Fractal Softworks Forum

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

Title: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
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.2.6.5.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) as well as a few unique bounties. 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 Bounty Ships
Spoiler
(https://i.imgur.com/nj5Mm3e.png)
[close]

Wurgandal
Spoiler
(https://i.imgur.com/RQyGfOB.gif)

Be level  13 or higher
Have a powerful fleet
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 or Prism Freeport (Nexerlin)


Eccentric Designs (ED) Lore
Spoiler
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 innovator 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.
[close]

Changelog
Spoiler
Version 2.6.5
  • Update to SS .97a
  • New Super Ship start for Nexerlin
  • Minor bug fixes

Version 2.6.4
  • Much less likely two newfoundlands will collide
  • Wurg has better AI targeting of ships with modules that report as phase ships
  • Shield breaker (shotgun) sounds redone to better fit with Star Sector, weapon volume lowered
  • Added a new distress encounter


Version 2.6.3
  • Wurgandal buffs: 10% more hull, ~8% more flux dissipation, no zero flux speed penalty, lowered supply usage
  • Newfoundland a bit smarter at activating its anti-missile system


Version 2.6.2
  • New bounty given out by pirates
  • Prism Freeport again has an ED Submarket
  • Newfoundland (the train) now gently pushes away friendly ships it would collide with.  This helps a LOT with collisions.
  • Reduced pirate ship spawn frequency weighting


Version 2.6.1
  • Repair drones now report to Detailed Combat Results their repair data

Version 2.6.0
  • Starsector .96a Upgrade
  • Supports LunaLib
  • Can enable/disable transport & defense fleets
  • Repair drones display damage healed during combat
  • Minor tweaks and cleanup


[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.

Source/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!
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on November 29, 2022, 11:55:50 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!

Try this version:  https://bitbucket.org/NickWWest/edshipyard/downloads/MagicLib_0.44.1-Fixed.zip (https://bitbucket.org/NickWWest/edshipyard/downloads/MagicLib_0.44.1-Fixed.zip)

50/50 it works
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: RandomSurvivor on November 30, 2022, 12:09:57 AM
Code
358678 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Duplicate field params
---- Debugging information ----
message             : Duplicate field params
field               : params
class               : data.scripts.terrain.MagicAsteroidBeltTerrainPlugin
required-type       : data.scripts.terrain.MagicAsteroidBeltTerrainPlugin
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 6299
class[1]            : com.fs.starfarer.campaign.CampaignTerrain
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.CampaignPlanet
class[6]            : com.fs.starfarer.campaign.CircularOrbit
class[7]            : com.fs.starfarer.campaign.econ.Market
class[8]            : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[9]            : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[10]           : com.fs.starfarer.campaign.econ.Economy
class[11]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[12]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[13]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[14]           : com.fs.starfarer.campaign.Hyperspace
class[15]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.oooO
version             : not available
-------------------------------

Got this error instead while trying to load the save. There were a lot more messages, but they seemed to just be tracing the error through from the UI.
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: SlavenOlupina on November 30, 2022, 05:38:11 AM
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.

The tip appears when transponder is off, can't access it with the transponder on though. There is nothing else when i mouse over other than the usual description of the market.

Forgot to mention before but it could have something to do with this. Market spawned on a custom type "Cursed World" called Samael from Hazard Mining Incorporated mod, haven't had it spawn on a vanilla world yet.
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on November 30, 2022, 12:19:24 PM
Code
358678 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Duplicate field params
---- Debugging information ----
message             : Duplicate field params
field               : params
class               : data.scripts.terrain.MagicAsteroidBeltTerrainPlugin
required-type       : data.scripts.terrain.MagicAsteroidBeltTerrainPlugin
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 6299
class[1]            : com.fs.starfarer.campaign.CampaignTerrain
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.CampaignPlanet
class[6]            : com.fs.starfarer.campaign.CircularOrbit
class[7]            : com.fs.starfarer.campaign.econ.Market
class[8]            : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[9]            : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[10]           : com.fs.starfarer.campaign.econ.Economy
class[11]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[12]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[13]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[14]           : com.fs.starfarer.campaign.Hyperspace
class[15]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.oooO
version             : not available
-------------------------------

Got this error instead while trying to load the save. There were a lot more messages, but they seemed to just be tracing the error through from the UI.

I'm not going to be able to fix this, I'm sorry :(

I'm posting in the MagicLib discord to see if I can get them to accept a change to resolve the problem.
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Donahue on December 01, 2022, 09:35:33 AM
Hi, is there a way for me to remove the fighter bay from the Newfoundland's modular section? Which file do I need to edit?  I tried editing edshipyard_newfoundland_combatfreighter.ship and removed

Code
{
      "id": "LB 1",
      "size": "LARGE",
      "type": "LAUNCH_BAY",
      "mount": "HIDDEN",
      "arc": 360,
      "angle": 0,
      "locations": [
        -42, -0,
        -68, -0
      ]
    },
But it had no effect in my save...Maybe I did something wrong?
I wanted to remove the wing because I don't use it for combat, only for freight.  However, the wings count towards the total for the Carrier Group and Fighter Uplink character skill.
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: RandomSurvivor on December 03, 2022, 01:34:43 AM
Hi, I managed to find some time to do more testing, started a new save and it went off without a hitch until I got the same error as the first time, this time using the old version of MagicLib. Then I installed the fixed version over the old one mid-save to try to fix it and got the same error again. Would just like to let you know in case it helps with any debugging.
Here's the error this time.

Code
281597 [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:113)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounty(MagicBountyCoordinator.java:149)
at data.scripts.bounty.MagicBountyIntel.getBounty(MagicBountyIntel.java:60)
at data.scripts.bounty.MagicBountyIntel.advanceImpl(MagicBountyIntel.java:541)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
281873 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.nextNode(HashMap.java:1445)
at java.util.HashMap$EntryIterator.next(HashMap.java:1479)
at java.util.HashMap$EntryIterator.next(HashMap.java:1477)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:103)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounty(MagicBountyCoordinator.java:149)
at data.scripts.bounty.MagicBountyIntel.getBounty(MagicBountyIntel.java:60)
at data.scripts.bounty.MagicBountyIntel.advanceImpl(MagicBountyIntel.java:541)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
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(Thread.java:748)
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on December 03, 2022, 05:38:01 PM
Hi, is there a way for me to remove the fighter bay from the Newfoundland's modular section? Which file do I need to edit?  I tried editing edshipyard_newfoundland_combatfreighter.ship and removed

Code
{
      "id": "LB 1",
      "size": "LARGE",
      "type": "LAUNCH_BAY",
      "mount": "HIDDEN",
      "arc": 360,
      "angle": 0,
      "locations": [
        -42, -0,
        -68, -0
      ]
    },
But it had no effect in my save...Maybe I did something wrong?
I wanted to remove the wing because I don't use it for combat, only for freight.  However, the wings count towards the total for the Carrier Group and Fighter Uplink character skill.

Sorry man, I don't help people mod this mod, I don't have enough time as it is to do what I want and need to do with it as it is.

You can post on the discord, someone might be able to direct you to the correct resource!
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on December 03, 2022, 10:42:37 PM
Hi, I managed to find some time to do more testing, started a new save and it went off without a hitch until I got the same error as the first time, this time using the old version of MagicLib. Then I installed the fixed version over the old one mid-save to try to fix it and got the same error again. Would just like to let you know in case it helps with any debugging.
Here's the error this time.


Would you try the beta build:  https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.5.5B2.zip
and see if that fixes this for you?  I can't repro the issue so I don't have great confidence.
Thanks!
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Wice111 on December 04, 2022, 08:38:11 PM
Hi, I managed to find some time to do more testing, started a new save and it went off without a hitch until I got the same error as the first time, this time using the old version of MagicLib. Then I installed the fixed version over the old one mid-save to try to fix it and got the same error again. Would just like to let you know in case it helps with any debugging.
Here's the error this time.


Would you try the beta build:  https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.5.5B2.zip
and see if that fixes this for you?  I can't repro the issue so I don't have great confidence.
Thanks!
after I tried the beta build and played for a while, I got this (For context, I also got the same problems as RandomSurvivor)

Code
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - NonFatal: Unable to get MagicBounty: 'edshipyard_Chupacabra_HVB' Current active bounties:
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - tahlan_daemons : tahlan_daemons
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - fed_omegaship_bounty : fed_omegaship_bounty
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - edshipyard_Riptide_HVB : edshipyard_Riptide_HVB
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - edshipyard_Gunslinger_HVB : edshipyard_Gunslinger_HVB
654253 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.remove(HashMap.java:1459)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:113)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounty(MagicBountyCoordinator.java:144)
at data.scripts.bounty.MagicBountyIntel.getBounty(MagicBountyIntel.java:60)
at data.scripts.bounty.MagicBountyIntel.advanceImpl(MagicBountyIntel.java:541)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
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(Thread.java:748)
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: BladedQueen on December 04, 2022, 10:34:04 PM
Those Retriever carriers are brutal when paired with Dun Scaiths in Legio Infernalis fleets. Some fun designs here. I regularly use the Papillon bomber and the large missile hardpoint version of their weapon.
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on December 05, 2022, 09:28:04 AM
Hi, I managed to find some time to do more testing, started a new save and it went off without a hitch until I got the same error as the first time, this time using the old version of MagicLib. Then I installed the fixed version over the old one mid-save to try to fix it and got the same error again. Would just like to let you know in case it helps with any debugging.
Here's the error this time.


