Fractal Softworks Forum

Starsector => Mods => Topic started by: Nick XR on July 24, 2022, 12:07:41 AM

Title: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on July 24, 2022, 12:07:41 AM
(https://i.imgur.com/ZaLR8kh.png)

(https://img.shields.io/badge/ED%20Shipyards-Download%20Latest-success) (https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.5.4.zip)



REQUIRES ALL THE LIBS

(Requires LazyLib  (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib  (http://fractalsoftworks.com/forum/index.php?topic=10982))
(Requires MagicLib  (http://fractalsoftworks.com/forum/index.php?topic=13718.0))


This mod adds high tech ships and weapons to Independents (and pirates), there is no real theme behind them other than the naming convention, color scheme and a goal of fun ships that play a bit differently than what is already offered.

Ships
Spoiler
(https://i.imgur.com/KBzvxVK.png)
[close]

Secret Ships
Spoiler
(https://i.imgur.com/nj5Mm3e.png)
[close]


How to get Wurgandal
Spoiler
Max your reputation with Independents (100)
Be level  18 or higher
Go to a bar on an independent planet (size 4 or larger, like Nova Maxios)
Check the bounty board for a mission
[close]


Where to buy ED Ships:
Such as Nova Maxios


Eccentric Designs (ED) Lore
Spoiler
(https://i.imgur.com/o3QVWRA.png)
Eccentric Designs (ED) Shipyards is a private Independent aerospace manufacturer and space transportation services company. It was founded after the collapse of the Domain's rule by Eron Dust, an eccentric celebrity billionaire with the goal of developing new spaceship technologies. Despite having dealings with Tri-Tachyon and the Persean League Eron Dust operates his business only in Independent worlds where most of the unique ED Shipyard designs can be found.

While the company is suspected of using artificial intelligence technology no illegal activity was ever discovered by Hegemony inspections. The company is also accused of stealing blueprints and violating copyright law, but none of the accusations held in court due to lack of evidence.
[close]

I aim to make these ships balanced, this is not supposed to be an "OP ships" pack, these ships are supposed to fill roles that may not exist in vanilla ships and some are very specialized. Ships are balanced not by making all their stats and features average, but by giving them as many strong flaws as they have strong points, feedback is welcome.

Current Changelog
Version 2.5.4


Prior Changelog
Spoiler
Version 2.5.3 - Balance Fixes
  • Balance changes to the leonberger based on feedback (better assault variant and a slight buff to its phase stats and movement)
  • Dust missiles move a bit slower and have fewer HP to make them more vulnerable to AoE PD
  • Slightly improved AI Wurg usage of MAW weapon and Tyrant Eye system
  • Rebalanced phase ships vs Vanilla, ~10% less phase cost (improved variants also)
  • ED Shipyard locations now spawn defensive fleets when threatened as well as have delivery fleets
  • Ship and variant changes for the newfoundland so the AI can use it semi-effectively
  • No longer create submarkets at locations that already have non-standard submarkets
  • More SO variants for smaller ships
  • Shield breaker weapons are much more powerful, but they still seem like a bad idea except in specific situations so I guess that's balance?
  • Fixed Memory leak with Newfoundland
  • Riptide doesn't take damage from ship explosions so it doesn't blow itself up constantly
Version 2.5.2 - Bugfix release, special thanks to those that reported issues
  • Save compatible with anything 2.4.X or after
  • Can be added mid playthrough
  • Changed hidden modular mounts to normal turrets to prevent rare, but painful autofit based crashes (works around a Starsector engine limitation).  Thanks ruddygreat.
  • Fixed missing Riptide built in laser (thanks Mr_8000)
  • Builtin Riptide laser no longer appears as a member of the basic blueprint family
  • Fixed mounts appearing offset on the Leonberger, Wurg left and right shield emitter modules
  • "Mine Custer" -> "Mine Caster", also it will no longer drop.
  • Retriever field shields now really sets it's collision type to "fighter" to try and prevent friendly fire scenarios.
  • Increased repair drone rate by a factor of 2 - 3 depending on repair hull size so it might actually make some sort of difference in real combat.


