nice mod, though there is a typo in the version file stopping game from loading.Oopsie, I updated the download link. It should work properly now.
Port Tse Franchise StationThat shade of blue really doesn't work with dark mode.
Thanks! There, I changed it. I forgot that this forum has dark mode. :^)Port Tse Franchise StationThat shade of blue really doesn't work with dark mode.
Glad to see you back in the saddle.
I don't know if it would be better to make the Corrupted hullmod worse, or the Pristine hullmod better; perhaps the former, given the relative ease of collecting a few Corrupted Nanoforges.
Finally, perhaps something for a future release, but it would be neat to be able to toggle specific hullmods via a configuration file, to let users disable hullmods that they feel are less balanced.
One question - would you be willing to add a config option in the settings.json that allows for more than one special item/AI core hullmod to be installed on a single hull, and perhaps one that removes mutual exclusivity with vanilla hullmods as well for those that have them?
Should be able to add the hullmods with console commands for mid game save correct?
would there not be a way to learn these in a in progress game? Maybe spawning them with console commands?
Whoa this is very nice, looking forward to trying it out for my next playthrough
Some of the upgrades are gonna be overlapping with Extra Systems Reloaded Augmentations though, wonder if we can disable some of them
Whoa this is very nice, looking forward to trying it out for my next playthrough
Some of the upgrades are gonna be overlapping with Extra Systems Reloaded Augmentations though, wonder if we can disable some of them
Thank you. Unfortunately, I don't play ESR, rather I use Exotica Technologies (https://fractalsoftworks.com/forum/index.php?topic=24660.0) so I can't help you with that. Though the suggestion of having a toggle on/off option for each upgrade in settings.json is a welcomed idea.
With all the mods I have to integrate AI cores into my ship, it's a real good thing that the Hegemony only sends AI inspections to planets.And what mods are these? I'm always looking for more ways to power up my ships.
Would you consider the option of enabling (maybe via a config option) the option to use some of these hullmods on modular ships? for example, the different sections on a Cathedral-class. Or have the effects of the hullmod installed in the central module affect the entire ship.I'll give it a thought but please don't hold your breath!
So I noticed an issue in a recent save I loaded, namely that the Special Hullmods just outright disappeared off my Flagship (particularly annoying, given it was an AI Core and a Ko Combat Replicator), any idea what could cause this? The only thing different I did recently was install an update for Industrial Evolution.That is extremely odd... It is my first time getting this report and as of now, I have no idea what has caused that. I'll conduct more extensive testing this weekend.
You can do a hullmod: #Borer Mechanism ?I was preemptively preparing a hullmod for salvaging if ever Alex added a colony item for the Tech-Mining industry. But it looks like he won't since slotting an Alpha Core is already enough. The intended effect will go to the Fullerene Spool hullmod next update.
That is extremely odd... It is my first time getting this report and as of now, I have no idea what has caused that. I'll conduct more extensive testing this weekend.
A New Level of Confidence - 40 - Rapid
Adjusted Sector v0.5.1
Audio Plus
Better Deserved S-Mods
Commissioned Crews
Dassault-Mikoyan Engineering
Diable Avionics
DIY Planets
ExiledSpace
FastEngineRendering
FleetSizeByDP
Fuel Siphoning
Grand Colonies
GraphicsLib
HexShields
Hazard Mining Inc.
Hyperdrive
Industrial Evolution3.1.b
Iron Shell
LazyLib
MagicLib
Missing ships
New Beginnings
Nexerelin
Progressive S-Mods
Quality of Life
Quality Captains
Special Hullmod Upgrades
SpeedUp
Arma Armatura
Starship Legends
Supply Forging
Tahlan Shipworks
UAF
UnknownSkies
Neat idea. Since, in particular, you mentioned not having ideas for the Fullerene Spool & Dealmaker Holosuite, here, have some ideas!Actually Roider Union already has a hullmod on Wrecker with an effect you want - it tugs the slowest ship in the fleet by +1, provided Wrecker itself has enough burn for that. By default it's 8, so without ADF it cannot tug capital ships except Atlas MK.II or Pathfinder without milsystems/bulk trading skill.
Fullerene Spool: You mentioned salvaging bonuses, which seems reasonable; I'd suggest adding a tug effect as well - maybe a limited one, something like "increases burn rate & reduces fuel costs of mothballed ships"?
Dealmaker Holosuite: Command Holosuite, of course. Improved command point generation, deployment limits, and maybe some small fleet-wide bonuses if the ship is both on the field and the player flagship?
I'd also suggest having the Biofactory item grant a reduced crew casualties effect; perhaps a small fleet-wide bonus, with the vessel it's installed on serving as a hospital ship for the fleet?