Would you try the beta build:  https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.5.5B2.zip
and see if that fixes this for you?  I can't repro the issue so I don't have great confidence.
Thanks!
after I tried the beta build and played for a while, I got this (For context, I also got the same problems as RandomSurvivor)

Code
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - NonFatal: Unable to get MagicBounty: 'edshipyard_Chupacabra_HVB' Current active bounties:
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - tahlan_daemons : tahlan_daemons
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - fed_omegaship_bounty : fed_omegaship_bounty
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - edshipyard_Riptide_HVB : edshipyard_Riptide_HVB
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - edshipyard_Gunslinger_HVB : edshipyard_Gunslinger_HVB
654253 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.remove(HashMap.java:1459)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:113)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounty(MagicBountyCoordinator.java:144)
at data.scripts.bounty.MagicBountyIntel.getBounty(MagicBountyIntel.java:60)
at data.scripts.bounty.MagicBountyIntel.advanceImpl(MagicBountyIntel.java:541)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
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(Thread.java:748)

I've uploaded a new beta:  https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.5.5B3.zip
*might* fix your issue, would you try it again?  If you're up for it, if you could put on megaupload (or somewhere) a copy of your mods and save I can debug this locally and fix it pretty fast.

Thanks!
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: n3xuiz on December 06, 2022, 02:03:08 AM
i just started a new run with the 2.5.4 version of ED Shipyards enabled. After a while i had an encounter in my planets bar asking if i wanted a ED submarket installed in my colony. i agreed and now i have these ED fleets doing trade or whatever. But the submarket is greyed out even though i have 100 rep with independents. is this intended? i originally thought i'd be able to buy/sell on those markets.

also thx for keeping this mod alive!
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Wice111 on December 06, 2022, 03:25:54 AM
Hi, I managed to find some time to do more testing, started a new save and it went off without a hitch until I got the same error as the first time, this time using the old version of MagicLib. Then I installed the fixed version over the old one mid-save to try to fix it and got the same error again. Would just like to let you know in case it helps with any debugging.
Here's the error this time.


Would you try the beta build:  https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.5.5B2.zip
and see if that fixes this for you?  I can't repro the issue so I don't have great confidence.
Thanks!
after I tried the beta build and played for a while, I got this (For context, I also got the same problems as RandomSurvivor)

Code
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - NonFatal: Unable to get MagicBounty: 'edshipyard_Chupacabra_HVB' Current active bounties:
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - tahlan_daemons : tahlan_daemons
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - fed_omegaship_bounty : fed_omegaship_bounty
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - edshipyard_Riptide_HVB : edshipyard_Riptide_HVB
654158 [Thread-3] WARN  data.scripts.edshipyard.rulecmd.EDMagicBountyCommand  - edshipyard_Gunslinger_HVB : edshipyard_Gunslinger_HVB
654253 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.remove(HashMap.java:1459)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounties(MagicBountyCoordinator.java:113)
at data.scripts.bounty.MagicBountyCoordinator.getActiveBounty(MagicBountyCoordinator.java:144)
at data.scripts.bounty.MagicBountyIntel.getBounty(MagicBountyIntel.java:60)
at data.scripts.bounty.MagicBountyIntel.advanceImpl(MagicBountyIntel.java:541)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
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(Thread.java:748)

I've uploaded a new beta:  https://bitbucket.org/NickWWest/edshipyard/downloads/EDShipyard.2.5.5B3.zip
*might* fix your issue, would you try it again?  If you're up for it, if you could put on megaupload (or somewhere) a copy of your mods and save I can debug this locally and fix it pretty fast.

Thanks!

Still got the same error tho. Here are my mods and save
 
https://mega.nz/file/IpgVlCAb#0AOoL8la-JNk2oZyE0JtLYKeRz9dKFVVotbjflog2TI
https://mega.nz/file/F5JDnT7b#t7bHU1BmiTIYblyXS4-BlMqK_iy5v0Zby8gMubvwELQ

Thanks for the help!
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on December 06, 2022, 09:11:59 AM
i just started a new run with the 2.5.4 version of ED Shipyards enabled. After a while i had an encounter in my planets bar asking if i wanted a ED submarket installed in my colony. i agreed and now i have these ED fleets doing trade or whatever. But the submarket is greyed out even though i have 100 rep with independents. is this intended? i originally thought i'd be able to buy/sell on those markets.

also thx for keeping this mod alive!

Try the beta patch a few posts earlier, it should be fixed in that.
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Nick XR on December 06, 2022, 10:56:10 AM

Still got the same error tho. Here are my mods and save
 
https://mega.nz/file/IpgVlCAb#0AOoL8la-JNk2oZyE0JtLYKeRz9dKFVVotbjflog2TI
https://mega.nz/file/F5JDnT7b#t7bHU1BmiTIYblyXS4-BlMqK_iy5v0Zby8gMubvwELQ

Thanks for the help!

Thanks, I've been able to repro it, I should be able to fix it, but might take a day or so.
Best way to prevent this from looking at the code is to accept the Chupacabra mission as soon as you see it.  That should prevent MagicLib from having issues.
Title: Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
Post by: Hushed on December 07, 2022, 11:42:59 AM
i just started a new run with the 2.5.4 version of ED Shipyards enabled. After a while i had an encounter in my planets bar asking if i wanted a ED submarket installed in my colony. i agreed and now i have these ED fleets doing trade or whatever. But the submarket is greyed out even though i have 100 rep with independents. is this intended? i originally thought i'd be able to buy/sell on those markets.

also thx for keeping this mod alive!
Is your transponder on?
Title: Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
Post by: Nick XR on December 07, 2022, 11:46:41 AM
Version 2.5.5 Released
Title: Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
Post by: Wice111 on December 07, 2022, 05:37:35 PM
thank you very much!! ;D
Title: Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
Post by: Nick XR on December 08, 2022, 11:03:58 AM
thank you very much!! ;D

Thank you!  Only because of your repro was I able to fix it!
Title: Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
Post by: Lone_Ape on December 10, 2022, 04:24:25 AM
This mod either on its own, or in combination with one of my mods just eats all the ram i give it.
(https://i.imgur.com/zB6oIPi.png)
Mod list:
Spoiler
(https://i.imgur.com/YqUQaBk.png)(https://i.imgur.com/65amZdl.png)
[close]
I've been trying to kill this bounty but after a few minutes the game just starts freezing so hard that its 4s of freeze time and one shot from heavy blasters on repeat, im starting to pull my hair out at this point.

I think the most ram eating happens when the wall opens up with all the dakka (2nd ship)
(https://i.imgur.com/3V8HHvX.png)
This is the only combat instance in which this has happened, ive killed ordos, ive killed blackrock, no lag, never dipping below 60fps.
Have a ryzen 5 3600 with gtx 970, 16gb of 3.1ghz ram of which im feeding 8gb to starsector

Attached save file - https://mega.nz/file/1TgDUIDQ#ece4FzkmRxhHh2SUss9J1pkwlZyZYsliaoLiCqAZe9A
Attached complete modlist - https://mega.nz/file/RTIT1BrK#j9RdnfGAqwmjXJgH0AOH5CDHJrdLjvZgVzsRW_c49FA
Running 0.95.1a RC6

Updating to ED 2.5.5 from 2.5.4 changed nothing, something leaks memory like crazy
Of course it could be something else entirely
Title: Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
Post by: Nick XR on December 11, 2022, 12:09:06 AM
This mod either on its own, or in combination with one of my mods just eats all the ram i give it.

