Fractal Softworks Forum

Starsector => Mods => Topic started by: SparraNova on April 07, 2023, 02:57:22 PM

Title: [0.97] Domain Explorarium Expansion V0.0.17 Fairer And Balanceder
Post by: SparraNova on April 07, 2023, 02:57:22 PM
Domain Explorarium Expansion
 (https://drive.google.com/file/d/18t8pe-R5SSfp__Eer5PicEnk-lMzNVNu/view?usp=drive_link)

Promotional Image
(https://cdn.discordapp.com/attachments/512356777451323393/1231751446886879362/promo_image.png?ex=6626f56d&is=6625a3ed&hm=f041598688f4e8242dc35e45fe5d7ca42270055b4aecc1c26e9804c6f47345f4&)
[close]

This is a relatively basic (for the moment) ship-pack focused on the Derelict drones (the green ones with no shields that show up around Motherships). It is currently has no campaign features, so it is recommended (but not nessicary) to run it with another mod that creates more scenarios where you actually fight derelicts, such as Nexerilin (specifically the Derelict Empire scenario), or Industrial Evolution.

This is still in development, and balance may be janky (read: some of these ships may be infuriating to fight). However I believe I have reached the limit of what I can do without more feedback, so I am releasing this publicly in the hopes of getting more data on what is and is not a good idea.

Please feel free to share whatever feedback you may have on this mod via whatever method you feel the most comfortable with. I will do my best to address any issues in future releases.

Changelog

Version 0.0.17.1- Fairer and Balanceder
-Changed the ship-system of the Homestead from Reserve Deployment to Active Flares. No ship this cheap should be able to pull that many fighters from its' ass.
-Reworked the Siegetower, with a new updated sprite, better weapon mounts, and with a DP more befitting of a cruiser of its' status.
-Fixed an issue with certain high-end ships having free-spawning BPs. As these ships were never intended to have BPs at all, this has been fixed. No more [CLASSIFIED] in patrol fleets.
-Added a dummy weapon slot (hidden builtin) to the Barracks with the ID 'WS 006' as a crash-prevention measure, as the original weapon slot with this ID prior to the ship's rework was mistakenly deleted. This should fix issues with the barracks causing crashes, please report if it doesn't.


Version 0.0.17- Fair and Balanced
-Added the Wendigo, an unhinged AI-controlled phase ship based on the Grendel.
-Reworked the Barracks, now with a dramatically updated sprite, and large missile capability. The DP is now higher, to more accurately represent the ship's value.
-Raised the DP of the Viaduct, Evergreen and Galaxia to more accurately represent their combat power. Also reduced the likelyhood of these ships to appear in an independent fleet significantly.
-Increased the armor of the Battlement, Trepart and Dreadnought, to give them more survivability.
-Significantly reduced the base speed of the Redstone (to 55) and the Penance (to 45) in an effort to cut down on the number of capital ships wiped out by hyper-effective torpedo ram manuvers, also made the core module of both ships significantly less armored to encourage daring flanks around the armored prow. Also removed the Redstone from the Guardian encounter spawn list.
-Raised the DP of the Silo to 18, reduced hull HP to 7000 (was 8500), armor to 600 (was 675) and speed to 45 (was 65). All in an effort to put this monster back in its' intended role as a support ship.
-The Barracks(P) has recieved an update to mirror its' source hull.
-The Pallisade(P) has FINALLY had it's phase coil fixed. You will never belive what the issue was.

Version 0.0.16- Gaze Into The Abyss
-These change notes are reconstructed as the originals were lost, keep that in mind if you find undocumented features.
-Compatability with version 0.97 of Starsector
-Updated the sprite of the Fort
-Updated the sprite of most Mutant drones, less kitbash, more trash.
-Added the Evergreen, a massive megafreighter found in similar circumstances to other super-supply ships.
-Added Heavy Ballistic Integration to the Battlement, a small band-aid to help it with its' OP problems
-Reworked the Berserker 2, now with added support missiles.
-Reworked the Bersillion, now with heavy ballistic capability.
-Added the Penitent, a Pather-modified Redstone with a taste for triple hammer barrages.

Verison 0.0.15- Christmas Update
-Added the Viaduct drone, a massive capital-scale fuel tanker meant to keep massive superships flying over extreme distances. Found extremely rarely in derelict fleets, and infrequently stolen by independents and scavengers.
-Reimplemented the Marche drone, a frigate with big dreams of being a heavy destroyer. Packs a major punch and can show up even in light derelict fleets, look out!
-Added the new Blockade drone, a tough destroyer that is effectively an upscaling of the same 'flying armor plate' concept seen in the Barrier
-Fixed several mounts on the Arsenal being considered hardpoints despite... not being hardpoints.
-Fixed missing hullmods on the Bore (I swear I did this one before)
-Buffed the Decimator, it now has enough flux capacity and dissapation to fire most weapons it can be fitted with almost continuously, making it far more formidable
-Added the Galaxia, a massive transport ship that was used to carry tens of thousands of colonists to the Sector before the collapse, but was all but erased from history due to the unpleasant political implications it created for Domain successors. Found in similar circumstances as the Viaduct.
-Added the Antephaylax, an exotic experimental drone designed to counter early phase ships. It's dangerous to more than just phase ships, be careful!


Version 0.0.14
-WARNING PROBABLY NOT SAVE COMAPTIBLE IF YOU HAVE DERELICTS IN YOUR FLEET
-Reworked the Redstone, less gun but now the guns are less awkard.
-Experimental changes with the Castle, now uses Extended Missile Racks instead of Autoforge. This will probably be eventually replaced with a custom hullmod.
-Reworked the Arsenal, it is now a three-part modular ship, and should hopefully hit hard enough to justify its' DP.
-Reworked the Trepart, less gun but its hopefully much more interesting now
-Guardsman now has Manuvering rather than Plasma jets, as originally intended. The same has been done with the Pallisade and Fullisade. Oops.
-Reduced attack range on the Legionary and Spartan, which should hopefully make the AI more able to deal with them.
-Reduced spawn frequency for the Derelict (P) hulls, also reduced shield efficiency for the lot of them to 1 instead of .8. More nerfs may follow.
-Fixed a variety of oversights with the Derelict(P) hulls that should generally resolve their more egregious absurdities.
-Added a new Derelict (P) hull (yaaay), a hacked capital-scale Battlement equipped with high-tech energy weapons and a powerful energy shield.
-Lowered spawn frequency of the Torus, it should now be the unicorn hull it was meant to be instead of a regular annoyance.
-Removed a significant number of composite mounts from many hulls, these are now ballistic mounts. Should reduce the amount of missile spam derelicts bring to fights.
-Reduced defensive stats of the Dreadnought somewhat across the board, should be more in-line with its' prototype status now instead of just 'onslaught but better'
-Retouched the sprites on most of the carriers, the last of the Explorarium's lightbulbs burnt out, so all the bays are pitch-black now.
-Dummied out the Remnant BP. It was never really within this mod's scope, and Nex provides a similar utility. This can be undone by simply uncommenting the BP in sepcial_items.csv
-Removed the Arsenal, Castle, Guardian and Survey Mothership from the Derelict BP. This uses a few vanilla overwrites to work, and may disrupt some spawning mechanics. Please report if any issues appear.
-Since ATDD+ has not been updated to .96, the still very much placeholder 'Derelict Base" mechanic has been re-enabled, just as before, this can be disabled by simply changing "makesPirateBases" from "true" to "false" in the derelict faction file.