Version 2.5.1
  • Save compatible with anything 2.4.X or after
  • Can be added mid playthrough
  • Added two secret ships and their associated High Value Bounties (Thanks Pogre!)
  • Fixed crash bug with Wurg maw and AI casting
  • Suicide/Detonator drones now work (but only attack when a ship is “under pressure”)

Balance:
Wurg
  • Large beams in modules can now just barely face forward
  • Maw weapon is firing time has been reduced so it’s less dangerous to use
  • Maw burst damage reduced
  • Tyrant Eye no longer generates flux so it you can still have a zero flux engine boost

Bernard
  • slightly more efficient to bring it in line with other support ships (still super expensive, but it does a lot for the player)

Retriever Mk. II
  • More OP 250 -> 270
  • Mount changed to Large Ballistic to make some mods more useful (rangefinder)

Newfoundland
  • Modules now get targeting and fighter order data from parent


Version 2.5.0
  • Save compatible with 2.4.X
  • Can be added mid playthrough
  • Grand salvo should now work at more opportune times
  • Nurse ship giant shield now has a larger impact radius to make it more useful (was too small)
  • Wurgandal MAW now instantly-ish destroys hulks
  • Maw charge up and slight balancing pass
  • Changes to the Wurg to make it more engaging to use as a player, such as: Modules now vent, launch fighters, share targeting and use shields together
  • Newfoundland is working and more balanced, modules have a PD centric system
  • Many other balance changes
  • New or improved variants
  • Magic Bounty Integration (4 missions)

2.4.1
  • Save compatible with 2.4.0
  • Updated remote version file URL
  • This mod can now be added mid-game and everything will work (before there would be no buy locations)
  • Get the Wurgandal at Nova Maxios or Prism Freeport with 25M & Max rep with independents from a bar event

2.4.0
  • Migrated to StarSector 0.95.1a-RC6 with permission from Ed
  • Uses the original code from 2.3 Beta
  • Get the Wurgandal at Nova Maxios or Prism Freeport with 25M & Max rep with independents from a bar event
  • Minor balance changes to bring in line with vanilla ships


Prior to 2.4
https://fractalsoftworks.com/forum/index.php?topic=16479.0  (https://fractalsoftworks.com/forum/index.php?topic=16479.0)
[close]

I Nick XR didn't create this mod, Ed did and he did at least 99% of the total work that has been done on this mod.  Maybe more.  All the credit should be his.

Git Repo:  https://bitbucket.org/NickWWest/edshipyard/  (https://bitbucket.org/NickWWest/edshipyard/)


Some Systems and Hullmods were heavily based on source of other modders like Dark.Revenant, Sundog and Tartiflette and Nia Tahl
And a great thanks to Alex who is always there to help! And special thanks to WASP103 for his contributions

Original Post:  https://fractalsoftworks.com/forum/index.php?topic=16479.0  (https://fractalsoftworks.com/forum/index.php?topic=16479.0)
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Meelock on July 24, 2022, 02:07:47 AM
Deleted.
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Chryvrius on July 24, 2022, 06:29:04 PM
Sweet! Glad to see this getting adopted. Are future plans just maintenance and balance, or do you intend on introducing new ships into the fray?
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Nick XR on July 25, 2022, 05:00:49 PM
Are future plans just maintenance and balance, or do you intend on introducing new ships into the fray?

No new ships for the faction, ED feels fully fleshed out, Ed did an incredible job.

Plans:
Balancing (player feedback greatly appreciated)
Special bounty ships
Bug fixing
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Ramiel on July 25, 2022, 07:58:09 PM
Wait...oh....did someone decide to adopt and update this mod? Nice!
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: BreenBB on July 26, 2022, 12:54:36 PM
Regarding balancing, I think capital civilian ships Dalmatian and Bernard should be more efficient, because both Atlas and Prometheus was made more fuel efficient in 095 patch (6 fuel usage instead of 10, so they are use 40% less fuel), I'd suggest to reduce fuel usage by 40% too for these ships in order to reflect these changes, and make these ships viable option. Especially Bernard need this, using four ships, 2 Prometheuses and 2 Ox Tugs will be almost twice as more fuel efficient option.
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Nick XR on July 26, 2022, 07:40:26 PM
Regarding balancing, I think capital civilian ships Dalmatian and Bernard should be more efficient, because both Atlas and Prometheus was made more fuel efficient in 095 patch (6 fuel usage instead of 10, so they are use 40% less fuel), I'd suggest to reduce fuel usage by 40% too for these ships in order to reflect these changes, and make these ships viable option. Especially Bernard need this, using four ships, 2 Prometheuses and 2 Ox Tugs will be almost twice as more fuel efficient option.

Excellent feedback, I'll make a note to review this for the next release.
Thank you!
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Dadada on July 27, 2022, 04:32:19 PM
Well, but just one Bernard is needed and it had like 10k or so fuel capacity in v2.41 with already inbuilt fuel tanks... One slot usage >> 4 slots. Endgame economic aspects are not that important, so...
Prometheus has like what, 3k without additional fuel tanks?
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: BreenBB on July 28, 2022, 10:48:53 PM
Well, but just one Bernard is needed and it had like 10k or so fuel capacity in v2.41 with already inbuilt fuel tanks... One slot usage >> 4 slots. Endgame economic aspects are not that important, so...
Prometheus has like what, 3k without additional fuel tanks?

