor doesn't fix anything either, no returning box and all chippies still gone. If it helps, this occurred around mid game for me, with a fair few solid hours put into the save.

I also noticed during the start of my game that a few of my starter ships also had exotica chips in them randomly. Not sure if it's a bug but I never had that happen in other save games so figured it might be worth reporting.

Anyways thanks for the awesome mods, always loved exotica! If there's any other info I can post to help narrow this down, just let me know. And sorry for the bother.
Title: Re: [0.96a] Exotica Technologies v1.6.5 - updated Aug 18
Post by: presidentmattdamon on August 18, 2023, 09:48:30 PM
latest update fixed crate disappearing issue
Title: Re: [0.96a] Exotica Technologies v1.6.5 - updated Aug 18
Post by: louiseleon on August 19, 2023, 01:02:09 AM
Hello!
I think v1.6.5 might have some sort of bug with the newest oversized magazine upgrade chip.
I downloaded the update mid-run and tried exploring a ruin which must've contained the new chip but it caused a null pointer exception error instead.

Spoiler
Quote
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)
[close]
Title: Re: [0.96a] Exotica Technologies v1.6.5 - updated Aug 18
Post by: tuananh1612 on August 19, 2023, 01:22:13 AM
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 this
Spoiler
(https://i.imgur.com/2iLWxDR.png)
[close]
Title: Re: [0.96a] Exotica Technologies v1.6.5 - updated Aug 18
Post by: Unex on August 19, 2023, 09:48:35 AM
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 this
Spoiler
(https://i.imgur.com/2iLWxDR.png)
[close]

The same is the case for me, also the scaling issue when you open from ship refit screen is still not fixed completely, although it was at least usable in v 1.6.4

Another question/suggestion, does anyone feel like the hacked missile forge is way to overpowered, especially on a phase ship with phase anchor. You can stack up 3 stacks of harpoons onto a single target using that. Now with highly specialized phase ship from ED shipyards I can mow legions with only 52 points in deployment (granted it is s-modded and piloted by me). The issue might be that the AI does not refit its ships to abuse the infinite missile stuff so the player benefits multiple folds from it.

I suggest not counting the reset timer while phased or counting the 1x speed battle timer, whatever it is called.
Title: Re: [0.96a] Exotica Technologies v1.6.6 - updated Aug 19 (hotfix)
Post by: presidentmattdamon on August 19, 2023, 12:36:17 PM
fixed issues above in hotfix
Title: Re: [0.96a] Exotica Technologies v1.6.7 - updated Aug 19 (hotfix 2!)
Post by: presidentmattdamon on August 19, 2023, 04:46:32 PM
fixed issue with crate not spawning in another hotfix
Title: Re: [0.96a] Exotica Technologies v1.6.7 - updated Aug 19 (hotfix 2!)
Post by: TimeDiver on August 19, 2023, 09:27:19 PM
fixed issue with crate not spawning in another hotfix
New bug present in v1.6.5 and newer; steps to reproduce:

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', but stack size is now 0.
Title: Re: [0.96a] Exotica Technologies v1.6.7 - updated Aug 19 (hotfix 2!)
Post by: Zalpha on August 20, 2023, 12:12:27 AM
I was out in space and got a lost/dropped Damian Era ship (from a mod) and it had tech on it, so I decided to remove the tech and scrap the ship. When I clicked to remove the exotic tech this is the error it gave me.

Spoiler
5408178 [Thread-10] INFO  sound.H  - Playing music with id [Atmospheric_Rise.ogg]
5413924 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exoticatechnologies.ui.impl.shop.overview.OverviewPanelUIPlugin$ClearUpgradesButtonHandler.checked(OverviewPanelUIPlugin.kt:136)
   at exoticatechnologies.ui.InteractiveUIPanelPlugin.advance(InteractiveUIPanelPlugin.kt:27)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.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.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.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.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.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.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.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.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.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)
[close]

Edit: This was with the .5 update. I just noticed it is now been updated so maybe this is fixed. Also was using the latest Action Activators or whatever. Thanks for the updates and fixes. I really do love this mod.
Title: Re: [0.96a] Exotica Technologies v1.6.7 - updated Aug 19 (hotfix 2!)
Post by: DrpMstr on August 20, 2023, 12:30:47 PM
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.
Title: Re: [0.96a] Exotica Technologies v1.6.7 - updated Aug 19 (hotfix 2!)
Post by: Gilgamesh on August 20, 2023, 12:56:05 PM
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.
Title: Re: [0.96a] Exotica Technologies v1.6.7 - updated Aug 19 (hotfix 2!)
Post by: Zalpha on August 20, 2023, 03:32:05 PM
Same came here to say this. The crate box is for ever empty.
Title: Re: [0.96a] Exotica Technologies v1.6.7 - updated Aug 19 (hotfix 2!)
Post by: Thinnish on August 20, 2023, 06:24:12 PM
Yep the exotics are disappearing.
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: presidentmattdamon on August 21, 2023, 07:15:14 PM
fixed crate bugs with new update
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: TimeDiver on August 22, 2023, 12:20:04 AM
fixed crate bugs with new update
Hate 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:

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.
Do I have to revert to an older, pre-v1.6.5 save to avoid this?
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: lustfull on August 23, 2023, 01:25:19 PM
Bug report: by this point , I believe it 's a me only problem since a never seen anyone other than me talk about it but 1.6.8 is stills broken for phase engine. It still  cannot be installed  on any phase ship.
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: Not An Artichoke on August 23, 2023, 01:43:36 PM
Thanks for fixing the crate! I'm enjoying the mod even more now that I can use the chips I loot instead of sadly watching them disappear into the ether. :D
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: presidentmattdamon on August 24, 2023, 09:38:27 PM
fixed crate bugs with new update
Hate 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:

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.
Do I have to revert to an older, pre-v1.6.5 save to avoid this?

i wasn't able to reproduce it, hence why iit wasn't fixed

edit: immediately reproduced it, HOWEVER when i confirmed the dialog (after it shows 0), the stack still had the same amount of items when i reopened the dialog and it shows the same on the tooltip of the crate. fairly certain it's not something i can fix, rather Alex has to, but it appears to be a visual bug rather than an actual one.
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: Someone64 on August 27, 2023, 10:19:57 AM
Running 1.6.4 (which is the update with the phase detection fix), I'm getting issues with one of the ships from ED Shipyards:
(https://i.imgur.com/xpIg8ri.png)
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: Crimsteel on August 29, 2023, 07:49:25 PM
I have a complaint. Using detachments messes up the Exotica on ships "detached" away from the main fleet.
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: Zalpha on August 31, 2023, 03:36:24 AM
What I hope to see more from the mod in future is more items that give special effects, I really enjoy all the abilities that it currently has on offer. Also I think the better versions of the modules is a really nice touch, makes them feel more special.
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: Wice111 on September 03, 2023, 02:13:20 AM
After testing, it was found that exotic upgrades do not affect the modules of modular ships. Is this the intended result?
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: Nonameforme on September 06, 2023, 09:52:34 AM
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.
Spoiler
269447 [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]
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: presidentmattdamon on September 06, 2023, 03:43:27 PM
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.
Spoiler
269447 [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]

please read dependencies. Combat Activators is required.

After testing, it was found that exotic upgrades do not affect the modules of modular ships. Is this the intended result?

certain exotics don't affect modules

I have a complaint. Using detachments messes up the Exotica on ships "detached" away from the main fleet.

not my fault


Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: Nonameforme on September 06, 2023, 08:50:33 PM
Oh my bad, I has version 1.0.5, I thought it was enough.

Update it to 1.1.1 and the crash it gone.

Thank a lot!
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: lustfull on September 07, 2023, 08:21:11 AM
still the same probleme with phase engine.   BUT in discovered that the excelsior(ship and weapon pack) is the only ship where there is no problem using phaseengine:

Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: BFEL on September 17, 2023, 09:12:39 AM
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.
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: Phenir on September 20, 2023, 05:43:01 PM
Crash when exiting chip selector menu after increasing bandwidth with the chip selector menu open and reopening the chip menu.
Reproduce:
Open exotica menu and pick an upgrade
Open upgrade chip menu
Increase bandwidth while chip menu is open
You can now open the upgrade chip menu again, do so
Click cancel under the list of chips and then again and crash.
Spoiler
10037417 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exoticatechnologies.ui.impl.shop.upgrades.UpgradePanelUIPlugin.killChipsPanel(UpgradePanelUIPlugin.kt:114)
   at exoticatechnologies.ui.impl.shop.upgrades.UpgradePanelUIPlugin.clickedChipPanel BackButton(UpgradePanelUIPlugin.kt:121)
   at exoticatechnologies.ui.impl.shop.upgrades.UpgradePanelUIPlugin$ChipPanelListener.checkedBackButton(UpgradePanelUIPlugin.kt:152)
   at exoticatechnologies.ui.impl.shop.chips.ChipPanelUIPlugin.clickedBackButton(ChipPanelUIPlugin.kt:100)
   at exoticatechnologies.ui.impl.shop.chips.ChipPanelUIPlugin$BackButtonHandler.checked(ChipPanelUIPlugin.kt:106)
   at exoticatechnologies.ui.InteractiveUIPanelPlugin.advance(InteractiveUIPanelPlugin.kt:27)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.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.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.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.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.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.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.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.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.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.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
   at com.fs.starfarer.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:750)
[close]
Title: Re: [0.96a] Exotica Technologies v1.6.8 - updated Aug 21
Post by: NocturneOfSolace on October 02, 2023, 11:13:47 AM
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.

missiles are already quite strong, something like that would make Reaper torpedo's an absolute menace, let alone Sabot's or other finisher type missiles
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: Zavindur on October 11, 2023, 10:33:11 AM
Some helpful details for those who are trying to build their perfect fleets; for some reason, I never saw the detailed descriptions available in the code while in-game, so not sure if I just overlooked it.  Also my code intepretation is not perfect, would love for creator to add correct details, but I am appreciative of whatever is provided; as of version 1.7.0

4 exotic types:
Normal
Corrupted - multiplies positive/negative traits; the multiplier for negative/positive traits can be different and can vary from exotic to exotic; some seem to have higher positive multiplier.