Update your Detailed Combat Results (https://fractalsoftworks.com/forum/index.php?topic=11551.0) to the latest version (5.3.0)

Title: Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
Post by: KaTzE06 on December 11, 2022, 04:57:54 AM
Hey Nick XR, i dont know if this is supposed to happen so i put it into a spoiler.
Spoiler
I got the crash cause of the ambush fleet. now i updated the mod and i dont get the crash but i get now contact with an invisible fleet and the popup from the contact
goes away after some milliseconds and i cant read it or respond to it. then my ships are in combat while i am still on the map. i get xp for my ships dying and my fleet gets killed
and i cant do anything against it.
[close]

if you need anything else if this is a bug im glad to help
Title: Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
Post by: Nick XR on December 11, 2022, 10:30:56 AM
Hey Nick XR, i dont know if this is supposed to happen so i put it into a spoiler.
Spoiler
I got the crash cause of the ambush fleet. now i updated the mod and i dont get the crash but i get now contact with an invisible fleet and the popup from the contact
goes away after some milliseconds and i cant read it or respond to it. then my ships are in combat while i am still on the map. i get xp for my ships dying and my fleet gets killed
and i cant do anything against it.
[close]

if you need anything else if this is a bug im glad to help

If you could upload your save and mods to megadrive I'll take a look.  Or if you just want to get it working, you could install the mod ConsoleCommands and bring up the console in battle and type "nuke" a few times and you'll win.  That will hopefully get you past the encounter.
Title: Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
Post by: KaTzE06 on December 11, 2022, 12:19:22 PM
im not even sure if its cause of that bounty. but here is the save and the mods i used. and nuking with console dont work cause i dont get pulled into a battle.
savegame https://mega.nz/file/GNVWhTpA#MrwXdh1GSYBDDSKn6rawmKO7fWaKye_YRXwl2QxDoms
mods https://mega.nz/file/vM8E2DZK#yyLAkjV_gRRu0sfyzD84tU-odFcZQpC50H-Wl9Kclqk
you have to wait some days in game to encounter it. i think its around day 23 in the current month
Title: Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
Post by: Nick XR on December 11, 2022, 02:47:16 PM
im not even sure if its cause of that bounty. but here is the save and the mods i used. and nuking with console dont work cause i dont get pulled into a battle.
savegame https://mega.nz/file/GNVWhTpA#MrwXdh1GSYBDDSKn6rawmKO7fWaKye_YRXwl2QxDoms
mods https://mega.nz/file/vM8E2DZK#yyLAkjV_gRRu0sfyzD84tU-odFcZQpC50H-Wl9Kclqk
you have to wait some days in game to encounter it. i think its around day 23 in the current month

OK, I have a fix that will work, but I have to clean it up and package it, then I'll release a bugfix sometime tonight.  Sorry for the trouble
If you want a work-around, you can get console commands and use the magic lib command to force start the bounty edshipyard_Chupacabra_HVB
Title: Re: [0.95.1a] ED Shipyards 2.5.6 (2022-12-11)
Post by: Nick XR on December 11, 2022, 10:42:35 PM
ED Shipyards 2.5.6 Released

Fix for Magic Bounty issue
Prevent Wurg from venting while Maw is firing

Save compatible with anything after 2.4.X
Safe to add mid playthrough


Thanks everyone for the repro cases
Title: Re: [0.95.1a] ED Shipyards 2.5.6 (2022-12-11)
Post by: gofastskatkat on January 21, 2023, 11:18:50 PM
hey, sorry for semi-necro, but Im getting this error/crash on launch

37782 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [edshipyard_wurg_sensor] not found in ship_systems.csv
37925 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ôO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] ED Shipyards 2.5.6 (2022-12-11)
Post by: Nick XR on January 22, 2023, 12:38:03 AM
hey, sorry for semi-necro, but Im getting this error/crash on launch

37782 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [edshipyard_wurg_sensor] not found in ship_systems.csv
37925 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ôO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


What version did you upgrade from?  Did you delete before you copied in the new bits?
Title: Re: [0.95.1a] ED Shipyards 2.5.6 (2022-12-11)
Post by: gofastskatkat on January 22, 2023, 09:05:23 AM
hey, sorry for semi-necro, but Im getting this error/crash on launch

37782 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [edshipyard_wurg_sensor] not found in ship_systems.csv
37925 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ôO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


What version did you upgrade from?  Did you delete before you copied in the new bits?

Thought I did a fresh install of everything, but deleted and redownload the mod and no longer have that issue... Weird lol
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Nick XR on January 29, 2023, 11:32:39 AM
Version 2.5.7 Released
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: djcian on February 19, 2023, 05:23:49 PM
love the unique ships and designs in this mod, and while the giant train freighter is a really cool concept, the ai appears to completely ignore it, crash into it, and explode almost instantly.  so any battle involving it results in about a quarter of my fleet suiciding into it. 
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Nick XR on February 19, 2023, 06:20:11 PM
love the unique ships and designs in this mod, and while the giant train freighter is a really cool concept, the ai appears to completely ignore it, crash into it, and explode almost instantly.  so any battle involving it results in about a quarter of my fleet suiciding into it.

Yeah, it has problems to say the least, I've tried a few things to attempt to fix it without any luck.  It does OK in player hands if you know how to avoid friendlies (it does pretty well a doing a "Thunder Run" through enemy lines).  Even if I fix the AI collision issue the AI for getting into anything like a good firing position is not great.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Dinvan on February 22, 2023, 04:08:13 PM
Just wanted to say thank you for the amazing mod, but would like to request that the Wurgandal and Chupacabra  be made tankier. Right now they dont stand up to other ships in the same class from other mods and I love those two ships :p lol wish they had more tank/flux. Perhaps also a targeting supercomputer for the wurgandal.

Once again thanks for the amazing mod.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Warnoise on March 04, 2023, 10:16:57 AM
One of the best ship mods I've ever played with. The ships are so fun and their design is beautiful. I just wish there were more weapons but the mod is still great!

Edit: some ED shipyard weapons need some buff imo.

Like for example the mega shield breaker. I wish the ammo limit is dropped because it significantly drop its dps. Considering its range it should be a killer weapon.

Next the light scatter cannon. The idea is nice but the dmg is too low. It takes a long time to kill anything. Even when installed in mass on the bullmastiff, torpedoes and missiles are landing almost unscathed.

Heavy grapeshot cannon also needs a slight buff. Considering its damage scatter over an area, it takes a long time to eat through armor. It's good as a fighter repellent though

Even as a fighter screen it isn't good due to its low damage. I think it needs a buff in dmg
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: HopeFall on March 13, 2023, 06:45:02 PM
I'm glad this is still being worked on. It's always been a weird ship pack that doesn't fit anywhere, yet has some of the most ambitious and weird ideas; I love it.

My only wish is that the Newfoundland functioned better in combat. I'd love for it to twist like a snake instead of like a stick bending slightly. Perhaps if the compartments could be spaced further apart and 'bump' forward and back a little. It just feels too rigid, making it a bit unpleasant. Changing full steam ahead to forcing you to max speed, while providing every compartment with damage resistance and flux dissipation could be incredibly neat, letting you do drive by's or plow through enemy lines. As it is, it's not a ship I think anyone realistically brings.

The Carolina still sounds gross enough for me to never run it. The sound effect seems like a slightly distorted actual revolver, which is somewhat unpleasant to the ears and stands out compared to every other weapon in Starsector, modded or otherwise. If some alternative could be looked into? Make it a bit sexier?

Edit
I strongly suggest taking Warnoise's suggestions with a bit of salt. The Shield Breaker is extremely broken when combined with many other popular mods. I think expecting anyone to run EdShipyards and nothing else is being silly. Hullmods like Split Chamber and certain ships (Predator X) make obscene use of the shield breaker weapons, especially any ship that has the speed to cycle engage. I'd say they're outright OP, but only when combined with other mods.

Which is sort of my experience with ED Shipyards. Maybe the weapons are all perfectly balanced with Vanilla, but with my 40+ mods, Ed Shipyard weapons consistently seem capable of being abused over any other modded arsenal. I would strongly be wary of making Shield Breaker weapons even better than they are.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Nick XR on March 14, 2023, 09:40:29 AM
I'm glad this is still being worked on. It's always been a weird ship pack that doesn't fit anywhere, yet has some of the most ambitious and weird ideas; I love it.
Thanks!  The primary goal with the ships is to be fun and different from the usual. 

My only wish is that the Newfoundland functioned better in combat. I'd love for it to twist like a snake instead of like a stick bending slightly. Perhaps if the compartments could be spaced further apart and 'bump' forward and back a little. It just feels too rigid, making it a bit unpleasant. Changing full steam ahead to forcing you to max speed, while providing every compartment with damage resistance and flux dissipation could be incredibly neat, letting you do drive by's or plow through enemy lines. As it is, it's not a ship I think anyone realistically brings.
The Newfoundland has real AI issues that I haven't been able to resolve despite numerous attempts. It does well in player hands especially if you can cover it in SMods (but then again, what ship doesn't).

The Carolina still sounds gross enough for me to never run it. The sound effect seems like a slightly distorted actual revolver, which is somewhat unpleasant to the ears and stands out compared to every other weapon in Starsector, modded or otherwise. If some alternative could be looked into? Make it a bit sexier?
Interesting.  I'll take a look at it.


Edit
I strongly suggest taking Warnoise's suggestions with a bit of salt. The Shield Breaker is extremely broken when combined with many other popular mods. I think expecting anyone to run EdShipyards and nothing else is being silly. Hullmods like Split Chamber and certain ships (Predator X) make obscene use of the shield breaker weapons, especially any ship that has the speed to cycle engage. I'd say they're outright OP, but only when combined with other mods.

Which is sort of my experience with ED Shipyards. Maybe the weapons are all perfectly balanced with Vanilla, but with my 40+ mods, Ed Shipyard weapons consistently seem capable of being abused over any other modded arsenal. I would strongly be wary of making Shield Breaker weapons even better than they are.

