Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - float

Pages: [1] 2 3 ... 20
1
Mods / Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« on: December 20, 2024, 08:54:05 AM »
A question:

The Collection already has the utils integrated, yes? So no need to download the utils?

Right. They're also incompatible with each other (trying to enable both should result in a crash).

2
Mods / Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« on: December 18, 2024, 05:25:52 PM »
Seems every cache I found and defeated the defence, is empty?
Possibly an issue with Clean Sector clearing out caches, if you're using that.

3
Mods / Re: [0.97a] Unthemed Weapons Collection 0.6.5 (4/9/24)
« on: December 18, 2024, 05:16:37 PM »
Just want to confirm, that the latest release on github is the correct version, did you forget to update your mod_info version number? TriOS having a meltdown trying to update the utilities but only getting a lower version number.

Just looked, seems correct. Both mod_info.json and the Nexerelin version files state 0.6.6, though the utilities doesn't have a direct download link (since the latest release is pointing to the non-utils version). I suppose I could package both under one release, but I still wouldn't know how TriOS would react to that as I don't know its implementation details.

Edit: never mind, I see the issue. The release zip for utils says 0.6.3 for some reason, despite the repo being up to date. Let me just quickly fix that.

4
Mods / Re: [0.97a] Random Assortment of Things
« on: December 17, 2024, 07:49:33 PM »
Spoiler
107711 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.CombatEngineAPI.addLayeredRenderingPlugin(com.fs.starfarer.api.combat.CombatLayeredRenderingPlugin)" because the return value of "com.fs.starfarer.api.Global.getCombatEngine()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.CombatEngineAPI.addLayeredRenderingPlugin(com.fs.starfarer.api.combat.CombatLayeredRenderingPlugin)" because the return value of "com.fs.starfarer.api.Global.getCombatEngine()" is null
   at assortment_of_things.abyss.skills.AbyssalRequiem.apply(AbyssalRequiem.kt:56) ~[?:?]
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToShip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.entities.Ship.setCaptain(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.super.updateFromCurrentVariant(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.super.setFleetMember(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.V.setFleetMember(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.return.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.return.showMember(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.return.Ó00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.return.setPlugin(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L$4.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
Getting a crash when opening the refit screen right after loading.
Can happen when a Global.getCombatEngine() call is queued before loading is finished, but sometimes happens after that too.
Never mind, seems to be a rare unlucky instance where no combat engine exists upon loading into the game -- it's no longer reproducible after saving over the affected save file.
Should be pretty easy to resolve with a null check or using CombatEngine.getInstance() instead, which creates the combat engine if it doesn't exist.

5
Mods / Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/13/24)
« on: December 14, 2024, 02:54:39 PM »
Looking through that class file in JD GUI I can't find a line/string that specifically says "as CoreUIAPI" to change with another program, so I'm stumped.
Here:
https://github.com/Kaysaar/AshLib/blob/master/src/ashlib/data/scripts/AshReplaceAISkills.kt#L188-L190

Regardless, I opened an issue on GitHub. You may want to bring it up in AshLib's forum post as well.

6
Mods / Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/13/24)
« on: December 14, 2024, 06:23:25 AM »
Ashlib issue that can be fixed by changing one character in AshReplaceAISkills, changing “as CoreUIAPI” to a null-safe “as? CoreUIAPI”.

7
Looks like "acs_frigate_on_hangar" is missing a null check somewhere, as that's where the error is originating from. There's nothing I can do on my end, as there's no "setFleetMember" function on ShipAPI or similar. (Best I could possibly do is rearrange the boolean conditions to short-circuit the isApplicableToShip check earlier in the chain, but that'd still crash if you used the "show recent" function.)

Plus the Starsector API even states that getFleetMemberId() "can be null if there isn't one," so by extension getFleetMember() being null should also be within spec.

8
Mods / Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/11/24)
« on: December 13, 2024, 03:05:08 PM »
I just dropped by to say that this mod is awesome. I love this alternative to S-Mods. Makes playing with a fleet style so much more interesting and makes for fun head canon.
Thanks!

I haven't played with this mod besides loading it up and checking the settings (addicted to Factorio at the moment), does this not have a way to go past or change the S-Mod limit like progressive has?
Not in any official capacity, no. But the default mastery effects themselves are customizable in data/shipmastery/mastery_presets.json, so you could e.g. replace everything with "SModCapacity" and you'd end up with a limit of 9 S-mods.