Pure - "increasing its positive effect if less bandwidth and exotics are used, and increasing its negative effect as more bandwidth and more exotics are installed"
Bandwith ratio 2x more weight than exotic ratio; max benifit is 2.5x and at least 0.25x; max negative is 1.75x, minimum is 1x.
So using half your bandwith and no other exotics would give you a  1.75x benefit and 1.25x negative

Guerilla - "increasing its positive effects if the fleet is small, and increasing its negative effects if the fleet is large"

The line between small and large fleet size for Guerilla is "Global.getSettings().battleSize * 0.375" so below 37.5% of what ever the battle size in your settings is on the small side;
It does not count "isMothballed" or "BaseSkillEffectDescription.isCivilian" towards the total.

The multipliers for negative/positive seem different and also seem to vary
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: Zavindur on October 11, 2023, 10:47:04 AM
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.
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: presidentmattdamon on October 11, 2023, 11:36:35 AM
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.

it's the overview tab and it will be fixed
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: lustfull on October 13, 2023, 03:12:58 AM
Bug report: when trying to buy exotic without money,  it make them disappear like a regular purchase, but you don't own them and they're gone.

 nanotecharmor disable shield system but not phase cloak.

Thank for this amazing mod again.
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: Uttrik on October 13, 2023, 08:19:34 AM
I'm unsure if this is a bug or not as I do not see anything about it in the patch notes, but in my current game on the latest ET update, I found the rare upgrade Advanced Flux Coils which does not have an option to be upgraded once installed (I remember these were upgradeable in all the updates up to 1.3, before the drop rate was nerfed).  If this is intentional, is RNG the only way to get better versions?
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: RandomnessInc on October 21, 2023, 11:08:37 AM
Could you make it so the hacked missile autoforge can be put on any ship reguardless of missile slots? I want to put it on a multi section ship, but theres no missiles on the core module, and theres a ton on the other modules.
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: Zoro89 on October 27, 2023, 03:24:57 PM
...I greatly appreciate any and all feedback, even if you want to say you like the mod, or don't...

Thx for this must-have mod! :) I think that I found a bug and I can reproduce it on version 1.7.1 (Discord).

I have a "clean" ship without any upgrades for example a new bought ship. If I install an upgrade by using ship components directly the Exotica Technology Hullmod don't appear and the ship stats also don't change. But when I instead use the "upgrade chip" than the Exotica Hullmod apply.

screenshot A: The Test Dram have Level 2 Sensorprofile upgrade (x0.9)
screenshot B: The sensor profil remain at 60 and the ship don't have the Exotica Hullmod.

And yes, I leave the Refit UI and flying a little bit on the map, go back to a station and nothing changed. I hope you can reproduce it too :)
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: Spacegoat on November 05, 2023, 07:51:06 AM
[Bug / Resolution Compatibility] There's a silly window stretch in v1.7.0 in certain resolutions. This is in 5120x1440 (32:9). Only affects the Exotica hullmod window in Fleet page. The left-most side of the window gets cut off so it's not readable.

Eyyy this is already fixed in v1.7.1, the current thread here and its link just aren't current. I went to the github page for this mod and grabbed it. No more stretch issue.
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: QX10 on November 19, 2023, 03:13:06 AM
Would it be possible for Exotica to check for built-in missile weapons regarding hacked missile forge and other missile upgrades?
It seems to not do that.
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: Phenir on November 21, 2023, 02:51:16 PM
Hyperspec lpc does not clear hidden fighter bays and also does not prevent autofit from putting fighters in those bays.
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: Rafs on November 22, 2023, 11:44:24 AM
I'm having a problem where removing a core doesn't reset the OP cost of weapons and is having some weird conflicts with Reverse Engineered mods where Armament Support System is actually increasing the OP cost of weapons instead of decreasing them if it's installed after a Exotica Core, Expanded Fighter Manufactory doesn't seem to have an effect at all other than adding the extra bay, Daemon core also doesn't seem to check for those so you can install them side by side, not sure if intended or not.
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: BFEL on November 24, 2023, 01:51:52 AM
So any tips for farming Penance Engines? I use them in the most fun build I've ever created.

I know they drop from Luddic Path, but I vaguely think there might be more specific ones that you have to fight for them? They never seem to drop from 99% of them anyway. Do I have to *** them off enough for a vengeance fleet or something?
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: Melcyna on November 24, 2023, 06:14:38 PM
I got quite a few of them from just recovering the LP ships.
The higher their fleet strength and quality, the more likely I find them from their recovered ship.
I recover the ship after the fight then manually detach their penance engine with story point

since SP is not exactly free, I usually only do this during the initial phase for the fleet build up when I have barely any other exotic mod, and once I have the core fleet setup I stop spending story point and just recover them from free salvage.
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: BFEL on November 26, 2023, 07:43:31 PM
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
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: presidentmattdamon on November 27, 2023, 09:54:51 AM
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

yeah it doesn't change, that's why you can recover a ship that had the penance engine on it and then extract it
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: DrTechman42 on November 28, 2023, 06:51:41 AM
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?
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: Uther Phobos on November 28, 2023, 07:23:12 AM
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.
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: Lucaefor on November 29, 2023, 11:19:46 AM
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.

If there's a download link to a previous version so I can rollback I'd appreciate it.
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: Uther Phobos on November 29, 2023, 11:25:26 AM
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.