Version 0.0.13
-Compatability for Version .96
-1 (one) new ship: the Redstone, an Orion Drive-powered explorer with a suspiciously good armiment.
-Decimator now uses LIDAR instead of Accelerated Ammo Feeder.
-Catapult now uses LIDAR instead of Accelerated Ammo Feeder.
-Several capital/boss ships now have special defensive systems


Version 0.0.12b- There was a funny version file that should have been removed that was causing a crash. Oops. Please redownload, new version will not crash.

Version 0.0.12
-Decimator nerfed, large mounts are no longer composites. I am sorry for ruining your fun, but it has now been moved to the pseudo-capital spawnlist to compensate.
-Marche removed from normal spawnlists for now, felt underpowered and not particularly distinctive
-Fixed a capitalization error that caused crashes on Linex
-Forts and Decimators will no longer appear in Cryosleeper encounters, no more easy fights.
-The Silo(P) has been sigificantly reworked, it should now be a bit more balanced and significantly less ugly.
-The Berserker(P) is probably more ugly, but a lot less undercosted now. It has had its' ill-gotten fighter bay taken away and isn't allowed to go 'oops all missiles' anymore (what was I thinking with this anyway???)
-The Stockpile(P) is also significantly less ugly now.
-Changed name of Poltergeist to Ghost.
-Disabled Derelict Pirate Bases for the time being, ATDD+ does this better anyway, may re-activate later when there is an appropriate station for them to use
-Fixed several ships who's mounts became misaligned.
-Catapult's DP was raised by 1, this is more significant than it sounds.
-The Arsenal should hopefully no longer be in the pool for the Indevo BP lotteries
-Changed shield efficiency on Dreadnought from 1 to .8, this is a massive buff I swear
-Added another gun to the Bore, it is uglier but should be modestly less of a meme now.
-Reduced the angle on the Lunar's rearmost set of large guns, it can no longer converge all six of its weapons at once, and its' system was changed from temporal shell to plasma jets. It is no longer a press button to win ship hopefully.

-Partial implimentation of HMI integration. This was delayed due to a desire to get above changes out, sorry.

-Began work on a small submod containing SOTF-based content. This technically does not (currently) require DEX as a prerequisite, but it does require SOTF. This is not yet avalible because as of right now it is litterally just one ship of dubious quality.


Version 0.0.11-
-Slight buff to the Celestial's speed and flux capacity, should keep up with other remnant ships now
-Added automated ship and rugged tags to several Derelicts that were lacking it
-Fixed the Poltergeist having more armor than the Onslaught
-Severely reduced the frequency of Lunar, and most mutant drone spawns
-Significantly reduced spawns of Pirate Derelicts
-Increased DP cost of the Rampart(P), fortress shields shouldn't come that cheap
-Removed the non-functional borer wing from the Trojan
-Half-assed unfinished integration with HMI and SOTF


v0.0.10- Initial Public Release
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Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: DaLintyGuy on April 07, 2023, 07:30:41 PM
Having downloaded the original SB upload, I have found the Seige Tower Drone Lander to A) be misspelled, it should be "Siege", and B) be recoverable before you get the skill to recover automated ships.

Edit1: Okay so the Stockpile(C) has text saying it should be, so maybe I skimmed the Siege's own explanation, if so then sorry.
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: SparraNova on April 07, 2023, 07:55:44 PM
Having downloaded the original SB upload, I have found the Seige Tower Drone Lander to A) be misspelled, it should be "Siege", and B) be recoverable before you get the skill to recover automated ships.

Edit1: Okay so the Stockpile(C) has text saying it should be, so maybe I skimmed the Siege's own explanation, if so then sorry.
I swear I caught that mispelling in all the spots it showed up...

Anyway, the Siege Tower's lack of the automated ship tag is intentional- though it being recoverable is mostly a side-effect- as Automated Ship automatically sets the ship's crew capacity to 0, which means it can't actually function as a troop lander. There was intended to be an entire set-up with having it carry an alternative type of soldier called Planetary Assault Drones, but it proved to be to convoluted to be worth implementing for something that most people wouldn't actually care about, thus the current sub-optimal implementation.
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: Ovid on April 08, 2023, 07:28:49 PM
Oh wait, is it the Automated Ship tag that prevents ships from being sellable? I had an interaction to sell a ship to someone at a bar, and I gave them the shield drone one (the one with the forward shield and Fortress shield ability). But I've got the same prompt again, and noticing that off my fleet, only my Siege Tower and Barrier frigates don't have the Automated Ship tag, and are thus sellable. I don't have a second on of the Fortress shield cruiser (might be a destroyer size), so I can't check it's tags, or remember it's name.

...But why is the Barrier frigate lacking a Automating Ship tag? It's there to throw itself into enemy fire, with just a Dampener system, and the lore doesn't mention anything about possibly needing a human crew.

EDIT: found one. It's the Terminal shield drone, and yes, it's lacking an Automating Ship tag.

And can I just say how much I love that the Decimator bombardment capital looks like a sheer slab of "get off my lawn"? The advanced ground support package tag is just *chef's kiss* for it's lore.

EDIT2: So far, I'd say my favorite ships so far are the M.U.L.E. construction drone for pure functionality and the Siege Tower cruiser. The Siege Tower has probably my favorite lore, but on a Derelict Empire run in Nexerelin, it's also one of the more common early ships you can find with Ground Support, which helps with taking planets from the derelicts. Also, they can have a new derelict fightercraft that itself has ground combat support, which is cool.
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: SparraNova on April 09, 2023, 11:37:12 AM
Oh wait, is it the Automated Ship tag that prevents ships from being sellable? I had an interaction to sell a ship to someone at a bar, and I gave them the shield drone one (the one with the forward shield and Fortress shield ability). But I've got the same prompt again, and noticing that off my fleet, only my Siege Tower and Barrier frigates don't have the Automated Ship tag, and are thus sellable. I don't have a second on of the Fortress shield cruiser (might be a destroyer size), so I can't check it's tags, or remember it's name.