Would you consider the option of enabling (maybe via a config option) the option to use some of these hullmods on modular ships? for example, the different sections on a Cathedral-class. Or have the effects of the hullmod installed in the central module affect the entire ship.
Yeaaah, it seems to be centred on the Flagship itself, something changed between patches and suddenly I found I was missing an AI Core and a Ko Combat Replicator. If I run into it again, I'll let you know what happened.
Though I have a hunch that in Industrial Evolution's addition of consumable items, it may have re-indexed the hullmod or item list and caused the conflict (and summarily their removal). It could also be that there's a hidden hullmod limit somewhere in the game (or another mod interaction) that caused them to disappear.
My other hunch falls to Progressive S-Mods, where I recently increased the built-in hullmod capacity of my ship recently, though it's been a while so I cannot say if that caused the item removal or what, just that they were gone following a patch.
Neat idea. Since, in particular, you mentioned not having ideas for the Fullerene Spool & Dealmaker Holosuite, here, have some ideas!
Fullerene Spool: You mentioned salvaging bonuses, which seems reasonable; I'd suggest adding a tug effect as well - maybe a limited one, something like "increases burn rate & reduces fuel costs of mothballed ships"?
Dealmaker Holosuite: Command Holosuite, of course. Improved command point generation, deployment limits, and maybe some small fleet-wide bonuses if the ship is both on the field and the player flagship?
I'd also suggest having the Biofactory item grant a reduced crew casualties effect; perhaps a small fleet-wide bonus, with the vessel it's installed on serving as a hospital ship for the fleet?
Would you consider the option of enabling (maybe via a config option) the option to use some of these hullmods on modular ships? for example, the different sections on a Cathedral-class. Or have the effects of the hullmod installed in the central module affect the entire ship.
Seconded, I would personally love an option to apply this to modular ships since I love to use different powerful upgrades like Epta's Alpha Core Integration and Progressive S-mods to push ships to absolutely ridiculous proportions and this mod seems excellent for allowing me to push it even harder :D
Using the strip option in the refit screen will eat the items rather than return them.
Anyway, whats the reason for some of the specials being classified as a logistics mod? For example, the Catalyst Core.
2nd'd for wishing for an option to install multiple special mods! ( why not let people have max fun! ;) )
will still download and use as is thou!
Most of the time, removing a hull mod never returns the items. So, I played around a little and tried putting on and removing numerous hull mods.
Once in several tries, it gave me every single item back, and now I'm stuck with no items after testing since they've all been consumed.
Though I have a hunch that in Industrial Evolution's addition of consumable items, it may have re-indexed the hullmod or item list and caused the conflict (and summarily their removal). It could also be that there's a hidden hullmod limit somewhere in the game (or another mod interaction) that caused them to disappear.
My other hunch falls to Progressive S-Mods, where I recently increased the built-in hullmod capacity of my ship recently, though it's been a while so I cannot say if that caused the item removal or what, just that they were gone following a patch.
Here is my current modlist if you feel like poking through any of these for potential incompatibilities;
I'm getting some wildly inconsistent item returns on removing a hull mod.
Most of the time, removing a hull mod never returns the items. So, I played around a little and tried putting on and removing numerous hull mods.
Once in several tries, it gave me every single item back, and now I'm stuck with no items after testing since they've all been consumed.
I saw the prior message about stripping a loadout causing issues, but my tests never used the strip button. I only removed the hull mod directly.
Most of the time, removing a hull mod never returns the items. So, I played around a little and tried putting on and removing numerous hull mods.
Once in several tries, it gave me every single item back, and now I'm stuck with no items after testing since they've all been consumed.
I'm having the exact same issue and judging from other posts it's definitely a compatibility issue with other mods:
For those having this issue and that want to play the game without losing items every time they remove a hullmod go get the console command mod and just additem yourself the missing parts when refitting.
While maybe obvious to some people, I thought it could still be useful to leave this here.
Also the name of the items in the commands is just their full name with an underscore for spaces.
For example, the command for 2 x Cryoarithmetic Engine would be:
additem cryoarithmetic_engine 2
2 - Yeah, same thing with colony items. I'm cycling between a couple items here, pulling a item won't return it, but if you have a spare of the same item then you can reinstall it and the item won't be taken from your inventory. Or maybe it's pulling the new item from your inventory and finally 'removing' the old one from the ship. idk which.
rubi - For allowing me to add Gacha S-Mods support.I think you have the attributions backwards. Thanks for putting your own spin on the random craziness that is my mod! <3
Items still get eaten up except the very specific case of staying on the refit screen to remove a hullmod after adding it (which is inherently impossible for Armament Support System).Special Hullmod Upgrades v1.2 - QoL update, bug fixes, new stuff, and features.
Items still get eaten up except the very specific case of staying on the refit screen to remove a hullmod after adding it (which is inherently impossible for Armament Support System).