Consistently, across many mods, the most OP stuff that people still try to pass off as not OP are hullmods that can be installed on any ship.  Mod authors can't balance for stuff that makes no attempt to be balanced with Vanilla. (I think the OP stuff is fun however!!)

That said, with the shield breaker's low range and inability to do focused damage to a specific point on a ship that makes it at best a suicide pact weapon in a real, dangerous fleet battle.  Lots of weapons look interesting or OP in the simulator vs a lone Onslaught, but weapon and ship utility when squaring off against multiple ordos is the real litmus test.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Dadada on March 14, 2023, 02:20:10 PM
Next the light scatter cannon. The idea is nice but the dmg is too low. It takes a long time to kill anything. Even when installed in mass on the bullmastiff, torpedoes and missiles are landing almost unscathed.
It performs above average for the OP as a small PD I'd say, has good range for PD plus it is not single target PD as far as I can remember, AOE + chance to chain to next target if I am not mistaken. I really like the light scatter cannon. So, I strongly disagree with buffing it, imo it is more than fine the way it is, inb4 nerf :D...
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: HopeFall on March 14, 2023, 02:55:35 PM
I think that's fair. It depends. I certainly don't normally equip say, a Capital with shield breaker weapons. But in the hands of a player of a pack of frigates? Shield Breaker weapons are amazing. They let frigs overload capitals/cruisers/destroyers with incredible ease. It's disgustingly amazing.

I'm 100% behind self balance. You can choose not to use a weapon, and OP stuff is, indeed, incredibly fun. My remark was simply being careful of buffing something I already view as extremely OP with the right tactics/hands.

Reminds me of Fighter Clamps. I think it's a completely garbage mod that I never use despite desperately wanting all fighter fleets. I wish it had an S-Mod bonus or something to make it worth picking up because no ability to make new fighters is god awful.

...And yet, apparently, some people have used it with the right builds to make it an incredibly broken mod. Certainly not for my casual use. I think Shield Breaker fits into it, with the right ship/combo/amount of ships it's stupid good. Kinda like saturation/long distance missiles. You just need the right fleet to see how absolutely amazingly broken it is, and I love it.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Warnoise on March 14, 2023, 05:56:48 PM
Next the light scatter cannon. The idea is nice but the dmg is too low. It takes a long time to kill anything. Even when installed in mass on the bullmastiff, torpedoes and missiles are landing almost unscathed.
It performs above average for the OP as a small PD I'd say, has good range for PD plus it is not single target PD as far as I can remember, AOE + chance to chain to next target if I am not mistaken. I really like the light scatter cannon. So, I strongly disagree with buffing it, imo it is more than fine the way it is, inb4 nerf :D...

It absolutely needs point defense hullmod to be good. Otherwise it is best used as hull breaker rather than pd.

I'm glad this is still being worked on. It's always been a weird ship pack that doesn't fit anywhere, yet has some of the most ambitious and weird ideas; I love it.

My only wish is that the Newfoundland functioned better in combat. I'd love for it to twist like a snake instead of like a stick bending slightly. Perhaps if the compartments could be spaced further apart and 'bump' forward and back a little. It just feels too rigid, making it a bit unpleasant. Changing full steam ahead to forcing you to max speed, while providing every compartment with damage resistance and flux dissipation could be incredibly neat, letting you do drive by's or plow through enemy lines. As it is, it's not a ship I think anyone realistically brings.

The Carolina still sounds gross enough for me to never run it. The sound effect seems like a slightly distorted actual revolver, which is somewhat unpleasant to the ears and stands out compared to every other weapon in Starsector, modded or otherwise. If some alternative could be looked into? Make it a bit sexier?

Edit
I strongly suggest taking Warnoise's suggestions with a bit of salt. The Shield Breaker is extremely broken when combined with many other popular mods. I think expecting anyone to run EdShipyards and nothing else is being silly. Hullmods like Split Chamber and certain ships (Predator X) make obscene use of the shield breaker weapons, especially any ship that has the speed to cycle engage. I'd say they're outright OP, but only when combined with other mods.

Which is sort of my experience with ED Shipyards. Maybe the weapons are all perfectly balanced with Vanilla, but with my 40+ mods, Ed Shipyard weapons consistently seem capable of being abused over any other modded arsenal. I would strongly be wary of making Shield Breaker weapons even better than they are.

"the weapon when combined with a CERTAIN modded hullmod on a CERTAIN modded ship becomes broken so it's balanced!1!1!1"

What kind of logic is this lol

I played a playthrough using only ED ships while playing around with ED weapons. I don't know what broken mods you playing with so if you gonna speak balance compare the weapon to its vanilla counterparts rather than other op mods or some crap. What you saying applies to almost every weapon in the game (op or not) so let's not open that can of worms.

That being said, the shieldbrealer is a 450 range weapon that needs 20 op. I tried it with extended magazine because otherwise the ammo runs out way too quickly. So count around 30 op on a capital to use this weapon. I tried it on the bullmastiff because it has the means to get close pretty quickly. You not only have to be literally at point blank range to do full damage with it, you also have to hit a capital ship or something to do full damage because the scatter is so huge that most of the bullets don't hit the target. Its performance was extremely lackluster in a late game battle against remnants.

In the end I ditched that weapon and went for storm needler instead. In close quarters I need a weapon that put constant pressure on the shield to not let the target shield tank missiles and armor shred weapon, not a weapon that runs out of ammo in the middle of the engagement while being right close to the enemy.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Nick XR on March 14, 2023, 10:29:36 PM
That being said, the shieldbrealer is a 450 range weapon that needs 20 op. I tried it with extended magazine because otherwise the ammo runs out way too quickly. So count around 30 op on a capital to use this weapon. I tried it on the bullmastiff because it has the means to get close pretty quickly. You not only have to be literally at point blank range to do full damage with it, you also have to hit a capital ship or something to do full damage because the scatter is so huge that most of the bullets don't hit the target. Its performance was extremely lackluster in a late game battle against remnants.

Worth noting is the Shield Breaker weapons do significantly more damage as the targets flux gets higher, almost 2x when the target is near max. 

I'll look into giving it a bit more ammo and increasing the extra flux based damage ramp rate, but generally I like how the weapon feels wonky.  There are plenty of reasonable, predictable, and more generalizable weapons in the game than the SB ones, so I'm fine with having an odd-duck that plays a bit differently, even if it's sub optimal most of the time.

Also I super appreciate all of the feedback!  I read it all and consider it all.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: HopeFall on March 14, 2023, 11:56:34 PM
"the weapon when combined with a CERTAIN modded hullmod on a CERTAIN modded ship becomes broken so it's balanced!1!1!1"

What kind of logic is this lol

I guarantee the amount of people running solely ED Shipyards can be counted on maybe a hand or two. Nex ended up breaching an outrageous amount of page views recently (for which it was congratulated). The discussion pages of several mods have ridiculous amounts of the total forum pop in them. Mods are expected to interact with each other and consider each other, as is the case in Skyrim. Rimworld. Kenshi. And here, amongst every other modding sphere.

If you'd like, I could run some sims and go Remnant hunting and put together a Youtube vid of some vanilla ships with Shield Breaker kits if you're truly unaware of how strong they can be en masse. But you're acting like it's an utter shock that there's any mod interaction.  :o
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Nick XR on March 15, 2023, 12:02:59 AM
If you'd like, I could run some sims and go Remnant hunting and put together a Youtube vid of some vanilla ships with Shield Breaker kits if you're truly unaware of how strong they can be en masse.

Not gonna lie, I'm super interested in the shield breaker wolf pack. 
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Dadada on March 15, 2023, 12:36:37 AM
Next the light scatter cannon. The idea is nice but the dmg is too low. It takes a long time to kill anything. Even when installed in mass on the bullmastiff, torpedoes and missiles are landing almost unscathed.
It performs above average for the OP as a small PD I'd say, has good range for PD plus it is not single target PD as far as I can remember, AOE + chance to chain to next target if I am not mistaken. I really like the light scatter cannon. So, I strongly disagree with buffing it, imo it is more than fine the way it is, inb4 nerf :D...
It absolutely needs point defense hullmod to be good. Otherwise it is best used as hull breaker rather than pd.

It does not afaik; According to my experience it performs better than the vulcan for the same OP of 4, 500 frag dps vs 300 frag dps but 250 range vs 550; there is also the chain hit mechanic. Numbers from memory.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: AshGorechild on March 25, 2023, 07:27:01 PM
The Wurgandal isn't showing up anywhere. I have 100 Rep with Independents and I'm at a higher level than 13, I might be around 17 or so. (I have a uncapper for levels) Any help? I've checked all over bounty boards and bars in the Independent stations and planets.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Nick XR on March 25, 2023, 10:01:35 PM
The Wurgandal isn't showing up anywhere. I have 100 Rep with Independents and I'm at a higher level than 13, I might be around 17 or so. (I have a uncapper for levels) Any help? I've checked all over bounty boards and bars in the Independent stations and planets.