I compared stats, one Bernand with fuel capacity and burn acceleration, is literally almost ~2 Prometheuses and 2 Ox Tugs, but logistically almost twice as unefficient, so its like having 7 or 6 ships instead. Yeah its uses one slot instead of four but still, this is minor thing, especially if you don't run super big fleet or simply adjusted max fleet size from 30 to something bigger, just my suggestion to make this ship viable as option, and same with Phase Freighter (Dalmatian), they was expensive logistically in 091 and in 095 they was even less viable due to buffs for both Atlas and Prometheus. As endgame fuel and cargo solution I usually prefer Dreadnought Freighter and Tanker from Blue mod, they somewhat capable in battle, not horrible logistically and have huge capacity, so if you play with mods, you have alternatives for something which is better that both Atlas or Prometheus.
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Dadada on July 29, 2022, 10:31:53 AM
Yeah, Blue/XLU were my endgame logistics before I tried ED Shipyard, but with a low ship cap of 30-40 the slots are far more important than the logistics profile, Imo at least. Yeah, sure, it also depends on the setup, wolf pack tactics needs more ship slots than capital/cruiser spam. Cherry from United Aurora Federation has like 40k storage capacity... But less crew compartments than Newfoundland from ED.

In short: I think the Bernard is fine the way it is, why should such a super Tanker with 2 integrated OX be viable earlier? Reducing the supply/fuel/crew requirements would make a bunch of "smaller" tankers kinda obsolete, at least far earlier in the game than necessary since I classify the Bernard as an endgame logistics ship by being slot efficient. I don't remember the stats but I think the XLU Super/Dreadnought tanker has more fuel capacity? But it lacks the 2 integrated OX, so...

Well, at least the XLU logistics giants can fight (yeah, Newfoundland can too, Bernard has like 6 or so small slots spread over the ship so it can't Imo). :D But I'd rather not let my logistics ships fight, although the setup and philosophy of my fleet depends on my mood and the restrictions I set for the run.
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Havoc on July 30, 2022, 07:59:33 AM
hi, can i play Ed Shipyard as an faction, or "just" buying their ships?
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: A_Random_Dude on July 30, 2022, 08:04:08 AM
It adds a submarket to some Indie colonies and fleets. It's literally the first sentence you read on the download post.
So no, it doesn't add a faction to your game.
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: ApolloStarsector on August 03, 2022, 01:27:11 AM
If I play this with starpocalypse, am I condemning myself to never being able to get some of the capital ships? Starpocalypse removes all capitals from the markets by default, which I'm happy with. But are blueprints discoverable for the ships in this mod?
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Dadada on August 03, 2022, 02:02:28 AM
...blueprints discoverable for the ships in this mod?
Afaik yes.
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: ApolloStarsector on August 03, 2022, 02:39:21 AM
Afaik yes.

Makes sense. What threw me was the "How to get Wurgandal" section. But, come to think of it, its presence implies that for other ships, the usual methods are all available. Thanks!
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Nick XR on August 03, 2022, 10:59:27 AM
Afaik yes.

Makes sense. What threw me was the "How to get Wurgandal" section. But, come to think of it, its presence implies that for other ships, the usual methods are all available. Thanks!

Also there are a few unique bounty missions where you can recover ships too. (check bounty boards on independent and hegemony/persean worlds)
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Dadada on August 10, 2022, 06:30:48 AM
The update checker leads to the old thread.
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Nick XR on August 13, 2022, 08:09:43 PM
The update checker leads to the old thread.

Thanks, should be fixed in the next version.
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Dadada on August 14, 2022, 02:41:33 AM
Nice. Thanks. <3
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Wojmistrz on August 21, 2022, 11:49:16 AM
FROM DISCORD PRIV MESSAGE WITH NICK as a suggestion (BTW FYI Newfound worked like normal carrier that could issue fighters commands to engage/disengage prior to rework I KNOW COZ I USED IT LIKE THAT :D)

Wojmistrz — Today at 8:35 PM
I will go with the topic about Newfound and fighter controls

can u make a script that issue "engage" command to all modules of Newfound as u target specific ship and when u deselect it fighters go back to Newfound? or just make fighters commanding work as it is on normal ships

Nick — Today at 8:43 PM
Yes, that's how the Wurg works, so I can do that here.
But please leave a note on the forum thread, that way I don't forget!

Wojmistrz — Today at 8:44 PM
ok will do o7
Title: Re: [0.95.1a] ED Shipyard 2.5.0 (2022-07-22)
Post by: Nick XR on August 22, 2022, 11:57:19 AM
FROM DISCORD PRIV MESSAGE WITH NICK as a suggestion (BTW FYI Newfound worked like normal carrier that could issue fighters commands to engage/disengage prior to rework I KNOW COZ I USED IT LIKE THAT :D)

Wojmistrz — Today at 8:35 PM
I will go with the topic about Newfound and fighter controls

can u make a script that issue "engage" command to all modules of Newfound as u target specific ship and when u deselect it fighters go back to Newfound? or just make fighters commanding work as it is on normal ships

Nick — Today at 8:43 PM
Yes, that's how the Wurg works, so I can do that here.
But please leave a note on the forum thread, that way I don't forget!