...But why is the Barrier frigate lacking a Automating Ship tag? It's there to throw itself into enemy fire, with just a Dampener system, and the lore doesn't mention anything about possibly needing a human crew.

EDIT: found one. It's the Terminal shield drone, and yes, it's lacking an Automating Ship tag.

And can I just say how much I love that the Decimator bombardment capital looks like a sheer slab of "get off my lawn"? The advanced ground support package tag is just *chef's kiss* for it's lore.

EDIT2: So far, I'd say my favorite ships so far are the M.U.L.E. construction drone for pure functionality and the Siege Tower cruiser. The Siege Tower has probably my favorite lore, but on a Derelict Empire run in Nexerelin, it's also one of the more common early ships you can find with Ground Support, which helps with taking planets from the derelicts. Also, they can have a new derelict fightercraft that itself has ground combat support, which is cool.
Hmm, well those *are* an oversight. Thank you, I thought I caught all the strays already.

Glad to know you like the ships though.
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: Gilgamesh on April 09, 2023, 12:56:06 PM
These are great and I'm really happy to finally see these ships in game!

I did spot what looks to be a typo though. The Poltergeist has 10,000 armor!  ;D ;D ;D
I think there may be one zero too many, was funny seeing how much of a damage sponge it was with my whole fleet wailing on it though.

Other than this I haven't spotted any other issues and it was simple enough to lower the armor value myself.
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: SparraNova on April 09, 2023, 03:13:30 PM
These are great and I'm really happy to finally see these ships in game!

I did spot what looks to be a typo though. The Poltergeist has 10,000 armor!  ;D ;D ;D
I think there may be one zero too many, was funny seeing how much of a damage sponge it was with my whole fleet wailing on it though.

Other than this I haven't spotted any other issues and it was simple enough to lower the armor value myself.
How the... that must have slipped in during some last minute changes. Thank you, I'm correcting that immediately.
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: DaLintyGuy on April 09, 2023, 03:44:11 PM
Overall, a good ship pack. The Palisade is a little git to fight (thin forward profile plus some sort of engine boost I think?) at low fleet numbers but eh.

Seeing the big lads, the Titans, is going to be Fun. Even before the necessary work to get them to fulfill their fluffed rolls (Sporeship terraforming, Mothership industrial... stuff, Arsenals functioning like pirate bases though possibly also conquering markets, and the Castle being sad because it's just dumb muscle).


Bug Report: the Trojan's armament list includes "1x Borer Drone Wing", though it doesn't actually have it.
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: SparraNova on April 09, 2023, 04:54:51 PM
Overall, a good ship pack. The Palisade is a little git to fight (thin forward profile plus some sort of engine boost I think?) at low fleet numbers but eh.

Seeing the big lads, the Titans, is going to be Fun. Even before the necessary work to get them to fulfill their fluffed rolls (Sporeship terraforming, Mothership industrial... stuff, Arsenals functioning like pirate bases though possibly also conquering markets, and the Castle being sad because it's just dumb muscle).


Bug Report: the Trojan's armament list includes "1x Borer Drone Wing", though it doesn't actually have it.
Ah, a stray test feature that never got removed. I wanted to see if having a fighter that deployed other fighters was possible. The answer is possibly yes, but definitely not that way. That may come back in some form eventually, but I'll nix it for now.

As for the Pallisade: consider Harpoons. :P
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: SparraNova on April 12, 2023, 09:26:50 AM
Alright, that's our first update out! Version 0.0.11 makes a lot of small fixes. No big additions yet, but I've got some sprites made for some integration with HMI and Secrets of the Frontier (mostly just some reskinned Derelict ships to go with their derelict-user factions) that will see use in a future update. I just wanted to make sure the mod wasn't going around with unforgivable errors like minor spelling mistakes for any longer than nessicary. Full changelog and updated download link in the OP.
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: DaLintyGuy on April 14, 2023, 12:39:57 PM
Having built an Arsenal-class, it looks like the weapon models are not correctly placed on the ship sprite when in the refit menu.
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: SparraNova on April 14, 2023, 03:18:24 PM
Having built an Arsenal-class, it looks like the weapon models are not correctly placed on the ship sprite when in the refit menu.
Hmm, it seems the layout of its' mounts got compacted at some point, probably from trimming blank space from the sprite. That'll be on the list for a fix for the next version, along with a capitalization error that apparently causes crashes on Linex. I just don't want to flood everything with incessant minor changes.
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: Dreadnought70 on April 24, 2023, 12:05:03 PM
So this is my Rivals post...
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: Dadada on April 26, 2023, 10:52:16 AM
>_> maybe you should cooperate <_< >_>
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: SparraNova on April 30, 2023, 08:18:00 PM
Alright, that is version 0.0.12 released. This version is mostly a sweeping series of balance changes and fixing various minor bugs like misaligned mounts, but with some (gasp) balance changes as well. Mostly this was making a few shameless tumors (you know which ones if you've seen them) a bit less shameless, but a few of the ships that were just generally kind of weak got a bit of a leg up as well.

Additionally, several sprites were reworked, which can be seen in the new and updated promotional image in the OP, alongside a changelog detailing all of the specific changes done.
Title: Re: [0.95.1a] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: SparraNova on April 30, 2023, 09:55:22 PM
Apparently there was a file that was supposed to be moved over to the indev submod that was left in by mistake. That has been deleted, but if you have already downloaded v0.0.12, you will need to redownload the new version again. Sorry for the inconvenience.
Title: Re: [0.96] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: SparraNova on May 23, 2023, 10:56:07 PM
A small update, this mod is now officially compatable with .96, and several of its' ships now make use of new mechanics.
Title: Re: [0.96] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: Dentrone on May 23, 2023, 11:49:01 PM
Is there a way to download it? Link just loops back to the post.
Title: Re: [0.96] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: Dazs on May 24, 2023, 01:34:08 AM
Is there a way to download it? Link just loops back to the post.
Here is the link from discord https://drive.google.com/file/d/1-TpeK8xWWXT2CsKrxmuxbLaQ3_rl5zNG/view should hold you over until SparraNova can fix that.
Title: Re: [0.96] Domain Explorarium Expansion: An In-Development Droneship Pack
Post by: SparraNova on May 24, 2023, 01:48:02 AM
Is there a way to download it? Link just loops back to the post.
Well, that's bizzare. I've fixed that now. Sorry about that.
Title: Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack
Post by: Thazil on July 29, 2023, 11:00:10 AM
Hello there, I believe the bore class and brigadier class are missing their hullmods, they dont have any hullmods at all. I also believe the siege tower class doesnt have automated ship in its hullmods.