Make sure your fleet is powerful-ish (probably is).  Go to Nova Maxios and just check there every 20 days or so.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: AshGorechild on March 26, 2023, 09:29:49 AM
The Wurgandal isn't showing up anywhere. I have 100 Rep with Independents and I'm at a higher level than 13, I might be around 17 or so. (I have a uncapper for levels) Any help? I've checked all over bounty boards and bars in the Independent stations and planets.

Make sure your fleet is powerful-ish (probably is).  Go to Nova Maxios and just check there every 20 days or so.

How do I know if my fleet is strong enough? Is it an integer or something?
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Nick XR on March 26, 2023, 03:50:26 PM
The Wurgandal isn't showing up anywhere. I have 100 Rep with Independents and I'm at a higher level than 13, I might be around 17 or so. (I have a uncapper for levels) Any help? I've checked all over bounty boards and bars in the Independent stations and planets.

Make sure your fleet is powerful-ish (probably is).  Go to Nova Maxios and just check there every 20 days or so.

How do I know if my fleet is strong enough? Is it an integer or something?

No idea actually :/ 
Have at least 5 capitals in it.  It's a check to ensure you can't take the mission to kill a really hard fleet with a few frigates.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: EvelynLewis on March 27, 2023, 03:04:05 AM
The shield-breaker wolf pack really piques my interest.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: AshGorechild on March 30, 2023, 11:28:18 AM
The Wurgandal isn't showing up anywhere. I have 100 Rep with Independents and I'm at a higher level than 13, I might be around 17 or so. (I have a uncapper for levels) Any help? I've checked all over bounty boards and bars in the Independent stations and planets.

Make sure your fleet is powerful-ish (probably is).  Go to Nova Maxios and just check there every 20 days or so.

How do I know if my fleet is strong enough? Is it an integer or something?

No idea actually :/ 
Have at least 5 capitals in it.  It's a check to ensure you can't take the mission to kill a really hard fleet with a few frigates.

Having a Paragon, Onslaught, Pelican, Heron, and a midline carrier as my main ships seemed to be what I needed. Can you give me any tips to help me bring down such a massive fleet of such strong ships?
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Nick XR on March 30, 2023, 02:29:54 PM
Having a Paragon, Onslaught, Pelican, Heron, and a midline carrier as my main ships seemed to be what I needed. Can you give me any tips to help me bring down such a massive fleet of such strong ships?

It's supposed to be an end-game challenge, so have an end-game caliber fleet!
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Warnoise on March 30, 2023, 04:18:59 PM
Next the light scatter cannon. The idea is nice but the dmg is too low. It takes a long time to kill anything. Even when installed in mass on the bullmastiff, torpedoes and missiles are landing almost unscathed.
It performs above average for the OP as a small PD I'd say, has good range for PD plus it is not single target PD as far as I can remember, AOE + chance to chain to next target if I am not mistaken. I really like the light scatter cannon. So, I strongly disagree with buffing it, imo it is more than fine the way it is, inb4 nerf :D...
It absolutely needs point defense hullmod to be good. Otherwise it is best used as hull breaker rather than pd.

It does not afaik; According to my experience it performs better than the vulcan for the same OP of 4, 500 frag dps vs 300 frag dps but 250 range vs 550; there is also the chain hit mechanic. Numbers from memory.

You missed a very crucial point: one is scatter damage and the other is concentrated damage.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: AshGorechild on March 31, 2023, 11:37:47 PM
Having a Paragon, Onslaught, Pelican, Heron, and a midline carrier as my main ships seemed to be what I needed. Can you give me any tips to help me bring down such a massive fleet of such strong ships?

It's supposed to be an end-game challenge, so have an end-game caliber fleet!

Well, any ship recommendations, in that case? I have the Riptide and it's cutting through Remnants with ease, but I'm still concerned.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Nick XR on April 01, 2023, 10:53:03 PM
Having a Paragon, Onslaught, Pelican, Heron, and a midline carrier as my main ships seemed to be what I needed. Can you give me any tips to help me bring down such a massive fleet of such strong ships?

It's supposed to be an end-game challenge, so have an end-game caliber fleet!

Well, any ship recommendations, in that case? I have the Riptide and it's cutting through Remnants with ease, but I'm still concerned.

I could give you good advice, along with others, but I really believe that would take some of the fun out of the game.   If you're really worried, make a save before you have a go at it and see how you do.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: drinkmyvomit69 on April 17, 2023, 05:33:10 AM
Bought the ED Shipyard addon with Udanna Station while playing as the Iron Shell and it's grayed out and says unable to be used Defunct cause of hostile takeover. Spend a million dollars to have the blueprints in the game. Just wondering if I'm missing something.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Nick XR on April 17, 2023, 10:04:47 AM
Bought the ED Shipyard addon with Udanna Station while playing as the Iron Shell and it's grayed out and says unable to be used Defunct cause of hostile takeover. Spend a million dollars to have the blueprints in the game. Just wondering if I'm missing something.

Looking at the code for it to be active it requires that the colony is either independent owned OR player owned. 
Who is the owner of the colony currently?  Were they they owner when you bought the market?
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: drinkmyvomit69 on April 17, 2023, 01:40:05 PM
So it's technically Iron Shell owned and I'm the governor of it' damn might have to make a new playthrough now or get the colony out right from the Iron Shell.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Nick XR on April 17, 2023, 02:44:26 PM
From looking at the code (https://bitbucket.org/NickWWest/edshipyard/src/develop/src/data/scripts/edshipyard/campaign/intel/bar/events/EDSubmarketBarEvent.java) here's all the criteria required to buy the submarket:
        // Has not bought one already (only allowed one)
        // has a standing of 90+ with independents
        // is size 6 or larger
        // has orbital works or the other one
        // this place doesn't have one

How are you a governor of it? Does that happen when you're commissioned and capture/settled a planet?  I've only ever taken/colonized worlds when I wasn't a part of a faction.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: drinkmyvomit69 on April 17, 2023, 04:39:26 PM
When you're commissioned so with the Nex Mod it allows you to be commissioned so when I take over stuff it takes it over for the faction that I'm in but when I colonize planets it allows me to have them as my own planet. Also kinda mad cause they come to you want you've got a size 5 or 6 planet and tell you it can't be placed on any other planet once you spend your million dollars.   
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: Nick XR on April 17, 2023, 04:45:18 PM
When you're commissioned so with the Nex Mod it allows you to be commissioned so when I take over stuff it takes it over for the faction that I'm in but when I colonize planets it allows me to have them as my own planet. Also kinda mad cause they come to you want you've got a size 5 or 6 planet and tell you it can't be placed on any other planet once you spend your million dollars.

OK, thanks for the info.  I'll try to repro it and see what I can do to prevent it from happening.
Title: Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
Post by: drinkmyvomit69 on April 17, 2023, 10:26:38 PM
thank you it's not a problem and I do enjoy the ship blueprints that I've acquired really love the names of the ships.  ;D
Title: Re: [0.96a] ED Shipyards 2.6.0 (2023-05-08)
Post by: Nick XR on May 09, 2023, 12:03:04 AM
Version 2.6.0
Title: Re: [0.96a] ED Shipyards 2.6.0 (2023-05-08)
Post by: Versil on May 09, 2023, 12:09:13 AM
Version 2.6.0
  • Starsector .96a Upgrade
  • Supports LunaLib
  • Can enable/disable transport & defense fleets
  • Repair drones display damage healed during combat
  • Minor tweaks and cleanup
cant download - 404 error page

nvm, all ok.
Title: Re: [0.96a] ED Shipyards 2.6.0 (2023-05-08)
Post by: Sottom on May 10, 2023, 11:13:18 PM
Hello. Is it possbile to get the blueprint package for EDShipyard or is the only way to get they're ships throuhg buying them in the ED market?
If yes, how do I go about it?
Title: Re: [0.96a] ED Shipyards 2.6.0 (2023-05-08)
Post by: gman12f on May 11, 2023, 09:01:43 AM
the link seems to be broken, I've tried the link here, discord and even the the bit bucket repository provided.
Title: Re: [0.96a] ED Shipyards 2.6.0 (2023-05-08)
Post by: Nick XR on May 11, 2023, 09:59:01 AM
the link seems to be broken, I've tried the link here, discord and even the the bit bucket repository provided.

Just tried the 2.6.0 link and it works for me.
Title: Re: [0.96a] ED Shipyards 2.6.0 (2023-05-08)
Post by: AshGorechild on May 12, 2023, 08:58:21 PM
I killed the Wurgundal but there was no prompt to get it via salvaging. I spent nearly two hours fighting against the fleet it had, and now it isn't showing up. Can I have some help, please?
Title: Re: [0.96a] ED Shipyards 2.6.0 (2023-05-08)
Post by: Nick XR on May 12, 2023, 09:58:55 PM
I killed the Wurgundal but there was no prompt to get it via salvaging. I spent nearly two hours fighting against the fleet it had, and now it isn't showing up. Can I have some help, please?