Wojmistrz — Today at 8:44 PM
ok will do o7

I'll get it fixed in the next update, thanks for the report!
Title: Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
Post by: Nick XR on August 23, 2022, 10:12:34 AM
Version 2.5.1

Balance:
Wurg
* Large beams in modules can now just barely face forward
* Maw weapon is firing time has been reduced so it’s less dangerous to use
* Maw burst damage reduced
* Tyrant Eye no longer generates flux so it you can still have a zero flux engine boost

Bernard
* slightly more efficient to bring it in line with other support ships (still super expensive, but it does a lot for the player)

Retriever Mk. II
* More OP 250 -> 270
* Mount changed to Large Ballistic to make some mods more useful (rangefinder)

Newfoundland
* Modules now get targeting and fighter order data from parent
Title: Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
Post by: ZeroAffex on August 31, 2022, 12:41:02 PM
Thanks for the update! Some great fixes and new additions. Look forward to seeing what you throw out next. These are some lovely ships I must admit :)
Title: Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
Post by: Hushed on September 02, 2022, 04:58:32 PM
Something is wrong with the Retriever Nurseship.  Its shield emitter is supposed to be permeable to other ships, but my Salukis are dying running into it.  That or its repair drones are instead killing friendly ships with armor 'repairs' I'm unclear what the damage is from, but my ships are dying to the Nurseship rather than being healed by it.

edit: I'm running a bunch of mods of course, but the ones interacting with the Nurseship directly are exotica tech and it's carrying apex design PD (gluon) weapons and a hullmod
Title: Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
Post by: Nick XR on September 04, 2022, 09:13:22 AM
Something is wrong with the Retriever Nurseship.  Its shield emitter is supposed to be permeable to other ships, but my Salukis are dying running into it.  That or its repair drones are instead killing friendly ships with armor 'repairs' I'm unclear what the damage is from, but my ships are dying to the Nurseship rather than being healed by it.

edit: I'm running a bunch of mods of course, but the ones interacting with the Nurseship directly are exotica tech and it's carrying apex design PD (gluon) weapons and a hullmod

Which Apex hullmod is it using (basically what's the fit of the ships involved).  Thanks!
Title: Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
Post by: Mr_8000 on September 04, 2022, 11:05:06 AM
The mounts on the leonberger don't appear to line up with their location on the sprite:
Spoiler
(https://i.imgur.com/UHLMsK3.png)
[close]
Title: Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
Post by: Hushed on September 04, 2022, 11:39:26 AM
I did some more testing.  I strongly suspect it's an issue with the Field Shield Generator on the Nurse ship.  The Maltese Support drones seem to be behaving fine.  The Salukis sometimes are able to interact with the shield as expected, but then it acts like they're ramming the shield nonstop while they're inside it.  I've been able to see this behavior repeatedly in combat and reproduce it in simulations.  I followed up by testing with a non-phase ship (the Groenendael) and the problem persisted.  You can see the damage tick up from nothing just by being in the vicinity of the Nurse ship's field emitter.

The Retriever's loadout is

Hullmods-
The Augmented Drive Field is built in

Armaments-
Title: Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
Post by: Nick XR on September 04, 2022, 02:21:03 PM
The mounts on the leonberger don't appear to line up with their location on the sprite:
Spoiler
(https://i.imgur.com/UHLMsK3.png)
[close]

Ooo!  Nice catch.  I'll fix it next version, thank you for the report!
Title: Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
Post by: Nick XR on September 04, 2022, 02:23:09 PM
I did some more testing.  I strongly suspect it's an issue with the Field Shield Generator on the Nurse ship.  The Maltese Support drones seem to be behaving fine.  The Salukis sometimes are able to interact with the shield as expected, but then it acts like they're ramming the shield nonstop while they're inside it.  I've been able to see this behavior repeatedly in combat and reproduce it in simulations.  I followed up by testing with a non-phase ship (the Groenendael) and the problem persisted.  You can see the damage tick up from nothing just by being in the vicinity of the Nurse ship's field emitter.

The Retriever's loadout is

Hullmods-
  • Exotica Technologies
    • Plasma Flux Catalyst
    • Drive Flux Vent
    • Equalizer Core
    • Hangar Forge
  • Augmented Drive Field
  • Coherency Amplifier (Apex Design Collective)
  • Integrated Targeting Unit
  • Flux Distributor
The Augmented Drive Field is built in

Armaments-
  • 8x Heavy Quark-Gluon PD (Apex Design Collective)
  • 9x Burst PD Laser

Thanks for the details, I'll look into this for the next release.
Title: Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
Post by: Mr_8000 on September 08, 2022, 01:03:32 PM
Similar alignment issue on the small mounts located on the forward modules of the wurg:
Spoiler
(https://i.imgur.com/IzTVpss.png)
[close]

Edit:
Also noticed the built-in for the riptide appears as a blueprint, base_bp specifically, so essentially everyone knows it.
Spoiler
(https://i.imgur.com/WzN9xup.png)
[close]
This might be intentional, but I'll still note it.