Items still get eaten up except the very specific case of staying on the refit screen to remove a hullmod after adding it (which is inherently impossible for Armament Support System).
Really? Is this on a new save or not? I forgot to add a reminder. Please start a new game if not. Anyway, I'm pretty sure I already squashed that bizarre bug, and if that still persists kindly let me know exactly how it is getting eaten up.
Quoterubi - For allowing me to add Gacha S-Mods support.I think you have the attributions backwards. Thanks for putting your own spin on the random craziness that is my mod! <3
I really enjoy the idea of fleet-wide bonuses on these very high-priced 'upgrades'. Thank you.
Is it possible that an ability toggle for the BCR's organics->organs conversion can be added?
Ouch. Ye, it seems to work on a new save apart from OP exploit with ai cores.
Love the work, the options seem well thought-out and the mods compete against each other, I was afraid of going for a no-brainer option in the beginning but there is none.
java.lang.NullPointerException
at data.hullmods.SUCatalyticCoreUpgrades.addPostDescriptionSection(SUCatalyticCoreUpgrades.java:195)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.super.new(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
java.lang.NullPointerException
at data.hullmods.SUSynchrotonCoreUpgrades.addPostDescriptionSection(SUSynchrotonCoreUpgrades.java:192)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.super.new(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Do you lose the cores if the ship is disabled? Or only destroyed?
Is it possible that an ability toggle for the BCR's organics->organs conversion can be added?An ability toggle huh, I would like to limit the features within hullmods only, though I'll give it a thought.
Hi there.
I'm getting a 'memory leak detected' warning every time I enable this mod. I'm 90% certain that I have isolated it to this mod. I trimmed my mod list to test, re-enabled in batches...and it occurs about 45 seconds into a new game everytime I add this mod. 100% repeatable for me.
I can add 15+ large ship packs and faction mods to my core mod list with no problem, but if I add this one - boom.
I'm not sure if you want logs or anything, but let me know - I'll check back later. To my limited inspection, there is nothing obvious logged...but I'm a rank novice at Starsector mods.
Are there exceptions to how these are unlocked? I've gone through Nexerelin custom starts and it works fine except for the tutorial which seems to prevent me from seeing the mods in the refit screen even after doing the quest to unlock them and using the SHUAllHullmods command to brute-force it.
I'd be really nice to have either a config option to have them always available or an alternate unlock method that doesn't require a pregen sector so this mod can be used with nex random generation!
I'd be really nice to have either a config option to have them always available or an alternate unlock method that doesn't require a pregen sector so this mod can be used with nex random generation!
"If you are using Nexerelin's random sector mode. He will actively look for you in Tri-Tachyon owned markets if you reached level 9. Just visit the bar."
From the mod's description.
The hullmods don't seem to be removing anything from my inventory when added to ships or adding anything to my inventory when removed from ships.I had that happen to me before. It got fixed after restarting the game.
The hullmods don't seem to be removing anything from my inventory when added to ships or adding anything to my inventory when removed from ships.I had that happen to me before. It got fixed after restarting the game.
Out of curiosity, did this happen during a game session where you reloaded a save mid-game? SS seems to have issues with mid-game save-game reloads; I usually get a memory leak warning stating it has 2 copies of the save loaded in memory. I can imagine all kinds of issues stemming from that, including item duping in this mod. I wasn't paying attention and loaded up several ships with Nano-filaments I didn't have. I got them "back" during a later session, so wound up duplicating that item inadvertently.
166791 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.SUSynchrotonCoreUpgrades.addPostDescriptionSection(SUSynchrotonCoreUpgrades.java:192)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hi, so I think I found a very annoying bug....
So I am going pretty far in a playthrough, and finally unlocked the hullmods at level 9 from Port-Tse station. But the mods don't pop up.
I used SHUAllHullmods. Which says "you already know all unlockable SHU hullmods". But the mods simple are not showing up. So I opened a new save, and used the command code. all the mods show up in this case. So this seems to be an issue related to my specific save....
Is there any possible fixes for this issue.
Hi, so I think I found a very annoying bug....
So I am going pretty far in a playthrough, and finally unlocked the hullmods at level 9 from Port-Tse station. But the mods don't pop up.
I used SHUAllHullmods. Which says "you already know all unlockable SHU hullmods". But the mods simple are not showing up. So I opened a new save, and used the command code. all the mods show up in this case. So this seems to be an issue related to my specific save....
Is there any possible fixes for this issue.
Try the Hullmods Filter at the bottom
Would be nice to have SHUs for DIY Planets terraforming equipment.
Thank you for making this mod. Could I get your permission to translate and share it on the chinese forum? I shall credit you and give the original link, when I finished, I will link back here.Sure thing!