It's possible the bounty didn't spawn with Reinforced Bulkheads even though it's supposed to.  I haven't tested that fight in this version yet.

If you feel it's a bug, you can use the console command "addship edshipyard_wurgandal" to give you the ship, or you can do the combat again and in the console type "NUKE" a few times.

https://fractalsoftworks.com/forum/index.php?topic=4106.0
Title: Re: [0.96a] ED Shipyards 2.6.0 (2023-05-08)
Post by: AshGorechild on May 13, 2023, 05:49:26 AM
I killed the Wurgundal but there was no prompt to get it via salvaging. I spent nearly two hours fighting against the fleet it had, and now it isn't showing up. Can I have some help, please?

It's possible the bounty didn't spawn with Reinforced Bulkheads even though it's supposed to.  I haven't tested that fight in this version yet.

If you feel it's a bug, you can use the console command "addship edshipyard_wurgandal" to give you the ship, or you can do the combat again and in the console type "NUKE" a few times.

https://fractalsoftworks.com/forum/index.php?topic=4106.0
Okay, thank you. The Wurgundal is an incredible looking ship and I've been after it for a very long time. Thank you for getting back to me! <33
Title: Re: [0.96a] ED Shipyards 2.6.1 (2023-05-13)
Post by: Nick XR on May 13, 2023, 08:42:18 AM
Version 2.6.1
Title: Re: [0.96a] ED Shipyards 2.6.1 (2023-05-13)
Post by: Desudesudesu on June 24, 2023, 12:22:09 AM
The ships in this mod spawn FAR too much. Nex's starting ship options screen is flooded with them (ships from this mod are literally every single ship of the first options, and generally constitute all of them up to the last one) and they are in every market. I have been unable to find or buy more than a single heron in my current game and I'm pretty sure it's because every "medium" carrier in this mod is weighted insanely high, as high as 8, next to both heron variant's 5.
Title: Re: [0.96a] ED Shipyards 2.6.1 (2023-05-13)
Post by: Dadada on June 24, 2023, 01:03:15 PM
...and they are in every market...
They should be ED submarket exclusive... At least they were in the mod builds I used in the last major game build 0.95.1...
I think ED submarkets should spawn on some independent markets and include a ship and weapon shop, at least they did in the mod versions I used in 0.95.1 Starsector.
Title: Re: [0.96a] ED Shipyards 2.6.1 (2023-05-13)
Post by: Desudesudesu on June 25, 2023, 11:31:41 PM
...and they are in every market...
They should be ED submarket exclusive...
By every market I mean every planet. The stock ships are only in ED and independent markets but the black market of any planet nearly always has them, especially the pirate ships which are carriers.
Title: Re: [0.96a] ED Shipyards 2.6.1 (2023-05-13)
Post by: Nick XR on June 26, 2023, 09:48:21 AM
...and they are in every market...
They should be ED submarket exclusive...
By every market I mean every planet. The stock ships are only in ED and independent markets but the black market of any planet nearly always has them, especially the pirate ships which are carriers.

I'll look into toning down the number of ED ships in the pirate market.
Title: Re: [0.96a] ED Shipyards 2.6.1 (2023-05-13)
Post by: B2 on July 04, 2023, 07:27:57 AM
Hello ED/Nick !
Thanks a lot for your mod, i play with it for a few days now and it is wonderfull !
I managed to get a Groenendael and it is the best flag ship ever, not too powerfull, just superb as a flagship.
I also got a Leonberger, letting the IA play it is so fun to watch  ;D

Yesterday evening I met the Riptide... ouch, what a monster ! First attempt it took out 6 or 8 of my capital before I managed to kill it  :o One of the most incredible battle I ever had in Starsector !
Spoiler
Second attempt, with a few Shibas and Chiuahuas to disturb it and in command of an Onslaugh, after the Groenendael run to CR 0 clearing the main fleet , I made the kill loosing only 2 capitals (thanks the burn drive to dodge tractor beam and reaper waves), but what an amazing corida ! 
[close]

Great mod !
Title: Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
Post by: Nick XR on July 18, 2023, 06:20:08 PM
Version 2.6.2 Released
Title: Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
Post by: d_ted on July 19, 2023, 02:41:27 PM
Howdy;

Can we replace "push them gently" with "shove them like mean mofo", please. Good thinking though.
Title: Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
Post by: Dadada on July 19, 2023, 02:54:30 PM
  • Newfoundland (the train) now gently pushes away friendly ships it would collide with.  This helps a LOT with collisions.
Nice  :o :)
Title: Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
Post by: Nick XR on July 19, 2023, 11:36:41 PM
Howdy;

Can we replace "push them gently" with "shove them like mean mofo", please. Good thinking though.

It's not perfect, friendlies still do get hit, but it's the best I could figure out how to do.  I initially tried to detect the collision and prevent damage from happening, but there's no good way to tell that damage is via collision in a listener.  At least that I could figure out.  Maybe in a future release I'll look at it again.
Title: Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
Post by: Argonautis on August 03, 2023, 10:56:15 PM
Howdy;

Can we replace "push them gently" with "shove them like mean mofo", please. Good thinking though.

It's not perfect, friendlies still do get hit, but it's the best I could figure out how to do.  I initially tried to detect the collision and prevent damage from happening, but there's no good way to tell that damage is via collision in a listener.  At least that I could figure out.  Maybe in a future release I'll look at it again.
It still destroys a lot of ships. Especially phase ships, for shove reason the keep phasing out on his tail.
From my observations so far it looks like they don't realise it's so big. It looks like the game don't "see" his tail when calculating pathfinding for ships. Not sure how else to explain it.
Also I noticed on the tactical map during battle is icon is 1/3 of what it's supposed to be, don't know if that's connected with the fact that friendlies don't "see" the rest of the ship.
Title: Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
Post by: BFEL on August 21, 2023, 05:37:25 AM
So I'm just gonna say that the Wurgandal is taken WAAAAAAY too seriously by this mod.
I just finished the bounty mission for it, and was surprised that it was recoverable with a story point.
Naturally, I took the bait and found myself failing the mission, forfeiting my million credits and getting a RIDICULOUS -200 rep with Independents, ensuring no matter how much they liked me before that I'm now public enemy number 1.

I also vaguely recall the "correct" way to get the ship involved buying it for something insane like 10 million credits.

Now to be fair, I know the mission DOES note not to recover it. That's fine. The mission failing and getting a rep hit would be fine, but it should be like, -20 or -50 at the absolute most.

And all of that for a ship that honestly? Not even vaguely worth the hype.
I literally only wanted it as a glorified artillery piece for ground battles.

Cuz uh, even in the most favorable of sim conditions, its just not that good.
It's basically a squishy Paragon with a bunch of fighter wings. That are all forced to be drones. Now drones have some of the best wings in the game with the remnant stuff, but those are expensive and hard to get, so its kinda meh on that.

The problem I see is that 90% of the shield generation is coming from the frontal shield modules...which by default aren't fully protected by the shield. In the direction it is most likely to take damage from. So they will inevitably blow up, not having the hull or armor to survive sustained fire. At which point the entire ship becomes nigh defenseless because its entire shield is now a pencil.

So you have a "Battlecarrier" type ship, that can't properly defend itself, is massively expensive and difficult to properly supply the carrier portion of, and if I hadn't edited the deployment limit up as high as I have, it wouldn't be able to deploy with enough support to try and address those problems
It feels like it's trying to be everything at once, and predictably failing at everything.
And this thing is supposed to be worth vengeful Independents or 10 mil.

I have genuinely gotten crazy awesome combat results from the Newfoundlands, and I'm on the previous starsector version and thus having the full ramming problem, but this supposed Super Dreadnought is trash. Frankly between the actual size of its sprite, its squishiness and in the test a weirdly high manueverability/speed for its class, I would honestly call this thing a heavy cruiser more then a "World Eater"

And all this would be fine more or less, if it didn't feel like the teachers pet with its TWO High Maintenence mods, and utterly INSANE cost to obtain, either in money or reputation.
Am I just missing something?
Title: Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
Post by: Nick XR on August 22, 2023, 03:23:59 PM
Thank you for the feedback on the Wugandal!

For the Wugandal acquisition mission, generally speaking it's an end-game activity where the challenge of battling the fleet is supposed to be a fun and unique encounter.  That you give up 1M and take a rep hit at the end of the game is IMO largely irrelevant at that stage of the game.  The goal of the consequences is that you remember what you did and it appears to be working.

Balance wise it sounds like it's working as intended.  It's a high tech ship with 6 large mounts and a ton of support weapons and fighters for the OP cost of just a bit less than two Paragons.  In addition it's main cannon can destroy entire fleets / turn the  tide of battle in a single shot if the situation is ideal.  But it's not invincible, not even close; if it gets surrounded it can get blown to pieces pretty fast.  This is the game balance I'm going for.