Edit 2:
The "Mine Custer" located on the doog can drop, despite being a built-in and costing nothing. Also really wondering about the name, is it accurate or is it supposed to be "caster" or "cluster".

I might be being stupid, but what is "Mali" supposed to be here? I really doubt I could apply an entire country to the core  ;D .
Spoiler
(https://i.imgur.com/HWN3Fni.png)
[close]
Title: Re: [0.95.1a] ED Shipyard 2.5.1 (2022-08-23)
Post by: Nick XR on September 12, 2022, 02:13:04 PM
Similar alignment issue on the small mounts located on the forward modules of the wurg:
Spoiler
(https://i.imgur.com/IzTVpss.png)
[close]
How did no one else notice this? I'll never know.  Fixed in the next release.

Edit:
Also noticed the built-in for the riptide appears as a blueprint, base_bp specifically, so essentially everyone knows it.
Spoiler
(https://i.imgur.com/WzN9xup.png)
[close]
This might be intentional, but I'll still note it.
Good catch, fixed in next release.

Edit 2:
The "Mine Custer" located on the doog can drop, despite being a built-in and costing nothing. Also really wondering about the name, is it accurate or is it supposed to be "caster" or "cluster".
You're right, should be `Caster` and shouldn't drop. 

I might be being stupid, but what is "Mali" supposed to be here? I really doubt I could apply an entire country to the core  ;D .
Spoiler
(https://i.imgur.com/HWN3Fni.png)
[close]
Latin pluralization for Malus.  I don't like it either  :o
Title: Re: [0.95.1a] ED Shipyard 2.5.2 (2022-09-13)
Post by: Nick XR on September 13, 2022, 11:30:18 PM
Version 2.5.2 - Bugfix release, special thanks to those that reported issues
Download in main post
Title: Re: [0.95.1a] ED Shipyard 2.5.3 (2022-10-01)
Post by: Nick XR on October 01, 2022, 12:30:09 AM
Version 2.5.3 - Balance Fixes
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: Space_Lettuce_OG on October 06, 2022, 10:03:54 AM
Has no one seriously made an erectile dysfunction joke yet? I'm disappointed!
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: Nick XR on October 06, 2022, 01:51:24 PM
Has no one seriously made an erectile dysfunction joke yet? I'm disappointed!

If you're hard up for that sort of humor, check out the StarSector discord, it's saltier.
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: TheGungis on October 17, 2022, 04:41:52 AM
Hey! I've been loving the mod, especially the Riptide. The good ol' suck n *** is a favorite of mine. When i used the Kingdom of Terra puny baby tractor beam drill ship, it just wasn't that satisfying. The riptide is that and more. I can't wait to use the multiplayer mod and have a friend ride a drillship into some poor stunlocked ship.

That being said, the riptide feels incredibly strong. (it could be that i used the Kingdom of Terra Integral density hullmod that increases mass by 65%)
But most of the time if i pull a ship in and release right before it gets pulled all the way in, the ship explodes almost immediately. I don't know if it's some interaction with the station armor segments, but if i slap a ship with those meaty paws it dies.

Is it just a stupid synergy or is it something with the game physics? It's much, much less common if i keep the tractor beam on the whole time till they melt.



Anyways, keep up the good work, really cool ships!
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: Unknown-J on October 30, 2022, 02:31:03 AM
Thank you ED and Nick for these lovely ships! I'm only sad I didn't see this mod sooner.
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: Shogouki on November 05, 2022, 02:44:38 PM
Hey, I just noticed that despite all of ED's fighters being drones they can't be used on Remnant ships.  Is this intended or an oversight?  I only ask because it looks like Remnant carriers can carry non-Remnant fighters as long as they are unmanned except for ED's.
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: Nick XR on November 06, 2022, 12:38:06 AM
Hey, I just noticed that despite all of ED's fighters being drones they can't be used on Remnant ships.  Is this intended or an oversight?  I only ask because it looks like Remnant carriers can carry non-Remnant fighters as long as they are unmanned except for ED's.