Thank you for your time and work on the mod.

Title: Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack
Post by: SparraNova on July 29, 2023, 01:04:27 PM
Hello there, I believe the bore class and brigadier class are missing their hullmods, they dont have any hullmods at all. I also believe the siege tower class doesnt have automated ship in its hullmods.



Thank you for your time and work on the mod.
Odd, the Bore is fine on my version... perhaps this is a lingering issue I already caught and fixed. Either way, it'll be fixed in the next patch along with a host of other things.

The Brigadier is actually meant to be soft-removed from the current version as I felt it wasn't distinct enough from other ships, odd that it is even still obtainable.

As for the Siege Tower, it lacking the hullmod is intentional (for the moment), as automated ships cannot carry troops. This will likely be reworked with a custom hullmod in later versions, but for now it's an interim thing.
Title: Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack
Post by: SparraNova on September 03, 2023, 11:18:40 PM
The new update, 0.0.14, has finally been released after much fanfare. The promo image has been revised to fit the new visuals.

Please post any feedback you may have!
Title: Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack
Post by: Milanin on September 22, 2023, 05:05:25 AM
The new update, 0.0.14, has finally been released after much fanfare. The promo image has been revised to fit the new visuals.

Please post any feedback you may have!

Hello, just want to notify you of a problem I've run into:

When trying to Autofit Redstone-class Type Two Vanguard Drone:

Starsector log outtake
17160769 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod reinforcedbulkheads not found!
java.lang.RuntimeException: Hullmod reinforcedbulkheads not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.E.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.m.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.super.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.oOoo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.L.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.G.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.do.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.96a-RC10 launcher
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in E:\Games\Starsector\starsector-core
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8.1 6.3
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_79 (64-bit)
29   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Cryo_but_better [E:\Games\Starsector\starsector-core\..\mods\Ashes of  The Domain - Cryosleeper Module]
35   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: aod_core [E:\Games\Starsector\starsector-core\..\mods\Ashes of  The Domain- Vaults of Knowledge]
54   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: A_S-F [E:\Games\Starsector\starsector-core\..\mods\A_S-F]
68   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: timid_admins [E:\Games\Starsector\starsector-core\..\mods\Better Colonies]
82   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Csp [E:\Games\Starsector\starsector-core\..\mods\Caymon's Ship Pack]
90   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: chatter [E:\Games\Starsector\starsector-core\..\mods\Combat Chatter]
103  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: combatactivators [E:\Games\Starsector\starsector-core\..\mods\Combat-Activators-v1.1.1]
109  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: DetailedCombatResults [E:\Games\Starsector\starsector-core\..\mods\DetailedCombatResults]
116  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: dex [E:\Games\Starsector\starsector-core\..\mods\Domain Explorarium Expansion]
128  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: star_federation [E:\Games\Starsector\starsector-core\..\mods\FED]
133  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: fleethistory [E:\Games\Starsector\starsector-core\..\mods\fleethistory]
145  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: forge_production [E:\Games\Starsector\starsector-core\..\mods\Forge Production]
158  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: GrandColonies [E:\Games\Starsector\starsector-core\..\mods\Grand.Colonies2.0.d]
165  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shaderLib [E:\Games\Starsector\starsector-core\..\mods\GraphicsLib]
177  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: hegfleetexpansion [E:\Games\Starsector\starsector-core\..\mods\Hegemony Fleet Expansion]
191  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: HMI [E:\Games\Starsector\starsector-core\..\mods\HMI]
203  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: HMI_brighton [E:\Games\Starsector\starsector-core\..\mods\HMI_brighton]
216  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: HMI_SV [E:\Games\Starsector\starsector-core\..\mods\HMI_Supervillains]
228  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: hte [E:\Games\Starsector\starsector-core\..\mods\HTE]
243  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: IndEvo [E:\Games\Starsector\starsector-core\..\mods\Industrial.Evolution3.3.c]
250  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Imperium [E:\Games\Starsector\starsector-core\..\mods\Interstellar Imperium]
256  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [E:\Games\Starsector\starsector-core\..\mods\LazyLib]
262  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: logisticsNotifications [E:\Games\Starsector\starsector-core\..\mods\Logistics Notifications]
275  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: LTA [E:\Games\Starsector\starsector-core\..\mods\LTA]
287  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lunalib [E:\Games\Starsector\starsector-core\..\mods\LunaLib]
294  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: MagicLib [E:\Games\Starsector\starsector-core\..\mods\MagicLib]
300  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: MoreBarMissions [E:\Games\Starsector\starsector-core\..\mods\MoreBarMissions]
306  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: nexerelin [E:\Games\Starsector\starsector-core\..\mods\Nexerelin]
318  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: particleengine [E:\Games\Starsector\starsector-core\..\mods\Particle Engine]
330  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: PirateMiniMegaMod [E:\Games\Starsector\starsector-core\..\mods\PMMM]
343  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: assortment_of_things [E:\Games\Starsector\starsector-core\..\mods\Random-Assortment-of-Things]
350  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: roider [E:\Games\Starsector\starsector-core\..\mods\Roider Union]
362  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: rotcesrats [E:\Games\Starsector\starsector-core\..\mods\RotcesRats]
374  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: sikr [E:\Games\Starsector\starsector-core\..\mods\San-Iris0.9.9]
387  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: scalartech [E:\Games\Starsector\starsector-core\..\mods\scalartech-solutions-0.9]
399  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: scan_those_gates [E:\Games\Starsector\starsector-core\..\mods\ScanThoseGates]
411  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Scrapyard [E:\Games\Starsector\starsector-core\..\mods\Scrapyard Armories]
418  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: swp [E:\Games\Starsector\starsector-core\..\mods\Ship and Weapon Pack]
424  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: speedUp [E:\Games\Starsector\starsector-core\..\mods\SpeedUp]
436  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: sun_starship_legends [E:\Games\Starsector\starsector-core\..\mods\Starship Legends]
448  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Terraforming & Station Construction [E:\Games\Starsector\starsector-core\..\mods\Terraforming and Station Construction]
460  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: thong [E:\Games\Starsector\starsector-core\..\mods\Thogs Domain]
473  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: thongredacto [E:\Games\Starsector\starsector-core\..\mods\Thogs REDACTED]
479  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: underworld [E:\Games\Starsector\starsector-core\..\mods\Underworld]
492  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: unthemedweapons [E:\Games\Starsector\starsector-core\..\mods\Unthemed Weapons Collection]
504  [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: XhanEmpire [E:\Games\Starsector\starsector-core\..\mods\XhanEmpire]
505  [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [..\\mods/enabled_mods.json]
[close]

This hullmod is specified under DEX_redstone_module_module variant as
"hullMods": [
    "blast_doors",
    "hardenedshieldemitter",
   "reinforcedbulkheads"
  ],

With only the reinforced bulkheads mod being spaced with a tab instead of spaces, but changing that doesn't fix the issue.