Most of the issues you point out can be overcome with S-mods and it turns the wurg into an absolute terror.  It's a lot of s-mods on a vanilla-ish play through but if you use something like the excellent Progressive S Mods (https://fractalsoftworks.com/forum/index.php?topic=23006.0) it's not quite as bad.  Some people have shared their excellent wurg builds on the Discord, but they're pretty different than the base Wurg, but a lot of the fun in this game is figuring out the best way to equip a ship so the base Wurg is by design sub-optimal.

To your point about the operational cost, again this is gotten at the end-game where economic concerns are largely irrelevant to the player. 
Title: Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
Post by: Mr_8000 on August 23, 2023, 02:02:19 AM
Thank you for the feedback on the Wugandal!
For the Wugandal acquisition mission, generally speaking it's an end-game activity where the challenge of battling the fleet is supposed to be a fun and unique encounter.  That you give up 1M and take a rep hit at the end of the game is IMO largely irrelevant at that stage of the game.  The goal of the consequences is that you remember what you did and it appears to be working.

This is well and good but the end game can last as long as you want, and building back indie rep is unquestionably not fun.

Balance wise it sounds like it's working as intended.  It's a high tech ship with 6 large mounts and a ton of support weapons and fighters for the OP cost of just a bit less than two Paragons.  In addition it's main cannon can destroy entire fleets / turn the  tide of battle in a single shot if the situation is ideal.  But it's not invincible, not even close; if it gets surrounded it can get blown to pieces pretty fast.  This is the game balance I'm going for.

It also takes way too long to actually reach the battle (reduced 0-flux), which might already be lost by then since most of your DP is taken up by this single ship.

Most of the issues you point out can be overcome with S-mods and it turns the wurg into an absolute terror.  It's a lot of s-mods on a vanilla-ish play through but if you use something like the excellent Progressive S Mods it's not quite as bad.  Some people have shared their excellent wurg builds on the Discord, but they're pretty different than the base Wurg, but a lot of the fun in this game is figuring out the best way to equip a ship so the base Wurg is by design sub-optimal.

Requiring s-mods to make a super ship feel super seems kinda contrary to the whole idea, no? Recommending another mod to remedy this issue also seems kinda weird.

To your point about the operational cost, again this is gotten at the end-game where economic concerns are largely irrelevant to the player. 

It may be irrelevant in the form of cash, but not time. I still need to carry additional supplies that take additional space and require additional time to get and haul around. This doesn't feel good when the ship arguably doesn't justify the increased cost.
Title: Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
Post by: BFEL on August 23, 2023, 05:58:09 AM
Don't get me wrong, the balance of the ship itself is decent enough, in a vacuum. Since it's intended to be glass cannon-y for its weight class it's not unworkable.

The REAL problem I see is a comparative one. In terms of cost to obtain/maintain the Wurg is massively more expensive then other, modded, end-game "Super Ships", in particular "massive hull" ones with multiple parts.

As an example, the core of my current fleet is three "Cathedral Hubships" which iirc are from Ships/Weapons pack?
Anyway, these ships spawn in Luddic Church fleets, and can be restored like any other ship.
In terms of performance, I've made them all but invincible, each one can wipe entire Hegemony Kill-Fleets.
This is done by them having makeshift shield generators on each of the modules surrounding the "core" of the ship, which itself has a "normal" omni-shield.
This results in two layers of powerful shielding, on seperate flux pools, and on top of that those ships have good hull and armor values all around, as well as good weapon ouput.

Now these don't have the sheer damage output the Wurg does, but they are far more survivable.
This would all be perfectly fine.

But the Wurg requires a massive cost of rep or money, while those Cathedral ships only require you to be able to take one out and restore it.

This is just one example, and may well be one of the more egregious ones, but I know at least Scalartech has a similar "Dreadnought" type ship with its Gown class, and there are doubtless dozens of other mods with powerful ships of a similar scale.

My issue isn't that the Wurg is "useless", my problem is that it feels comparatively overpriced.
I get that balancing against other mods is a bit of a weird hill to die on, but the "price" of the Wurg has kinda turned me off of trying to find a use for it when there are other, similar options that don't feel like a punishment.

As I noted previously, failing the mission, "paying" the 1 million bounty and even a rep hit would all be fine, but -200 is WAY too severe. I suggest -20 to -50 for the rep hit. I later completed the mission without recovering the Wurg, and got a PLUS 200 boost to rep, which was ALSO insane.
Its perfectly fine to have the bounty mission and all that, and it can definitely make the ship feel more "earned", but the scale of things is just way off here.
Title: Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
Post by: Nick XR on August 23, 2023, 09:29:00 AM
Great feedback.  Here's what I'm currently thinking for changes:

Title: Re: [0.96a] ED Shipyards 2.6.2 (2023-07-18)
Post by: BFEL on August 23, 2023, 10:48:01 AM
That all sounds completely reasonable.

Now to crash a Newfoundland into it and lose everything :P
Title: Re: [0.96a] ED Shipyards 2.6.3 (2023-08-24)
Post by: Nick XR on August 24, 2023, 11:48:13 PM
Version 2.6.3
Title: Re: [0.96a] ED Shipyards 2.6.3 (2023-08-24)
Post by: Argonautis on September 01, 2023, 06:45:40 AM
Still get nightmares about the random ship phase out on my tail and explode before it even reaches the front lines.
I had to change my fleet composition and take out almost all of my phase ships, which is kinda ok considering that the ai in the last patch is not so good at using anyway.

But then..........
Then I managed to " :-Xacquire :-X" a second Newfoundland!!
First battle that I tried deploying both of them and my newly "acquired" Newfoundland decides to try and eat my tail and go boom along with 4000 crew onboard. That's when I decided to get myself a different flagship and outfit them both as mining trains.
The irony to this was that that the names are ISS Charming Anaconda and ISS Sacrificial Victim.
Title: Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31)
Post by: Nick XR on December 31, 2023, 01:14:52 AM
Version 2.6.4


(https://i.imgur.com/RQyGfOB.gif)
Title: Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31)
Post by: Dinvan on December 31, 2023, 02:42:08 AM
Love the mod, thanks for all the hard work.

I manually add missile auto forge to the shield modules and targeting supercomputer to the main+weapon modules(replacing advanced). I think it make the wurg on par with other super caps. Is there any chance of a change like this in the future? Being able to field missles on the front adds the extra close fire power needed as well as the super computers giving the range.
Thanks in advance.
Title: Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31)
Post by: Shogouki on December 31, 2023, 01:42:27 PM
Version 2.6.4
  • Much less likely two newfoundlands will collide
  • Wurg has better AI targeting of ships with modules that report as phase ships
  • Shield breaker (shotgun) sounds redone to better fit with Star Sector, weapon volume lowered
  • Added a new distress encounter


(https://i.imgur.com/RQyGfOB.gif)

Thanks for your work, I love this mod!

I did have a rather odd question about a possible mod specific interaction change.  I know the Terrier resupply drones don't resupply their own ships but Nia Tahl's ScalarTech Solutions ships aren't supposed to "carry" their fighters but warp them in from planetary facilities via their bridgehead modules.  Would it be possible to program it such that for ScalarTech ships the Terrier drones can resupply their "own" ships?  Would that be too overpowered not how you want it to function or simply a pain to try and code?  Anyways thank you again for maintaining this awesome mod!
Title: Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31) bug-crash
Post by: Brutestrength115 on January 30, 2024, 05:55:31 AM
I have a issue, when I open comms with a ed patrol, which has the quest explanation point, the game crashes, Is there a fix for this or is this a ongoing bug? could it be the new distress encounter? The error code is in the attachments, the fleet that I interact with that causes the crash is ED Long Range Patrol

Update: Error log part is attached
Title: Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31) bug-crash
Post by: Nick XR on January 30, 2024, 09:39:35 AM
I have a issue, when I open comms with a ed patrol, which has the quest explanation point, the game crashes, Is there a fix for this or is this a ongoing bug? could it be the new distress encounter? The error code is in the attachments, the fleet that I interact with that causes the crash is ED Long Range Patrol

Do you have the last 50 or so lines of the log file that is mentioned there?  There should be a detailed error message that will help me figure out what's going on. 
Thank you!
Title: Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31)
Post by: Brutestrength115 on February 01, 2024, 09:18:05 AM
Here is the log for 2.6.5a were when I boot the game it gives me the error Fatal:Null, when I start the game it almost immediately crashes and gives me this error, here is the log

Update- I updated magiclib and it launched without issue
Title: Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31)
Post by: Requiem952 on February 02, 2024, 09:04:34 PM
Looks like ED Shipyards doesn't load when going into 0.97a (throws a custom exception), even when the game version for the mod has been updated. Is there a reason behind this check? Is there a way for me to play in 0.97a by disabling this check while waiting for the official update? Feedback would be greatly appreciated!