Good catch, I'll try to fix it in the next release!
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: Shogouki on November 06, 2022, 12:39:40 PM
Woot!  Very cool, thank you!
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: Reshy on November 10, 2022, 10:35:58 PM
Noticed an error with some of the hull variants:

(https://i.imgur.com/wvAikEa.png)
(https://i.imgur.com/w4dq1Jc.png)

The Defaults are overcommitted on OP.
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: Vundaex on November 23, 2022, 08:14:19 PM
I don't know if this has been mentioned, but I have the impression that the ships from this particular mod are causing a lot of in-fleet damage.
Wurgandal collision box destroys its own wings; Newfoundland will destroy many of the ships of its fleet before reaching the first enemy, etc.
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: Nick XR on November 23, 2022, 10:05:42 PM
Wurgandal collision box destroys its own wings;
That shouldn't be possible, the collision class prevents this.


Newfoundland will destroy many of the ships of its fleet before reaching the first enemy, etc.

Yeah, it's a real problem.  The friendly ships don't seem to want to avoid it.
I deal with that by piloting it myself :shrug:
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: Vundaex on November 24, 2022, 10:55:42 AM
That shouldn't be possible, the collision class prevents this.

Was it changed recently? I may be using an older version.
If not, then I can confirm the Wurgandal does destroy its own wings.
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: Nick XR on November 24, 2022, 06:41:13 PM
That shouldn't be possible, the collision class prevents this.

Was it changed recently? I may be using an older version.
If not, then I can confirm the Wurgandal does destroy its own wings.

Fighters shouldn't be able to collide with any ships. I haven't seen it on the current release of 2.5.3 and I've been playing a fair bit with it lately.  Can you get it to happen in the simulator without any other crazy mods (especially hullmods)?
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: Vundaex on November 24, 2022, 08:08:26 PM
Fighters shouldn't be able to collide with any ships. I haven't seen it on the current release of 2.5.3 and I've been playing a fair bit with it lately.  Can you get it to happen in the simulator without any other crazy mods (especially hullmods)?

It is true that I have hullmods installed, but afaik only ships from ED Shipyards have this problem.
I'll have another look.
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: CorgisOnDVD on November 25, 2022, 05:20:20 PM
Hello! Great work on your mod so far!

Are you aware that the minimum character level for your mod's magic bounty to spawn is 40? I do not have the mod for levels beyond 15, so it wasn't able to spawn for me (I was able to lower it in the csv files).

Other than that, keep up the great work!
Title: Re: [0.95.1a] ED Shipyards 2.5.3 (2022-10-01)
Post by: Nick XR on November 25, 2022, 10:14:24 PM
Are you aware that the minimum character level for your mod's magic bounty to spawn is 40? I do not have the mod for levels beyond 15, so it wasn't able to spawn for me (I was able to lower it in the csv files).

That was a few versions ago, it's been fixed!
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on November 25, 2022, 10:15:14 PM
2.5.4 released, link in original post

Wurg is slightly buffed, main beam is mega buffed & different (if you didn't like it before, try it now)
Repair drones and especially the repair ship are now worth using
More/New campaign stuff (HVB & Build an ED Submarket)
Various bug fixes and balance tweaks
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Vundaex on November 26, 2022, 08:34:15 PM
2.5.4 released, link in original post

Wurg is slightly buffed, main beam is mega buffed & different (if you didn't like it before, try it now)
Repair drones and especially the repair ship are now worth using
More/New campaign stuff (HVB & Build an ED Submarket)
Various bug fixes and balance tweaks

Hum, been testing the Wurgandal against other modded ships of similar size, and it's getting wiped surprisingly fast.
Even with hullmods providing additional armor it's still pretty weak.
How do you build it and what's your strategy?
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on November 27, 2022, 10:39:38 AM
2.5.4 released, link in original post

Wurg is slightly buffed, main beam is mega buffed & different (if you didn't like it before, try it now)
Repair drones and especially the repair ship are now worth using
More/New campaign stuff (HVB & Build an ED Submarket)
Various bug fixes and balance tweaks

Hum, been testing the Wurgandal against other modded ships of similar size, and it's getting wiped surprisingly fast.
Even with hullmods providing additional armor it's still pretty weak.
How do you build it and what's your strategy?

Heavy Armor, re-enforced hull everywhere.  Main section: hardened & extended shields.  Tachlances and tactical lasers everywhere + Enhanced Optics.  Lots of S-Mods. 

It's not a battering ram like other super caps, but it can hang at range and melt most ships pretty fast and can use the main cannon when the eye is fully functional to obliterate groupings of ships.  And it's easy to flux out if you're careless.