I got this Redstone from a Cryosleeper fight and stripped it, then trying to Autofit it keeps Fatal crashing.

Spoiler
Base
(https://i.imgur.com/hpTOs0H.png)
Frontplate
(https://i.imgur.com/saI1kUx.png)
Crash notification
(https://i.imgur.com/khsMaJ5.png)
[close]

Edit: Trying to add in the reinforcedbulkheads into the save file, seeing if that would save the problem causes the game to crash even trying to open the refit window.
So I'm guessing it's a mod elsewhere causing the issue or the game itself being borked.
Removing it savefile edit and removing it from the variant file fixed the problem of crashing.

Edit2: Having had some time to mess around with ship designs: other ships have it named as reinforcedhull
Title: Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack
Post by: Uther Phobos on October 31, 2023, 04:31:57 AM
Edit2: Having had some time to mess around with ship designs: other ships have it named as reinforcedhull

Check the base game hull_mod.csv and you will find that the proper ID for Reinforced Bulkheads is indeed reinforcedhull.

The variant setup is borked.
Title: Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack V0.0.14c
Post by: SparraNova on November 05, 2023, 06:09:11 PM
After far too much time sat sitting on my thumbs trying to collect more signifcant changes in the hopes of avoiding splitting people between versions, I have released a small bugfix update that should have been put out two months ago.

Fixes include:
-correcting the improper hullmod id in the variant file for the Redstone's bow module, thus preventing the 'crash when mousing over a redstone' CTD. Hopefully this will give the poor thing more time in the sun.
-fixing several longstanding case-errors in the names and calls of certain files, thus fixing some longtime issues for linux users. If you use Linux and you see more of these errors, please report them to me, as since I use a windows machine, I can't spot them easily.
-Going over most of the sprites with a fine-toothed comb to catch 99% transparent floaters. *Most* of them should be gone now, but if you still spot any, please, again, report them.
Title: Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack V0.0.14c
Post by: nutty8767 on November 06, 2023, 02:09:32 AM
Hey I don't know that is crash involve your mod or not but please take a look
7274391 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0009] not found on hull [DEX_tartar]
java.lang.RuntimeException: Slot id [WS0009] not found on hull [DEX_tartar]
    at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
    at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
    at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
    at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
    at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
    at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
    at com.fs.graphics.LayeredRenderer.render(Unknown Source)
    at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
    at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
    at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
    at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack V0.0.14d
Post by: SparraNova on November 06, 2023, 05:54:03 PM
Annd a small emergency patch has been enacted to fix the weapon slot issue on the Tartar. Sorry for the inconvenience!
Title: Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack V0.0.14d
Post by: Banana_777 on November 06, 2023, 11:41:53 PM
Hi just got this error from when i should've gotten a redstone droneship from the industrial evolution gatcha machine
whenever i just spawn the ship in or build it from a blueprint it works just fine

61676 [Thread-3] INFO  indevo.exploration.gacha.GachaStationDialoguePlugin  - Player receives: DEX_redstone
162633 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod reinforcedbulkheads not found!
java.lang.RuntimeException: Hullmod reinforcedbulkheads not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.prepareShip(Unknown Source)
   at com.fs.starfarer.coreui.h.Ô00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.showFleetMemberInfo(Unknown Source)
   at indevo.exploration.gacha.GachaStationDialoguePlugin.cycleMember(GachaStationDialoguePlugin.java:318)
   at indevo.exploration.gacha.GachaStationDialoguePlugin.optionSelected(GachaStationDialoguePlugin.java:186)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

thanks in advance
Title: Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack V0.0.14d
Post by: SparraNova on November 07, 2023, 08:44:44 PM
Hi just got this error from when i should've gotten a redstone droneship from the industrial evolution gatcha machine
whenever i just spawn the ship in or build it from a blueprint it works just fine

61676 [Thread-3] INFO  indevo.exploration.gacha.GachaStationDialoguePlugin  - Player receives: DEX_redstone
162633 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod reinforcedbulkheads not found!
java.lang.RuntimeException: Hullmod reinforcedbulkheads not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.prepareShip(Unknown Source)
   at com.fs.starfarer.coreui.h.Ô00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.showFleetMemberInfo(Unknown Source)
   at indevo.exploration.gacha.GachaStationDialoguePlugin.cycleMember(GachaStationDialoguePlugin.java:318)
   at indevo.exploration.gacha.GachaStationDialoguePlugin.optionSelected(GachaStationDialoguePlugin.java:186)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

thanks in advance
Hmm, that appears to be one of the errors that was fixed in the most recent pair of updates. Have you updated to 0.0.14d? If so, then I will take a look and see if there was something else I missed.
Title: Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack V0.0.14d
Post by: Banana_777 on November 08, 2023, 05:38:58 AM
updated now, will let you know if it happens again, honestly didn't even notice the last update was still on .13
Title: Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack V0.0.14d
Post by: SparraNova on November 08, 2023, 07:57:09 PM
updated now, will let you know if it happens again, honestly didn't even notice the last update was still on .13
No worries! I stuck it in the thread title for a reason, trying to get everyone to actually update to the new version is like half the reason I dragged my feet on putting out .14d in the first place, even though there were glaring issues with the previous release.
Title: Re: [0.96] Domain Explorarium Expansion: A Derelict Droneship Pack V0.0.14d
Post by: SparraNova on November 15, 2023, 03:12:52 AM
A new update has been released.

Version 0.0.14e features a few minor bugfixes, but is mostly focused around trying to once again bring the Pirate Derelicts more in line with where they should be as non-AI, pirate-modified ships with actual shields. This mainly means nerfs to the cost, DP, monthly maintenance, and cargo space of some pirate derelicts, particularly the Stockpile(P). The intent is to ensure these ships are balanced and not excessively OP for their cost and availability. As these nerfs may have gone too far, I will be listening for any concerns posted here or elsewhere about these changes to the balance of these ships.
Title: Re: [0.96] Domain Explorarium Expansion: A Droneship Pack V0.0.15 Christmas Update
Post by: SparraNova on December 25, 2023, 03:48:08 AM
Just in time for christmas, I've put together a brand-new update featuring a variety of bugfixes, improved sprites, several reworked and reintroduced ships, and several brand-new ships for you to find.