If there's a download link to a previous version so I can rollback I'd appreciate it.
Nanotech armour is definitely still there in 1.7.1. Though i don't think i've seen one just drop.

It doesn't show the more special upgrades unless they're installed or you have chips for them in inventory.
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: Zygorg on December 01, 2023, 11:01:16 AM
https://github.com/scardwell15/ExoticaTechnologies/issues/8
Crashing when trying to remove exotica mods/exotic mods
Title: Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
Post by: presidentmattdamon on December 03, 2023, 06:36:18 PM
https://github.com/scardwell15/ExoticaTechnologies/issues/8
Crashing when trying to remove exotica mods/exotic mods

fixed in 1.7.2 just released
Title: Re: [0.96a] Exotica Technologies v1.7.2 - updated December 3
Post by: TehGanker on December 08, 2023, 04:13:50 AM
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"

(https://cdn.discordapp.com/attachments/221094557410918401/1182656201062895637/screenshot006.png?ex=65857d6b&is=6573086b&hm=f097a879c6c7a0c5598a0d148e0d3ee63df6f4979cbfd6fcf4c2a0e549080bf1&)
Title: Re: [0.96a] Exotica Technologies v1.7.2 - updated December 3
Post by: samuell.sk on December 14, 2023, 03:18:47 AM
i wanted to ask,

when will exotica support module ships

thank you.
Title: Re: [0.96a] Exotica Technologies v1.7.2 - updated December 3
Post by: presidentmattdamon on December 14, 2023, 01:43:10 PM
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 1.7.3

i wanted to ask,

when will exotica support module ships

thank you.

as far as i am aware, it does
Title: Re: [0.96a] Exotica Technologies v1.7.2 - updated December 3
Post by: Shogouki on December 14, 2023, 02:16:16 PM
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 1.7.3

i 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?
Title: Re: [0.96a] Exotica Technologies v1.7.2 - updated December 3
Post by: presidentmattdamon on December 14, 2023, 03:01:22 PM
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 1.7.3

i 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?

it is. i don't release save-breaking updates if i can help it, so i've never released one
Title: Re: [0.96a] Exotica Technologies v1.7.3 - updated December 14
Post by: Shogouki on December 14, 2023, 03:03:00 PM
Ahh ok, awesome and good to know!
Title: Re: [0.96a] Exotica Technologies v1.7.3 - updated December 14
Post by: Anduin1357 on December 22, 2023, 04:27:44 AM
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?
Title: Re: [0.96a] Exotica Technologies v1.7.3 - updated December 14
Post by: presidentmattdamon on December 22, 2023, 12:19:50 PM
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?

wasps might've not been the best choice anyway
Title: Re: [0.96a] Exotica Technologies v1.7.2 - updated December 3
Post by: samuell.sk on January 08, 2024, 12:59:31 AM
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 1.7.3

i wanted to ask,

when will exotica support module ships

thank you.

as far as i am aware, it does

no it does not, i ve tried to write to you on discord a DM.... but i guess you havent seen it... (no reply for a week or so... (nvm no prob))

well the most simpliest check (if its working at all) is to add as someone above mentioned a tech that reduces deployment points either crafts or weapons...
ship is going to have them reduced correctly, but on the modules it wont gonna be.

also if ship does not have missile slots , but the modules do have, you cant install the autoforge for example.

the progressive s-mods have a option to simply choose different module and s-mod hullmods for that module specifically , so you wont gonna apply balistic specific hullmods to the module that is more missile / fighter based

can you implement something similar ? by default select the ship and if you need different module choose it a apply there different tech ?

Thank you.
Title: Re: [0.96a] Exotica Technologies v1.7.3 - updated December 14
Post by: PieceOfGood on January 10, 2024, 10:39:53 PM
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.
Title: Re: [0.96a] Exotica Technologies v1.7.3 - updated December 14
Post by: presidentmattdamon on January 14, 2024, 10:53:14 AM
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.

that's a very rare drop that spawns on any ship.