Exception is as follows:
51287 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: The mod ED Shipyards is only compatible with StarSector version: `0.96a`  Check the forums for a compatible version or disable this mod.
java.lang.RuntimeException: The mod ED Shipyards is only compatible with StarSector version: `0.96a`  Check the forums for a compatible version or disable this mod.
   at data.scripts.edshipyard.ED_modPlugin.onApplicationLoad(ED_modPlugin.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Title: Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31)
Post by: Greatgreengoo on February 04, 2024, 02:19:59 AM
Same issue, not going to rush the author but ED shipyards is one of my favorites. Cant wait till all the mods update. Wish I knew more about coding, might be a simple ID fix or something, but what do I know lol.
Title: Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31)
Post by: XyttheElite117 on February 04, 2024, 02:36:13 AM
I think the new distress signal encounter from the mod happens too often and I always find myself fighting a pirate armada now
Title: Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31)
Post by: Alluvian on February 04, 2024, 05:32:25 AM
I think the new distress signal encounter from the mod happens too often and I always find myself fighting a pirate armada now
I think you're right. The overall frequency of distress calls seems the same, but the ones from ED are edging out the other types I think.
Title: Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31)
Post by: Nick XR on February 04, 2024, 12:41:22 PM
Looks like ED Shipyards doesn't load when going into 0.97a (throws a custom exception), even when the game version for the mod has been updated. Is there a reason behind this check? Is there a way for me to play in 0.97a by disabling this check while waiting for the official update? Feedback would be greatly appreciated!

Exception is as follows:
51287 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: The mod ED Shipyards is only compatible with StarSector version: `0.96a`  Check the forums for a compatible version or disable this mod.
java.lang.RuntimeException: The mod ED Shipyards is only compatible with StarSector version: `0.96a`  Check the forums for a compatible version or disable this mod.
   at data.scripts.edshipyard.ED_modPlugin.onApplicationLoad(ED_modPlugin.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

If I'm going to break compatibility between versions I like to do it when SS updates. This is honestly done for the good of the player, it would be easier for me to just break stuff willy-nilly rather than try to save up the changes.
Title: Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
Post by: Nick XR on February 05, 2024, 10:21:45 PM
Version 2.6.5
Title: Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
Post by: willard07 on February 22, 2024, 04:56:41 PM
Enjoying the unique ships but I appear to be having some issue with the Nurse capital ship I didn't see mentioned. The field shield generator acts oddly for me. Starts battle automatically deployed, right clicking to lower between assaults or to get the 0 flux speed boost it goes down briefly then starts right back up again without me clicking to reactivate, and on occasion and inconsistently will turn it self off then back on rapidly after I try right clicking to toggle. Tried with and without PD guns attached, on its own in a simulation, with and without emeries and allies and just can't figure it out in game. Limited experience with editing .json files if its anything in there. Pretty much just tuning graphicslib setting so game runs better and the memory allocation increase.

Honestly I may just be dumb and missing something obvious but nothing else gives me that problem. I do have a decent amount of mods installed so there may be some conflict I'm unaware of. Other ships form mods with a shield-replacing special and separate system, like a burn drive system and damper field special, don't seem to act up but I haven't tried them all.

Mods in use, all updated to most current version in mod index: (sorry for long list)
-The library mods for other mods to work: Graphics, Luna, Lazy, Magic, Retro, and Combat Activators.
-Advanced Gunnery Control
-Aptly Simple Hullmods
-Arma Armatura
-Carrier UI
-Detailed Combat Reports
-DMOD Services
-ED Shipyard, of course
-Fleet Journal
-Fuel Siphoning
-Gensoukyou Manufacture, the .97 version
-Grand Colonies
-Hazard Mining Inc
-Industrial Evolution
-Larger Zoom Out
-Leading Pip
-Luddic Enhancement
-Ore Refinery
-PMMM, Pirate Mini Mod
-Roider Union
-Salvage Ship Expansion
-Ship/Weapon Pack
-Support Ships Pack
-The Knights of Ludd
-WhichMod
Title: Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
Post by: Nick XR on February 23, 2024, 11:50:12 AM
Enjoying the unique ships but I appear to be having some issue with the Nurse capital ship I didn't see mentioned. The field shield generator acts oddly for me. Starts battle automatically deployed, right clicking to lower between assaults or to get the 0 flux speed boost it goes down briefly then starts right back up again without me clicking to reactivate, and on occasion and inconsistently will turn it self off then back on rapidly after I try right clicking to toggle. Tried with and without PD guns attached, on its own in a simulation

This happens to the nurse ship in the simulator by itself? With just the nurse ship deployed?
I haven't seen anything like this before, it makes me think you have a mod that is automatically doing stuff with shields. None of those mods stand out as things that could do it, but I've only ever used half of them.
Title: Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
Post by: willard07 on February 23, 2024, 01:46:40 PM
I think it might have to do with AI if I'm not meant to manually use the ship or shield. In live combat when the AI uses it it seems to be fine, insofar as the AI does. Only when I pilot it myself the shield acts up, in sim, solo and against enemies, and live combat. I also suspect after playing with it more the rapid toggle is because its trying to block asteroids like the normal ship AI does.
Title: Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
Post by: Nick XR on February 23, 2024, 05:32:10 PM
When I pilot it the shield behaves just like a shield on any ship.  How the nurse ship works in code is... unusual.  The shield is attached to a module that is attached to the main ship and there's some magic there.  Normally this works fine, but if some mod comes along and decides to replace shield AIs or something it's gonna cause a problem.  Since this works on my dev box more or less by itself it's probably one of your other mods that messing with it.  If you figure out which mod is causing the issue I can see if there's anything in code to stop what they're doing (in addition to ask them not to do what they're doing).
Title: Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
Post by: Emanon6 on March 03, 2024, 09:54:51 AM
I left the game running for an afternoon with the player fleet sitting around Nexerelin's Prism Freeport nebula (since it's the least eventful one), returned to see dozens of Ed recon fleets all over the system, which seemed to stay there forever (and growing maybe?)

Wasn't causing any performance issues though.
Title: Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
Post by: Nick XR on March 03, 2024, 11:10:50 AM
I left the game running for an afternoon with the player fleet sitting around Nexerelin's Prism Freeport nebula (since it's the least eventful one), returned to see dozens of Ed recon fleets all over the system, which seemed to stay there forever (and growing maybe?)

Wasn't causing any performance issues though.

Interesting, the defensive fleets are supposed to despawn after about 90 days.  When you mouse over a fleet, what does it say it's doing?  Something like "patrolling" or "returning from patrol"?
Title: Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
Post by: Emanon6 on March 03, 2024, 11:47:21 PM
I left the game running for an afternoon with the player fleet sitting around Nexerelin's Prism Freeport nebula (since it's the least eventful one), returned to see dozens of Ed recon fleets all over the system, which seemed to stay there forever (and growing maybe?)

Wasn't causing any performance issues though.

Interesting, the defensive fleets are supposed to despawn after about 90 days.  When you mouse over a fleet, what does it say it's doing?  Something like "patrolling" or "returning from patrol"?

Says patrolling, does an active sensor burst at an interval, and stays still unless hostile nearby. (https://i.imgur.com/4lYzbE9.png)
Title: Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
Post by: majk on March 06, 2024, 03:19:54 AM
This mod is awesome and surprisingly balanced.
When i tried this mod and started browsing for ships i was almost ready to launch a rant about ship balance, but then i noticed the price tag on some of the better ships.

That tiny Chin class frigate costs as much as a brand new Eradicator and for that amazing Dalmatian that would be perfect for stealth fleet i could buy 5 atlases or 1 atlas 1 prometheus and a bunch of sunders for a mid game fleet.

Awesome ship design, buffs up pirates and independents, costs an arm and leg to buy good ships makes for and awesome experience, thanks for making this mod. ;D
Title: Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
Post by: JaeSunRyoo on March 06, 2024, 05:35:10 PM
Hey Nick, thanks for continuing the maintenance/updating of this mod!

Just had a question for the Wurgandal - is it still purchasable instead of going through the bounty board?
I remember in previous older versions that you could purchase it for 25 million and at a certain level (can't recall which level, was it 15 or something?) And that it was accessible (sometimes) through events at bars on markets with ED presence. I'm currently lvl 13 on my current run, have maxed out rep with independents and have accured sufficient credits. I've been waiting for a cycle and going between ED submarket locations to no avail.

Any help would be appreciated. Thank you!
Title: Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
Post by: Nick XR on March 09, 2024, 11:37:54 AM
Just had a question for the Wurgandal - is it still purchasable instead of going through the bounty board?

It's no longer purchasable, there's a mission:

Wurgandal
Spoiler
(https://i.imgur.com/RQyGfOB.gif)

Be level  13 or higher
Have a powerful fleet
Go to a bar on an independent planet (size 4 or larger, like Nova Maxios)
Check the bounty board for a mission
[close]
Title: Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
Post by: JaeSunRyoo on March 10, 2024, 03:10:34 PM
Just had a question for the Wurgandal - is it still purchasable instead of going through the bounty board?

It's no longer purchasable, there's a mission:

Wurgandal
Spoiler
(https://i.imgur.com/RQyGfOB.gif)

Be level  13 or higher
Have a powerful fleet
Go to a bar on an independent planet (size 4 or larger, like Nova Maxios)
Check the bounty board for a mission
[close]

Hm, I feared as much. Oh well. Thanks Nick!