At a high level the goal with all the ships is they should be good and fill a role with a standard loadout and be fun to play. Additionally they should be excellent if you invest S-Mods into them.
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Donahue on November 28, 2022, 01:35:17 AM
Hi, is 2.5.4 update save compatible with 2.5.3?  I got error when loading save
Code
80861 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getStats()Lcom/fs/starfarer/combat/entities/ship/o0OO;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getStats()Lcom/fs/starfarer/combat/entities/ship/o0OO;
at data.scripts.edshipyard.FleetRepairOptimizationsBonusScript.update(FleetRepairOptimizationsBonusScript.java:61)
at data.hullmods.edshipyard.FleetRepairOptimizations.applyEffectsBeforeShipCreation(FleetRepairOptimizations.java:26)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.addHullmodEverywhere(ConcordAssembly.java:326)
at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.onGameLoad(ConcordAssembly.java:196)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.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(Thread.java:748)
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on November 28, 2022, 10:52:55 AM
Hi, is 2.5.4 update save compatible with 2.5.3?  I got error when loading save
Code
80861 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getStats()Lcom/fs/starfarer/combat/entities/ship/o0OO;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getStats()Lcom/fs/starfarer/combat/entities/ship/o0OO;
at data.scripts.edshipyard.FleetRepairOptimizationsBonusScript.update(FleetRepairOptimizationsBonusScript.java:61)
at data.hullmods.edshipyard.FleetRepairOptimizations.applyEffectsBeforeShipCreation(FleetRepairOptimizations.java:26)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.addHullmodEverywhere(ConcordAssembly.java:326)
at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.onGameLoad(ConcordAssembly.java:196)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.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(Thread.java:748)

It should be, are you using the latest version of Starsector?  Do you have any unusual ships in your fleet?
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: NikoTheGuyDude on November 28, 2022, 11:56:36 AM
If that's calling an obfuscated method, it can crash if the mod is used on a operating system that differs from the one the mod was made on, because the method names are obfuscated differently based on OS.
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on November 28, 2022, 12:16:25 PM
If that's calling an obfuscated method, it can crash if the mod is used on a operating system that differs from the one the mod was made on, because the method names are obfuscated differently based on OS.

That's good to know and would explain this.  I'll create a hot-fix today.  Thanks!
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on November 28, 2022, 02:18:00 PM
Hi, is 2.5.4 update save compatible with 2.5.3?  I got error when loading save

Hotfix is up, please redownload.  Sorry for the trouble!
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: RandomSurvivor on November 29, 2022, 01:54:24 AM
Hi, having an error in current save. It pops up whenever I try to enter a system. It only started a while into the campaign. New here so sorry if this is the wrong place to report it.

Code
170745 [Thread-3] ERROR data.scripts.edshipyard.rulecmd.ChupacabraAmbushFleetsBountyCommand  - Unable to get MagicBounty: edshipyard_Chupacabra_HVB
java.lang.NullPointerException
at data.scripts.edshipyard.rulecmd.ChupacabraAmbushFleetsBountyCommand.execute(ChupacabraAmbushFleetsBountyCommand.java:39)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.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 data.scripts.bounty.ActiveBounty.runRuleScript(ActiveBounty.java:350)
at data.scripts.bounty.ActiveBounty.endBounty(ActiveBounty.java:286)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:112)
at data.scripts.bounty.MagicBountyCampaignPlugin.pickInteractionDialogPlugin(MagicBountyCampaignPlugin.java:27)
at com.fs.starfarer.campaign.ModAndPluginData$12.super(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.getPriorityPlugin(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.pickInteractionDialogPlugin(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
171001 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.remove(Unknown Source)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:113)
at data.scripts.bounty.MagicBountyCampaignPlugin.pickInteractionDialogPlugin(MagicBountyCampaignPlugin.java:27)
at com.fs.starfarer.campaign.ModAndPluginData$12.super(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.getPriorityPlugin(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.pickInteractionDialogPlugin(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.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)
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on November 29, 2022, 09:13:26 AM
Hi, having an error in current save. It pops up whenever I try to enter a system. It only started a while into the campaign. New here so sorry if this is the wrong place to report it.

Code
170745 [Thread-3] ERROR data.scripts.edshipyard.rulecmd.ChupacabraAmbushFleetsBountyCommand  - Unable to get MagicBounty: edshipyard_Chupacabra_HVB
java.lang.NullPointerException
at data.scripts.edshipyard.rulecmd.ChupacabraAmbushFleetsBountyCommand.execute(ChupacabraAmbushFleetsBountyCommand.java:39)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.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 data.scripts.bounty.ActiveBounty.runRuleScript(ActiveBounty.java:350)
at data.scripts.bounty.ActiveBounty.endBounty(ActiveBounty.java:286)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:112)
at data.scripts.bounty.MagicBountyCampaignPlugin.pickInteractionDialogPlugin(MagicBountyCampaignPlugin.java:27)
at com.fs.starfarer.campaign.ModAndPluginData$12.super(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.getPriorityPlugin(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.pickInteractionDialogPlugin(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
171001 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.remove(Unknown Source)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:113)
at data.scripts.bounty.MagicBountyCampaignPlugin.pickInteractionDialogPlugin(MagicBountyCampaignPlugin.java:27)
at com.fs.starfarer.campaign.ModAndPluginData$12.super(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.getPriorityPlugin(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.pickInteractionDialogPlugin(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.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)

Can you verify your MagicLib is the latest version?  v0.42.1rc3
Based on the stack trace I don't think you have the most modern version.
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: SlavenOlupina on November 29, 2022, 11:29:12 AM
Hi there,

love the mod, wanted to ask about something though.