updated to 1.8.0! check main post for changelog and download
Title: Re: [0.96a] Exotica Technologies v1.8.0 - updated Jan 14th
Post by: Shogouki on January 14, 2024, 02:10:52 PM
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?
Title: Re: [0.96a] Exotica Technologies v1.8.0 - updated Jan 14th
Post by: presidentmattdamon on January 14, 2024, 07:21:03 PM
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
Title: Re: [0.96a] Exotica Technologies v1.8.1 - updated Jan 14th
Post by: Cel on January 14, 2024, 07:29:02 PM
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?
Title: Re: [0.96a] Exotica Technologies v1.8.1 - updated Jan 14th
Post by: TimeDiver on January 14, 2024, 07:42:08 PM
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):
Spoiler
149393 [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]
Title: Re: [0.96a] Exotica Technologies v1.8.1 - updated Jan 14th
Post by: Cel on January 14, 2024, 07:46:48 PM
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         : 631242
class[1]            : java.lang.ref.WeakReference
class[2]            : com.fs.starfarer.api.impl.campaign.plog.SModRecord
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.api.impl.campaign.plog.PlaythroughLog
class[5]            : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[6]            : com.fs.starfarer.campaign.rules.Memory
class[7]            : com.fs.starfarer.api.impl.campaign.missions.hub.HubMissionWithTriggers$SetMemoryValueAction
class[8]            : com.fs.starfarer.api.impl.campaign.missions.hub.MissionTrigger
class[9]            : com.fs.starfarer.api.impl.campaign.missions.academy.GATransverseJump
class[10]           : com.fs.starfarer.api.impl.campaign.missions.hub.MissionFleetAutoDespawn
class[11]           : com.fs.starfarer.campaign.fleet.CampaignFleet
class[12]           : com.fs.util.container.repo.ObjectRepository
class[13]           : com.fs.starfarer.campaign.StarSystem
class[14]           : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[15]           : com.fs.starfarer.campaign.CampaignPlanet
class[16]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteSegment
class[17]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[18]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[19]           : com.fs.starfarer.campaign.CharacterStats
class[20]           : com.fs.starfarer.rpg.Person
class[21]           : com.fs.starfarer.campaign.econ.Market
class[22]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[23]           : com.fs.starfarer.campaign.CircularOrbit
class[24]           : com.fs.starfarer.campaign.CircularOrbitWithSpin
class[25]           : exerelin.campaign.ai.concern.RevanchismConcern
class[26]           : exerelin.campaign.ai.MilitaryAIModule
class[27]           : exerelin.campaign.ai.StrategicAI
class[28]           : com.fs.starfarer.campaign.Faction
class[29]           : exerelin.campaign.ai.action.DiplomacyAction
class[30]           : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[31]           : exerelin.campaign.ai.DiplomaticAIModule
class[32]           : exerelin.campaign.intel.agents.RaiseRelations
class[33]           : exerelin.campaign.ai.action.covert.RaiseRelationsAction
class[34]           : exerelin.campaign.ai.concern.CloseAdversariesConcern
class[35]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[36]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[37]           : com.fs.starfarer.campaign.CommDirectoryEntry
class[38]           : com.fs.starfarer.campaign.CommDirectory
class[39]           : indevo.industries.salvageyards.industry.SalvageYards
class[40]           : com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation
class[41]           : java.util.HashMap
class[42]           : exerelin.campaign.ColonyManager
class[43]           : java.util.LinkedHashSet
class[44]           : exerelin.campaign.ai.action.industry.BuildEconAction
class[45]           : exerelin.campaign.ai.concern.CommodityCompetitionConcern
class[46]           : exerelin.campaign.ai.EconomicAIModule
class[47]           : com.fs.starfarer.campaign.econ.Submarket
class[48]           : exerelin.campaign.intel.agents.DestroyCommodityStocks
class[49]           : exerelin.campaign.ai.action.covert.DestroyCommodityStocksAction
class[50]           : exerelin.campaign.ai.concern.VulnerableFactionConcern
class[51]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[52]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[53]           : com.fs.starfarer.campaign.econ.Economy
class[54]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[55]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[56]           : com.fs.starfarer.campaign.Hyperspace
class[57]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
[close]

My debug log as well, if that helps.
Title: Re: [0.96a] Exotica Technologies v1.8.0 - updated Jan 14th
Post by: Shogouki on January 14, 2024, 08:38:22 PM
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...

Title: Re: [0.96a] Exotica Technologies v1.8.1 - updated Jan 14th
Post by: presidentmattdamon on January 14, 2024, 10:44:01 PM
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):
Spoiler
149393 [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?

thanks for the quick reports. the update is save-compatible, it was just a bug in my code related to how the game loads a save. it's updated now, give it a shot
Title: Re: [0.96a] Exotica Technologies v1.8.2 - updated Jan 14th
Post by: ynnrz on January 14, 2024, 11:28:13 PM
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 HMI

Spoiler
401748 [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 update

Spoiler
324344 [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]
Title: Re: [0.96a] Exotica Technologies v1.8.2 - updated Jan 14th
Post by: Arenji on January 15, 2024, 02:09:58 AM
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]
Title: Re: [0.96a] Exotica Technologies v1.8.2 - updated Jan 14th
Post by: PieceOfGood on January 15, 2024, 03:49:14 AM
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]
Title: Re: [0.96a] Exotica Technologies v1.8.3 - updated Jan 14th
Post by: presidentmattdamon on January 15, 2024, 09:47:05 AM
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 HMI

Spoiler
401748 [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 update

Spoiler
324344 [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]


released an update to fix these issues. thanks for the quick turn-around, sorry you guys had to beta test this build for me. i couldn't reproduce the issue but i worked with TimeDiver to get this fix out today.


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.
Title: Re: [0.96a] Exotica Technologies v1.8.4 - updated Jan 14th
Post by: presidentmattdamon on January 15, 2024, 10:47:18 AM
updated to 1.8.4 to add a second fix for the industrial evolution issue
Title: Re: [0.96a] Exotica Technologies v1.8.3 - updated Jan 14th
Post by: Shogouki on January 15, 2024, 12:43:05 PM
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.

Ahh gotcha!