I'm most interested in how you setup your initial intel reminder but I cant find the file SUHintIntel.java. I'm currently using a BreadcrumbIntel but I think your mod does it better
Ah, I made multiple compressions just in case someone doesn't have Winrar or 7zip!Just FYI, between Explorer, tar, and jar, the latter being *literally* bundled with Starsector, there isn't a single system out there that can't handle a simple .zip file.
Thank you for making this mod. Could I get your permission to translate and share it on the chinese forum? I shall credit you and give the original link, when I finished, I will link back here.Sure thing!
The hullmods don't seem to be removing anything from my inventory when added to ships or adding anything to my inventory when removed from ships.
I hope it gets updated to 0.96a soon.
Question: Is it still the case that this mod can't be added to an existing save, in any way?
Good day.
Thank you very much for updating the modification, it is simply necessary for my new passage.
There is a small question - is it planned to integrate with industrial evolution? A few artifacts are being added there, it will be very interesting to find out what effects they can give to ships. Thanks in advance for your reply.
Does this mod work with Progressive S-Mods?
Is there a way to make the Gacha hullmods obtainable without the mod installed? Preferably without console commands.
What about some more hullmod variance for AI-core hullmods?
Like hullmod that for partial logistical automation of the ship that can reduce required skeleton crew, somewhat reduce maintenance, etc?
Or hullmod that can add smart controls for the systems like shields and will be able to reduce their soft flux generation and do some other things?
It won't hurt balance of the mod since only one hullmod of such kind can be installed, but will give some more space for customization where to put that AI-cores.
But hot dayum is it punishing to lose one of those irreplaceable items in a random encounter and usually have to save edit it backThe mod author won't do it because they think it makes it balanced or something and they have made it clear they will not add that feature despite requests. In reality the mod is still imbalanced and it just encourages savescumming or other methods. Personally I use the console command mod and just add the items back. The problem is if you use a lot of ships and items you have to remember what to replace in the first place. It's pretty bad. I wish I knew how to code so I could just change it myself lol.
It would be nice for the config file to offer player the option to toggle perma loss off alongside op cost adjustments for those Hullmod, or maybe the ability to build-in those hullmods if it is doable code-wise
What about some more hullmod variance for AI-core hullmods?
Like hullmod that for partial logistical automation of the ship that can reduce required skeleton crew, somewhat reduce maintenance, etc?
Or hullmod that can add smart controls for the systems like shields and will be able to reduce their soft flux generation and do some other things?
It won't hurt balance of the mod since only one hullmod of such kind can be installed, but will give some more space for customization where to put that AI-cores.
disabling item destruction is not workingNoted. Will issue a hotfix for this when I have the time.
Does this work fine by just changing the mod version?I'd love to learn that too. I guess I'll try it in some hours to find out.
Does this work fine by just changing the mod version?I'd love to learn that too. I guess I'll try it in some hours to find out.
edit.
Yes, it works after manually changing version!
Special Hullmod Upgrades v1.5
(https://i.imgur.com/rmbEVkB.png)
Download here! (https://github.com/CremeDeFramboise/Special-Hullmod-Upgrades/releases/download/v1.5/Special.Hullmod.Upgrades.zip)
A small update with quality of life improvement, fixes and new hullmod.LunaSettings(https://i.imgur.com/a9NRdO0.png)[close]Defense Focus Integrator(https://i.imgur.com/WoJQgxZ.png)(https://i.imgur.com/n4alyi3.png)[close]
Change LogSpoiler[General]
- Updated to 0.97.
- Script refactoring.
- Cleaned some stuff.
- Complete soft integration with LunaLib config (check out the LunaLib options for SHU!).
[CROSS-MOD INTERACTION]
United Auroran Federation:
- New special hullmod: Defense Focus Integrator.
- Consumes one UAF Interplanetary Rice Cooker to install.
[How to get]
- UAF mod must be present in your modlist.
- To obtain the collaboration hullmods, you must be at least 50~ relationship level with Nia Auroria, she's located at Vermillion Station.
[Changes]
- Fixed the item destruction toggle.[close]
37204 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: Could not initialize class data.hullmods.SUAlphaCoreUpgrades
java.lang.NoClassDefFoundError: Could not initialize class data.hullmods.SUAlphaCoreUpgrades
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
at com.fs.starfarer.loading.specs.P.getFleetEffect(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ô00000(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.CampaignFleet.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.getFlagship(Unknown Source)
at com.fs.starfarer.api.impl.campaign.world.TTBlackSite.addFleet(TTBlackSite.java:288)
at com.fs.starfarer.api.impl.campaign.world.TTBlackSite.generate(TTBlackSite.java:245)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onNewGame(CoreLifecyclePluginImpl.java:776)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)