I got a bar option to spawn ED submarket and spawned it but i can't access it for some reason. Is there prerequisite im not seeing? got 100/100 with independents.

Cheers,
Slaven
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on November 29, 2022, 01:39:21 PM
I got a bar option to spawn ED submarket and spawned it but i can't access it for some reason. Is there prerequisite im not seeing? got 100/100 with independents.

Hmm, is your transponder on?  When you mouse over the submarket, does it give a tip as to why it's disabled?

I'll look at the code that governs this, it's more complex than it probably should be.
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: RandomSurvivor on November 29, 2022, 02:12:13 PM
Can you verify your MagicLib is the latest version?  v0.42.1rc3
Based on the stack trace I don't think you have the most modern version.

It's the experimental version, 0.44.1 on the author's patreon, as the Gundam UC mod listed it as a requirement
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on November 29, 2022, 02:34:51 PM
Can you verify your MagicLib is the latest version?  v0.42.1rc3
Based on the stack trace I don't think you have the most modern version.

It's the experimental version, 0.44.1 on the author's patreon, as the Gundam UC mod listed it as a requirement

Interesting.  The exception appears to be coming from inside Magic Lib.  I'll mention this on their Discord and see what's up.
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on November 29, 2022, 03:07:29 PM
Can you verify your MagicLib is the latest version?  v0.42.1rc3
Based on the stack trace I don't think you have the most modern version.

It's the experimental version, 0.44.1 on the author's patreon, as the Gundam UC mod listed it as a requirement

Interesting.  The exception appears to be coming from inside Magic Lib.  I'll mention this on their Discord and see what's up.

The bug is in MagicLib:

Code
       for (Iterator<Map.Entry<String, ActiveBounty>> iterator = activeBountiesByKey.entrySet().iterator(); iterator.hasNext(); ) {
            Map.Entry<String, ActiveBounty> entry = iterator.next();
            long timestampSinceBountyCreated = Math.max(0, Global.getSector().getClock().getTimestamp() - entry.getValue().getBountyCreatedTimestamp());

            // Clear out old bounties that were never accepted after UNACCEPTED_BOUNTY_LIFETIME_MILLIS days.
            if (timestampSinceBountyCreated > UNACCEPTED_BOUNTY_LIFETIME_MILLIS && entry.getValue().getStage() == ActiveBounty.Stage.NotAccepted) {
                Global.getLogger(MagicBountyCoordinator.class).info(
                        String.format("Removing expired bounty '%s' (not accepted after %d days), \"%s\"",
                                entry.getKey(),
                                timestampSinceBountyCreated / MILLIS_PER_DAY,
                                entry.getValue().getSpec().job_name));
                entry.getValue().endBounty(new ActiveBounty.BountyResult.ExpiredWithoutAccepting());
                iterator.remove();
            } else if (entry.getValue().getStage().ordinal() >= ActiveBounty.Stage.FailedSalvagedFlagship.ordinal()
                    && entry.getValue().getIntel() == null) {
                // Remove bounties that have completed and the intel has timed out.
                iterator.remove();
                getCompletedBounties().add(entry.getKey());
            }

You could see if Gundam could use the stable version?  Failing that if your save is busted let me know and I'll see if I can fix MagicLib (which is a PITA because it's on the spectrum of abandonment)
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: RandomSurvivor on November 29, 2022, 04:48:26 PM
You could see if Gundam could use the stable version?  Failing that if your save is busted let me know and I'll see if I can fix MagicLib (which is a PITA because it's on the spectrum of abandonment)

Trying to revert MagicLib versions causes a crash, looks like it's due to a new feature between 0.42 and 0.44 that adds some functionality back to asteroids. It looks like the save's busted for now. I'd love if you fixed it but if you can't it's no problem, I'll just start a new run, revert MagicLib version, set Gundam's dependency requirement to 0.42 manually and see if it works. Thanks for all your help!
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on November 29, 2022, 06:27:02 PM
You could see if Gundam could use the stable version?  Failing that if your save is busted let me know and I'll see if I can fix MagicLib (which is a PITA because it's on the spectrum of abandonment)

Trying to revert MagicLib versions causes a crash, looks like it's due to a new feature between 0.42 and 0.44 that adds some functionality back to asteroids. It looks like the save's busted for now. I'd love if you fixed it but if you can't it's no problem, I'll just start a new run, revert MagicLib version, set Gundam's dependency requirement to 0.42 manually and see if it works. Thanks for all your help!

Give me 24 hours.  I should be able to sort it out!