Verison 0.0.15- Christmas Update
-Added the Viaduct drone, a massive capital-scale fuel tanker meant to keep massive superships flying over extreme distances. Found extremely rarely in derelict fleets, and infrequently stolen by independents and scavengers.
-Reimplemented the Marche drone, a frigate with big dreams of being a heavy destroyer. Packs a major punch and can show up even in light derelict fleets, look out!
-Added the new Blockade drone, a tough destroyer that is effectively an upscaling of the same 'flying armor plate' concept seen in the Barrier
-Fixed several mounts on the Arsenal being considered hardpoints despite... not being hardpoints.
-Fixed missing hullmods on the Bore (I swear I did this one before)
-Buffed the Decimator, it now has enough flux capacity and dissapation to fire most weapons it can be fitted with almost continuously, making it far more formidable
-Added the Galaxia, a massive transport ship that was used to carry tens of thousands of colonists to the Sector before the collapse, but was all but erased from history due to the unpleasant political implications it created for Domain successors. Found in similar circumstances as the Viaduct.
-Added the Antephaylax, an exotic experimental drone designed to counter early phase ships. It's dangerous to more than just phase ships, be careful!

Full changelog can be found in the OP.

This update is a little rushed since I decided last-minute that a christmas release would be neat, so some of this stuff is a bit rough still, and there may be some undocumented changes I forgot to remove. Keep an eye out for anything that doesn't seem right, and please report anything you can spot for post-holiday bugfixes.

And merry christmas to all of you.

Title: Re: [0.96] Domain Explorarium Expansion: A Droneship Pack V0.0.15 Christmas Update
Post by: Kailan on December 25, 2023, 04:54:57 AM
Hey SparraNova wanted to give youre mod a try but get this error when I try to start the game.

Title: Re: [0.96] Domain Explorarium Expansion: A Droneship Pack V0.0.15 Christmas Update
Post by: SpaceWaifu on December 25, 2023, 01:45:41 PM
Hey SparraNova wanted to give youre mod a try but get this error when I try to start the game.
getting the same error here as well
Title: Re: [0.96] Domain Explorarium Expansion: A Droneship Pack V0.0.15 Christmas Update
Post by: SparraNova on December 25, 2023, 04:58:47 PM
After some checking, it appears the main variant for the Blockade was placed into a completely different mod folder for... reasons I can't fathom. I'm putting up a hotfix for it right now, sorry for the mess.
Title: Re: [0.96] Domain Explorarium Expansion: A Droneship Pack V0.0.15 Christmas Update
Post by: SparraNova on December 25, 2023, 05:14:04 PM
Turns out the emergency hotfix had another severe error in it... So that's also been fixed, but if you downloaded it and it is giving you an error about duplicate keys, you'll need to redownload now. Sorry about that
Title: Re: [0.96] Domain Explorarium Expansion: A Droneship Pack V0.0.15 Christmas Update
Post by: Akekho on January 07, 2024, 04:46:50 AM
I noticed that for some reason AI never uses phase cloak on converted drone that has a phase coil making it really weak, is that intentional behaviour?
Title: Re: [0.97] Domain Explorarium Expansion: A Droneship Pack V0.0.16 Gaze Into The Abys
Post by: SparraNova on February 02, 2024, 02:17:36 PM
Well, I wasn't expecting there to be a full-on update to the game today! I've had a hell of a morning, but since I was already working on an update, I was able to retool things to work with the new version quickly.


Version 0.0.16- Gaze Into The Abyss
-These change notes are reconstructed as the originals were lost, keep that in mind if you find undocumented features.
-Compatability with version 0.97 of Starsector
-Updated the sprite of the Fort
-Updated the sprite of most Mutant drones, less kitbash, more trash.
-Added the Evergreen, a massive megafreighter found in similar circumstances to other super-supply ships.
-Added Heavy Ballistic Integration to the Battlement, a small band-aid to help it with its' OP problems
-Reworked the Berserker 2, now with added support missiles.
-Reworked the Bersillion, now with heavy ballistic capability.
-Added the Penitent, a Pather-modified Redstone with a taste for triple hammer barrages.
Title: Re: [0.97] Domain Explorarium Expansion: A Droneship Pack V0.0.16 Gaze Into The Abys
Post by: Drazhya on February 10, 2024, 01:33:30 PM
The balance on these ships is wild. The Castle and Arsenal are a little too complicated for me to analyze, but the Evergreen, Viaduct, Galaxia and Barracks are not.

Let's start with the worst one - the Galaxia. For 20 DP, you get 6 hangars. But that's only half of it. 4 of those hangars are on secondary segments with Reserve Deployment. Reserve Deployment is worth more than +50% hangars - it's somewhere around 9 or 10 hangars effectively. The Astral, at 50 DP,  has 6 hangars and Recall Device. Recall Device is great, but it's not as good as RD, which is one, if not the best of systems in the game. And it doesn't end there - it also has 6 medium missile slots and the DP to fill them. It may be slow as molasses with no shields or armor, but even if it ended there it would be worth a lot more DP. But it has 30k base hull, so it'll last a while too, especially with Combat Endurance. It's also not an AI ship for some reason.
Barracks is crazy for primarily the same reason. 3 hangars + RD for 12 DP makes it much more dangerous than pre-nerf Drover, and Drover was nerfed for very good reason. Drones-only slows it down a bit, but not enough.

Viaduct and Evergreen have the same DP, speed, size (huge), hull, armor and shield (or lack thereof) as Galaxia, but are AI. Where Galaxia carries crew, Viaduct is fuel. It has 6 medium and 8 small missiles. Even if you just fill them all with Harpoons (linked-fire) you'll kill anything of the same DP without breaking a sweat. And then again and again until you run out of ammo. With mods that add good reloading 2000+ range missiles (like Seadragon DEMs from Random Assortment of Things) it gets even more dangerous. It also has a couple large ballistics, though OP is a bit tight for those.
Evergreen is the cargo and ballistics one. Two larges and a bunch of mediums that all face forward, plus a couple built-in locust SRM launchers. Base 550 flux dissipation (same as the other two) doesn't support these well, but even then, as the runt of this litter, it'll punch above it's weight.

All but the strongest of these compete with Radiants for spots on the fleet, since they're AI. But they out-compete it handily - not ship-for-ship - not quite - but definitely for DP.

I think this mod has a lot of interesting designs, but some of them are much too strong.
Title: Re: [0.97] Domain Explorarium Expansion: A Droneship Pack V0.0.16 Gaze Into The Abys
Post by: mark.sucka on February 11, 2024, 10:37:35 AM
Barracks is crazy for primarily the same reason. 3 hangars + RD for 12 DP makes it much more dangerous than pre-nerf Drover, and Drover was nerfed for very good reason. Drones-only slows it down a bit, but not enough.