Do you think there's any chance you'd put in a variant of the missile forge (i.e. pure, corrupted or guerilla) that has a smaller damage penalty in exchange for slower missile regeneration?  If that's not your vision for it I understand and will leave it at that and apologies for going on about it.
Title: Re: [0.96a] Exotica Technologies v1.8.4 - updated Jan 15th
Post by: PieceOfGood on January 16, 2024, 10:13:18 PM
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.
Title: Re: [0.96a] Exotica Technologies v1.8.4 - updated Jan 15th
Post by: Cel on January 17, 2024, 04:05:03 PM
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.
Title: Re: [0.96a] Exotica Technologies v1.8.4 - updated Jan 15th
Post by: presidentmattdamon on January 21, 2024, 10:39:21 PM
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.

probably an issue with the hullmod exotics, thanks for the report.

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.

will take a look at this soon, thanks for the report.

1.8.5 released
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: PieceOfGood on January 22, 2024, 12:28:00 AM
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/)
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: PieceOfGood on January 22, 2024, 02:39:47 AM
Or maybe it would be better to tie this to the number of total deployment points of active ships on the battlefield, rather than in the fleet?

The fact is that when there are such battles in the endgame, each clash does not take place in less than several stages. At first, you face the entire horde, some of which may retreat several times until the final phase comes and “pursuit” appears among the options offered, after which you can try to avoid new clashes and repair the fleet. Therefore, a small fleet may be able to withstand the first, most difficult phase, but it will not be able to complete the entire battle.

It would be fairer this way, because ships not participating in the battle do not have any effect on it.

Update:
In addition, on long-distance expeditions, for example, to mine AI cores, or raid enemy colonies, you have to take with you cargo ships carrying Heavy Armaments, Marines and Supplies, and they also do not participate in contact clashes.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: presidentmattdamon on January 22, 2024, 11:35:15 AM
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.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Shogouki on January 22, 2024, 01:11:12 PM
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:
Spoiler
331576 [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]
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: presidentmattdamon on January 22, 2024, 01:45:19 PM
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:
Spoiler
331576 [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]

try updating magiclib
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Shogouki on January 22, 2024, 01:49:52 PM
Will do and then I'll post if that doesn't work.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: PieceOfGood on January 22, 2024, 10:39:54 PM
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.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Shogouki on January 23, 2024, 01:25:32 AM


try updating magiclib

That did it, sorry about that! 
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: presidentmattdamon on January 23, 2024, 09:29:36 AM
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.

thanks for keeping an open mind. i'm open to suggestions for things that would make your playstyle more fun for you, like new exotic types since that's what changed for you. i prefer to keep them as campaign conditions, like GUERRILLA for campaign fleet size and PURE for using less bandwidth and exotics, so the player is incentivized to do things differently in fleet and ship building than they normally would.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: PieceOfGood on January 23, 2024, 10:43:00 PM
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.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: presidentmattdamon on January 24, 2024, 02:29:44 PM
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 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.
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.

you've got all good suggestions there. i'll take a look at #2 sooner since it seems to be a bug with recovery of ships with modifications.

as for planetary markets, there was a bug in previous versions where the market wouldn't refresh at all. because of that the market data would continuously contain the same exotics and upgrades even when you bought them. the recent fix for that only makes it refresh every 30 days, and doesn't affect how the exotics and upgrades themselves are generated. so it's just luck!
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Juason on January 24, 2024, 04:48:15 PM
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!

Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Shogouki on January 25, 2024, 01:51:28 PM
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?
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: presidentmattdamon on January 25, 2024, 03:21:33 PM
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?

that's a mod-by-mod case, as it's scripted damage, so i can't say that i know. the best way to know is to ask the Prv author if that missile's secondary explosions are affected by missile weapon damage modifiers.
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've taken a look and i can't identify what's going on here.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: PieceOfGood on January 26, 2024, 12:58:00 AM
How to check if "Temporal Conduits" is working?

I play on Kassadari ships and with the "Forced Overdrive" module, the flow of time on the ship is permanently increased by 30%. This value is reflected in the list of effects in the lower left corner of the game interface during battle, if you control such a ship. Since both cases are about the flow of time on a ship, I expected that when using "Temporal Conduits" this property would contain a new value, but it does not change.

Can you confirm that this works?

---
And one more thing. Over the past three days (about 36 hours of play), since the update to 1.8.5, I have come across only three exotics of "GUERILLA" quality. Two while searching ruins on planets (Phased Fighter Tether) and one encountered on an enemy ship (Reactive Damper Field), useless to me. In general, it seems that ships are now less likely to be equipped with any exotics, since battles have become much easier. This is especially noticeable in clashes with the Iron Shell faction, which used to be very difficult to defeat, but now they are like ordinary trash.

I found a changelog for 1.8.5 on GitHub, which talks about the innovation.

I think something needs to be done about this. Considering that the strength of the player’s fleet only grows over time and this happens not only from the presence of exotics (which can be easily found on planetary markets), then even with the rare appearance of exotics of a different quality on enemy ships, the player’s fleet becomes very strong quite quickly and There are no restrictions other than physical ones for this.

Thus, the rest of the game world quickly becomes decrepit, ceasing to be of interest. After all, if I don’t feel the intensity of the battle, don’t get the expected dose of dopamine for surviving this difficult battle, saving all, or almost all, of my ships, and simply sweep away the enemy with one glance, then why waste time on this, if it will only be interesting the first few times, and the rest will be predictable.