I'll withhold making an assessment on balance, but I'd also chime in that the Barracks is a beast.  It's as tanky as a Rampart (slightly less hull, slightly more armor, about equivalent in total), but costs 3 DP less.  Mounts and OP are anemic to make use of them for DPS, but are serviceable if you use the mounts for PD & missile support with machine guns & swarmers.  This frees up the most amount of OP to put powerful wings on it; flash bombers or other heavy bombers / frigate-like heavy ships from other mods.  Integrate a gamma core with missile specialization to double your missile reserves, systems expertise to effectively double how often you can deploy the reserve wings, combat endurance to repair damage and get an extra minute of fight, and point defense to really extract the most amount of value from the ballistic mounts for use as a fallback anti-shield if large threats get too close.  You can basically go the full PPT of a fight spamming missiles, machine guns always firing, and 3 full reserve wings always deployed on top of whatever is left of your actual wings.  Put a makeshift shield on it if you are really worried about it being caught by quick frigates.

5 of these for 60 DP, 45 DP if you've got Derelict Operations.  You basically have 30 wings of strike craft.  A couple kitted with heavy bombers, a couple kitted with escorts, and maybe one with long-range missile support, and you've got a great backbone of a support fleet.  You could even do one with wasps & defensive targeting array, set it to escort the flock, and effectively have 36 PD lasers providing continuous missile & strike craft cover if you are really worried about the machine guns not being enough.
Title: Re: [0.97] Domain Explorarium Expansion: A Droneship Pack V0.0.16 Gaze Into The Abys
Post by: SparraNova on February 17, 2024, 10:57:34 AM
The balance on these ships is wild. The Castle and Arsenal are a little too complicated for me to analyze, but the Evergreen, Viaduct, Galaxia and Barracks are not.

Let's start with the worst one - the Galaxia. For 20 DP, you get 6 hangars. But that's only half of it. 4 of those hangars are on secondary segments with Reserve Deployment. Reserve Deployment is worth more than +50% hangars - it's somewhere around 9 or 10 hangars effectively. The Astral, at 50 DP,  has 6 hangars and Recall Device. Recall Device is great, but it's not as good as RD, which is one, if not the best of systems in the game. And it doesn't end there - it also has 6 medium missile slots and the DP to fill them. It may be slow as molasses with no shields or armor, but even if it ended there it would be worth a lot more DP. But it has 30k base hull, so it'll last a while too, especially with Combat Endurance. It's also not an AI ship for some reason.
Barracks is crazy for primarily the same reason. 3 hangars + RD for 12 DP makes it much more dangerous than pre-nerf Drover, and Drover was nerfed for very good reason. Drones-only slows it down a bit, but not enough.

Viaduct and Evergreen have the same DP, speed, size (huge), hull, armor and shield (or lack thereof) as Galaxia, but are AI. Where Galaxia carries crew, Viaduct is fuel. It has 6 medium and 8 small missiles. Even if you just fill them all with Harpoons (linked-fire) you'll kill anything of the same DP without breaking a sweat. And then again and again until you run out of ammo. With mods that add good reloading 2000+ range missiles (like Seadragon DEMs from Random Assortment of Things) it gets even more dangerous. It also has a couple large ballistics, though OP is a bit tight for those.
Evergreen is the cargo and ballistics one. Two larges and a bunch of mediums that all face forward, plus a couple built-in locust SRM launchers. Base 550 flux dissipation (same as the other two) doesn't support these well, but even then, as the runt of this litter, it'll punch above it's weight.

All but the strongest of these compete with Radiants for spots on the fleet, since they're AI. But they out-compete it handily - not ship-for-ship - not quite - but definitely for DP.

I think this mod has a lot of interesting designs, but some of them are much too strong.
Hm, I will admit, I was kind of expecting the "Logistics Superships" to be problem children, as they are both supercapitals *and* the newest additions to the mod. I will see about setting them to a fairer DP for their combat capability.

Barracks is crazy for primarily the same reason. 3 hangars + RD for 12 DP makes it much more dangerous than pre-nerf Drover, and Drover was nerfed for very good reason. Drones-only slows it down a bit, but not enough.

I'll withhold making an assessment on balance, but I'd also chime in that the Barracks is a beast.  It's as tanky as a Rampart (slightly less hull, slightly more armor, about equivalent in total), but costs 3 DP less.  Mounts and OP are anemic to make use of them for DPS, but are serviceable if you use the mounts for PD & missile support with machine guns & swarmers.  This frees up the most amount of OP to put powerful wings on it; flash bombers or other heavy bombers / frigate-like heavy ships from other mods.  Integrate a gamma core with missile specialization to double your missile reserves, systems expertise to effectively double how often you can deploy the reserve wings, combat endurance to repair damage and get an extra minute of fight, and point defense to really extract the most amount of value from the ballistic mounts for use as a fallback anti-shield if large threats get too close.  You can basically go the full PPT of a fight spamming missiles, machine guns always firing, and 3 full reserve wings always deployed on top of whatever is left of your actual wings.  Put a makeshift shield on it if you are really worried about it being caught by quick frigates.

5 of these for 60 DP, 45 DP if you've got Derelict Operations.  You basically have 30 wings of strike craft.  A couple kitted with heavy bombers, a couple kitted with escorts, and maybe one with long-range missile support, and you've got a great backbone of a support fleet.  You could even do one with wasps & defensive targeting array, set it to escort the flock, and effectively have 36 PD lasers providing continuous missile & strike craft cover if you are really worried about the machine guns not being enough.

That said, this is the first time I've seen the Barracks be the one considered too strong out of everything. I will admit, it has managed to avoid balance passes more than once on grounds of just being an uninspired Mora reskin from the earliest days of the mod... the update I am working on currently significantly overhauls it (a Mutant sprite I was messing around with ended up looking better to my eyes than the original Barracks sprite so I decided to switch it out and see how it felt), so I will take this on board and see about making the Barracks' Great Value fighter spam a bit less great for its' value... as the current rework gives it a forward-facing large missile, this may have to be a significant change to its' capabilities... I may also need to work with the Garrison a bit to ensure the two ships stay distinct.
Title: Re: [0.97] Domain Explorarium Expansion: A Droneship Pack V0.0.16 Gaze Into The Abys
Post by: Draconis13 on February 20, 2024, 02:29:48 AM
I got this because thogs is not updated and hooboy big mistake. Seemed fun at first but now I got luddic path screaming in on my colonies with 3-4 of these Penance class drones with the big ram on the front and an orion device on the back, which would be fine if it did not also move as fast as a frigate when it wasn't boosting with the Orion device, one can take out multiple capital ships by just slamming in ignoring fire and emp then firing missiles point blank so they don't have time to get shot down by PD. I noticing something was amiss when some of the smaller ships in exploration fleets were absurdly tanky but these luddic ships are too much. several days of progress down the drain because of this mod as removing it breaks the save.

Edit: I just talked to people on the forums and I was informed that the values might be intentionally broken for heavy challenge when using heavily modded ships. Shout out to DrLunchmeat on the discord for suggestion instead of restarting you can just fix the issue in the ship data.

Here is a changeversion of the ship_data.csv with a toned down redstone and its luddic variant with 45 speed and 40 acceleration its still a mean brick of a ship but it no longer slams capitals around.

https://www.dropbox.com/scl/fi/3h2bj2yokauselesni55x/ship_data.csv?rlkey=x20689pko6m7j45mjrsh56dvc&dl=0
Title: Re: [0.97] Domain Explorarium Expansion: A Droneship Pack V0.0.17 Fair And Balanced
Post by: SparraNova on February 25, 2024, 11:10:02 PM
This post marks the release of a new update. Version 0.0.17 once again adds a new ship (sometimes I can't help myself), but is mostly focused on trying to balance out existing content in the mod. This does, yes, primarily mean addressing ships that were too strong, according to feedback both here and elsewhere, but effort has also gone into bringing some of the weaker ships in the mod more into line with where they should be.

Ideally, as much of this mod as possible is intended to sit in that 'sweet spot' of content that is challenging- and ships that are worth using on the player side- without being frustrating to fight or overpowered to use. A full changelog has been placed in the OP with a detailed list of every change (note: there may be undocumented changes I forgot to write down, if you spot one please notify me).

As always, I am glad for any feedback you want to give, positive or negative, and hope that you will continue to tell me your thoughts on the mod going forwards.
Title: Re: [0.97] Domain Explorarium Expansion: A Droneship Pack V0.0.17 Fair And Balanced
Post by: HiyFly on February 27, 2024, 10:51:05 PM
Hello! I have a little problem, I really like your mod and your ship designs are also very good, I wanted to start my colony by making domain explorarium ships for myself, but I haven't found the blueprint package yet, and I want to request it with command but I don't know the name,
I looked for it in the list specials and couldn't find it, could you tell me the id?
Title: Re: [0.97] Domain Explorarium Expansion: A Droneship Pack V0.0.17 Fair And Balanced
Post by: Jimminy Crimbles on February 28, 2024, 02:46:44 AM
Hello! I have a little problem, I really like your mod and your ship designs are also very good, I wanted to start my colony by making domain explorarium ships for myself, but I haven't found the blueprint package yet, and I want to request it with command but I don't know the name,
I looked for it in the list specials and couldn't find it, could you tell me the id?

a quick look in special_items.csv says the ID is derelict_bp
Title: Re: [0.97] Domain Explorarium Expansion: A Droneship Pack V0.0.17 Fair And Balanced
Post by: HiyFly on February 28, 2024, 07:10:46 AM
Thank you!
Title: Re: [0.97] Domain Explorarium Expansion: A Droneship Pack V0.0.17 Fair And Balanced
Post by: Hexadood on March 02, 2024, 01:31:54 PM
Hey, so, using this mod in one of my latest playthroughs, and it's coming up with this crash-error here. Every time I load my game up in that save, it gives me this fatal error.
121561 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0006] not found on hull [DEX_barracks]
java.lang.RuntimeException: Slot id [WS0006] not found on hull [DEX_barracks]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Seriously hope this can get fixed! This save has lasted almost a month IRL, I'd HATE to lose it.
Title: Re: [0.97] Domain Explorarium Expansion: A Droneship Pack V0.0.17 Fair And Balanced
Post by: Roshag on March 03, 2024, 01:27:16 PM
Conflicts with All the Domain Drones+ New Drones due to both mods having ship with same id station_derelict_survey_mothership - crash when opening doctrine/production if blueprint is known. For those who also have both mods - you can check all related files in ADD+ New Drones/data/ and change this id to something else
Title: Re: [0.97] Domain Explorarium Expansion V0.0.17 Fairer And Balanceder
Post by: SparraNova on March 04, 2024, 08:48:49 PM
A small update has been released that fixes a number of minor issues and balance concerns. Full changelog is as follows:


Version 0.0.17.1- Fairer and Balanceder
-Changed the ship-system of the Homestead from Reserve Deployment to Active Flares. No ship this cheap should be able to pull that many fighters from its' ass.
-Reworked the Siegetower, with a new updated sprite, better weapon mounts, and with a DP more befitting of a cruiser of its' status.
-Fixed an issue with certain high-end ships having free-spawning BPs. As these ships were never intended to have BPs at all, this has been fixed. No more [CLASSIFIED] in patrol fleets.
-Added a dummy weapon slot (hidden builtin) to the Barracks with the ID 'WS 006' as a crash-prevention measure, as the original weapon slot with this ID prior to the ship's rework was mistakenly deleted. This should fix issues with the barracks causing crashes, please report if it doesn't.
Title: Re: [0.97] Domain Explorarium Expansion V0.0.17 Fairer And Balanceder
Post by: DaLintyGuy on March 04, 2024, 11:39:59 PM
So, after running a simulation of a Heron loaded with three Warden LPCs after looting them off of a Derelict Empire (the Nexerelin scenario) market, I can say that it seems Pretty Good and can kill an Eagle in about ten seconds. An unintended feature but Fun.

Not sure what the "Nomad" is though. Some of it's fighters also populated the loot pool.
Title: Re: [0.97] Domain Explorarium Expansion V0.0.17 Fairer And Balanceder
Post by: SparraNova on March 05, 2024, 06:36:41 PM
So, after running a simulation of a Heron loaded with three Warden LPCs after looting them off of a Derelict Empire (the Nexerelin scenario) market, I can say that it seems Pretty Good and can kill an Eagle in about ten seconds. An unintended feature but Fun.

Not sure what the "Nomad" is though. Some of it's fighters also populated the loot pool.
Well, I investigated what was causing that, and I found the source of the issue immediately! That will be fixed for the next version, hopefully along with some other lingering bugs that have been causing trouble.
Title: Re: [0.97] Domain Explorarium Expansion V0.0.17 Fairer And Balanceder
Post by: Troika on March 23, 2024, 11:53:13 AM
Can you add a toggleable option to have roaming Explorarium fleets in hyperspace/random systems? I would like to see the new drones more often.

For that matter, having Derelict raids would be fun too.
Title: Re: [0.97] Domain Explorarium Expansion V0.0.17 Fairer And Balanceder
Post by: CV514 on March 30, 2024, 03:08:17 PM
DEX_sentry_p has built-in "tow_cable" which is deprecated. Consider to switch it for "drive_field_stabilizer".