Maybe it’s worth returning the abundance of exotics that was before, simply by ensuring that the chance of keeping ships with exotics rarer, and/or costing an additional 1/2/2/3 “Story points” for restoring such a ship with exotics depending on the quality? And the installation/removal of exotics at shipyards should also cost an additional large amount of money and the condition is that on this planet there is heavy industry upgraded to “Orbital Works” with “Pristine Nanoforge” installed. That is, at least until the player has created his own house and acquired such a factory, he will have to be good friends with the Hegemony, or the faction for which this condition is met.

Thus, such upgrades will become more conscious, the road from their possession to use will become longer and more difficult.

The player will still go through this path. The only question is the incentives and the pleasure received for receiving the next gameplay modifier.

In addition, I think that it also makes sense to tie planetary markets for exotics only to the main factions, and not to all planets, and to give access to the player only if they have a high reputation, as well as to give a guaranteed opportunity to purchase exotics of any quality, but for a quality higher than usual , some game events must be executed. For example, capturing a planet from Tri-Tachyon, if we are talking about buying from Hegemony, or carrying out raids on the entire system, or saving the system from the invasion of a large AI fleet... An accepted task can be failed with a complete reset of reputation. In this way, the player proves his loyalty to the seller’s side, and will also be forced to cut off his access to the markets of another faction, which may also have exotics of other types, which he also needs, but cannot be purchased on the market of one faction, so as a type it is context dependent.

Or implement faction points, which could be earned by making long-distance expeditions, handing over cores to AI, in general, doing some kind of work for the faction, and only for these points would you be able to purchase exotics, and even better, upgrades.

Probably, the last proposal will be even more user-friendly, and also less linear, since the number of faction points received can be tied to the calculated complexity of the work performed, and not just to the fact of its completion.

In addition, this would greatly add to the need for roleplaying, increase the gameplay and thereby smooth out the player’s entry into the last stage, when he no longer cares about anything.

Oooh, I would have played this game from the very beginning, and more than once...
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: PieceOfGood on January 30, 2024, 10:43:18 PM
Returned to version 1.8.4. So the dynamics of the game and the tension created in battles are much higher and more interesting.

I hope you can figure out how to make the use of exotics more common by enemy fleets.

It would also be great to have some kind of mechanic for trading one type of exotic for another. Also accompanying the player with certain difficulties. Since it happens that randomness throws up completely unnecessary exotic green quality upgrades for a very long time, unless you plan a more controlled way to obtain similar upgrades, such a mechanic would be very reasonable.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Shogouki on January 30, 2024, 11:02:22 PM
Those are some good ideas.  I've also noticed the drastic decrease with even some decent sized fleets not containing a single exotic.  I also really like it when mods like this make the NPCs just as powerful as the player so finding a way to increase the number of exotics appearing on opponents without drowning the player in them would be awesome.  If that's something that's difficult to code perhaps making it a setting that can be changed in game with LunaLib would be another option?
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: PieceOfGood on January 31, 2024, 04:05:13 AM
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.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Shogouki on January 31, 2024, 01:38:32 PM
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?
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Uther Phobos on January 31, 2024, 08:49:46 PM
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.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: PieceOfGood on February 01, 2024, 12:15:06 AM
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?
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.

In the state for 1.8.5, it turns out that the player will sooner or later get what he strives for, and the world around him will remain naked and incapable of any action against him. Given that, as you know, money is not a problem in this game, it turns out that regular quality modules are available without any conditions. You just need to take the time to search the planetary markets.

And with the proposal above, it seems that this is even closer to the lore of the very exclusivity of the term “exotic”, since in their pure form such modules should be very expensive to obtain.

Consider that each type of exotic adds/expands the capabilities of the ship, and each type also has gradations in quality, which are also strategically applicable to their situations. This gives rise to quite a large variety of combinations of how each ship in your fleet behaves in battle on its own, or under your leadership. This is very cool! But having this mechanism breaks the balance if the opposing side does not have something similar in the same equivalent as the player.

Since regular quality exotics are available for money, I think this is an excellent entry point into using new mechanics. At any stage of the game, there are many easy ways to make good money. But the use of exotic modules of a different quality should already be a matter of fine tuning. You can't just give the player such powerful modifiers via "cut/paste".

If you use only randomness/rarity as a regulator, you may encounter a situation where, after spending a significant amount of time, you end up obtaining modules of a different quality, but they will not be the ones you need for your playing style.

Then you need to have some kind of exchange mechanism so that the time spent is not simply wasted, and the enemy fleets encountered, due to this rarity, will be ordinary, while the player's fleet will grow in its capabilities.

For that last proposal allows you to supply enemy fleets with exotics to the fullest, without worrying that the exotic equipment installed on them will simply be “cut/pasted”. Plus, it looks pretty lore. Modules are produced on planets from rare components. When ships are damaged in battles, only a small part of them can be extracted from the clouds of debris, and in order to extract more, you need to take the surviving hull to where there are orbital workshops, where some part will still be lost during extraction, since the modules are not removable.

All this in itself turns into a whole set of restrictions, forcing you to face a dilemma: agree that you will only get crumbs for future opportunities, or drag the surviving ships across the entire space, spending resources on their delivery, only to then spend even more only for the guarantee that even in the best scenario you will have to make a dozen more such flights in order to accumulate the required number of exotic shards to exchange for an entire module on the planetary market...

I see the culmination of justice here.

If you want to be the most powerful daddy in the sector, go and work. In addition, you have clear instructions about what to do and how, and not just an ephemeral belief in a chain of chance, among which you may someday get lucky.

You can also give the player the opportunity to mine these rare elements, like other resources are mined from planets and asteroids. Then those who begin their journey not with headhunting, but with more peaceful initiatives, will also not be left at a loss.

Yes, I typed a lot of letters here, but I really liked the concept of exotic modifications and upgrades because it gives the game new shades and impressions.

---

Everything works fine when returning to the previous version. Don't forget to make a new save just in case.


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.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Shogouki on February 01, 2024, 08:02:46 PM
Thanks for the info!
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Uther Phobos on February 02, 2024, 12:47:46 PM
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.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Shogouki on February 05, 2024, 12:58:14 PM
Has anyone tried to see if the 1.8 versions of this works with the latest version of Starsector? 
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: presidentmattdamon on February 05, 2024, 01:38:39 PM
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
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Shogouki on February 05, 2024, 03:38:16 PM
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

Thanks and very excited to see what it is!
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Valikdu on February 11, 2024, 03:37:39 AM
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%.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Uther Phobos on February 11, 2024, 09:11:14 AM
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.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Shogouki on February 17, 2024, 01:01:58 PM
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.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: DanteAyagawe on February 26, 2024, 10:24:01 AM
Are we able to salvage Exotica Upgrades? or Can we only salvage them from recovered ships?
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: presidentmattdamon on February 26, 2024, 10:27:52 AM
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.

won't break saves.

Are we able to salvage Exotica Upgrades? or Can we only salvage them from recovered ships?

they are salvaged as normal salvage (like supplies, metals, fuel) and also on ships that you recover. next update will add an option that lets you see recoverable ship upgrades post-battle, which makes it a lot easier.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Shogouki on February 26, 2024, 03:37:45 PM
Oh very nice cool!  Thanks!
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: PieceOfGood on February 28, 2024, 05:29:16 AM
... next update will add an option that lets you see recoverable ship upgrades post-battle, which makes it a lot easier.

Excellent news!

It would also be great to be able to see all types of exotic quality for the ship being reviewed, for cases where a specific type has already been installed.

It’s not something you can’t live without, but while you spend a long time collecting upgrades in the far corners of the sector, you completely forget what new upgrades were in the orange box.

If you open it from the inventory, then it has such a terrible sorting, where exotic modules are scattered among a bunch of different upgrades, and even modules of the same type, but of different quality, are not located next to each other.

In general, it is most convenient to draw conclusions based on the installation menu, but if some exotic module is already installed, then if there are other modules of this type, but of a different quality, then they are not visible. Having to switch to another ship that should NOT have the same module installed just to see if there are any options.

Thank you for your work!
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: WatchWolf on February 28, 2024, 11:32:57 PM
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.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Shogouki on February 29, 2024, 12:55:27 AM
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.

I kind of feel like 40% is steep as well but I don't know just how much the user base was favoring HMF.  I kind of hope another variant will be added that has like 25-30% damage reduction but a reload time of 40-60 seconds as the 24 second reload is nice for small launchers but with Missile Specialization and Expanded Missile Racks most medium and large missile weapons won't need a reload any earlier than 50 seconds and that's only if firing constantly.

Assuming that's not what PresidentMattDamon wants however I wonder if it could be set so that ships like throwaway frigates don't spawn with the HMF so their alpha strike potential with Reapers isn't diminished?  Though you wouldstill want frigates with many missile mounts to still have a chance to spawn with it.  I'm sure something could be figured out if needed but considering how rarely I see HMF anymore I can't imagine it currently makes things that much easier.  Especially since larger ships with more missile weapons having even the current HMF should make up for the few frigates using them.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: PieceOfGood on February 29, 2024, 04:58:54 AM
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.
=)
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: presidentmattdamon on February 29, 2024, 08:48:33 AM
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.
=)

going to increase the rates more for next update
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Shogouki on February 29, 2024, 11:58:06 AM
Thanks so much for your work, it really adds to my enjoyment of Starsector a great deal!
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: steve1592 on February 29, 2024, 01:24:10 PM
Me too. Can't wait for more good stuff.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: CrimsonLightning on March 07, 2024, 08:59:17 PM
(https://files.catbox.moe/qjdg50.png)
I'm not surprised, but I am still disappointed.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Hexxod on March 07, 2024, 09:27:36 PM
Given the mod he's striking out against, I can understand his reasons. The issue though is that he's going out of his way to add in malicious code with the express purpose of nuking saves.

If he doesn't want his mods, or even mods he has taken over maintaining, then simply preventing those mods from loading when it detects the TNP fork is more than sufficient. Pretty sure thats what Dragn's mods do for NGO.

It's not the first time we've seen a modder strike out against other mods - Anyone remember the "balancing code" that Nia added to Tahlan? - but this code goes well beyond that. It's something that in other communities - Minecraft, for example - would see the developer getting banned.
Title: Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
Post by: Alex on March 08, 2024, 08:47:25 AM
presidentmattdamon has been banned from the forum for distributing mods with code that deliberately corrupted savefiles under certain conditions.

We're looking at changes to the forum rules to hopefully head off this sort of situation in the future.