0.11 changelog:
Spoiler
- Added the ability to create knowledge constructs by spending 10 MP. These can then be sold for credits.
- Added progression options to evolve NPC fleet difficulty over time.
    - Progression is based on total player MP gain for all combat ships, excluding those gained passively for skins.
    - Updating an existing save game will start its progression counter at 0.
- (New game only) Moderately decreased the number of concealed stations generated per sector, and added a lower limit of 4.
- Improved MP gain from large battles (single actions that grant lots of XP)
- Changed knowledge construct price upper bound from 100000 to 60000, lower bound from 0 to 20000.
- Reduced passive MP gain for skins from 75% to 50%.
- Reduced the default strength of a bunch of mastery effects that slipped past the first pass.
- Mastery effect that prevents CR from dropping below a certain threshold now no longer prevents malfunctions if Safety Overrides is installed.
- Fixed range display issue in the description text of phase skimmer EMP arc mastery.
- Extra logistics S-mod is now reflected in MAX_PERMANENT_HULLMODS mod (no behavioral change, but should work better with other mods that check S-mod count)
- Fixed exploit between S-mod-enabled autofit and extreme modifications
- Fixed issue with clearing S-mods with refunds enabled granting extraneous MP to skins
- Fixed issue where flagship tracking was using the combined fleet's commander rather than the individual fleet's commander when applying mastery effects.
- Mastery interface is now slightly bigger.
- Changed the "Clear S-mods" sound to be the same as adding S-mods.
[close]

9
Mods / Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/4/24)
« on: December 10, 2024, 09:34:21 PM »
Like the mod.  Probably be better than progressive s-mod but is there a way to customize what bonus your ships get? tempest with plus 1 burn kinda sucks.
"Rerolling" of certain traits is possible once the max mastery level is reached.

0.10.2 update:
Spoiler
Mastery weights have been changed -- should be save-compatible, but your mastery effects will likely be different after the update.
Additionally, the reroll system has seen significant under-the-hood changes. Reroll counts have been reset.

- Whenever you gain mastery points for a ship type, you will now gain 75% of those points for all similar hulls. Two ship hulls are similar if one is a skin of the other, or if they are two different skins of the same base hull (e.g. Pegasus and Executor).
    - Cybernetic augmentation has been modified to reflect this -- now two "ship types" are only distinct for the purposes of the OP bonus if they don't share the same base hull.
- The "regenerate" option now only rerolls effects for levels where you don't have a mastery already selected. This should alleviate the rare occurrence that you reroll into something that can't be changed/removed, and also allows selective rerolling of specific levels.
- The seed for random mastery generation can now be directly set in the settings. This is saved on game generation, and changing it requires a new game. Leave empty or whitespace only to use the sector seed, as before.
- Adjusted some masteries.
- S-Mod autofit option now properly detects and can apply the free logistics S-Mod slot from enhancing.
- Fleet post-inflater no longer modifies ships generated for the player via custom production.
- Fixed padding issue causing enhancement text to overlap repair bar in refit menu.
- Fixed fighter/bomber OP cost masteries being generated for ships without modular bays.
- Fixed fighter LPCs getting deleted when deactivating masteries that increase number of fighter bays; now they are added back to the inventory.
- Removed extraneous debug console output.
- Removed "phasefield" check for phase preset, instead checks spec.isPhase()
[close]

10
Just wanted to report partial incompatibility between Indies Expansion Pack v2.0 and Progressive S-mods.

Trying to install s-mod on stored frigate crashes the game.

Logs are from 1.0.0 version of S-mods but after looking at new ones they are more or less identical.

https://drive.google.com/drive/folders/1Zus69OdwTfrUaT7w7A-n3AZ1hrUT4VN9?usp=sharing from Java 8 and 23.

That link doesn't work.

11
Modding Resources / Re: [0.97a] LunaLib
« on: December 09, 2024, 05:48:04 PM »
Not sure what version of LunaLib added the LunaCampaignRenderer, but this library is no longer a utility mod -- disabling it will cause saves to longer load due to "lunalib.backend.scripts.LunaCampaignRendererEntity" having many references in save files that use LunaLib.

12
1.0.1:
Spoiler
- Disabled and removed the legacy UI.
- Added LunaLib refit button to manage S-mods, if you have LunaLib. (Note: due to weirdness with stacking interfaces, clicking the
  increase S-mod limit button will close the S-mod interface when accessed directly from refit screen).
- No longer checks hullmod getUnapplicableReason for hullmods that are already installed on the variant.
- Fixed reserve XP not working correctly with Lunalib.
- Fixed increasing S-mod limit not working with the exact number of story points needed.
- Reserve XP can now be used to increase S-mod limit.
[close]

13
Hey, made an account to say I love the mod and it should be vanilla lol. Also wanted to let you know that, for me at least, Starsector fatal errors when trying to view the built in hullmod menu for the Glimmer frigate. I'm assuming this has to do with it being a drone ship and all, so it very well may extend to the rest of the Remnants.
Hi, and welcome!
I can't reproduce the error you're experiencing. If you check your Starsector install folder, there should be a folder called starsector-core. Open it, and there should be a file named starsector.log. If you open starsector.log right after you experience a crash, you can scroll to the bottom to find a series of indented lines preceded by a numbered ERROR message. Can you post the entire error message, starting from the number and including all of the subsequent indented lines?

14
Mods / Re: [0.97a] Unthemed Weapons Collection 0.6.5 (4/9/24)
« on: December 07, 2024, 02:19:24 PM »
Thanks for the report, looking through the code it seems I specifically added a line to multiply flux cost by getBeamWeaponFluxCostMult because it wasn't being taken into account by the derived weapon stats. But it seemingly actually is, which is why the multiplier is being applied twice. It's possible this was a change from 0.96 to 0.97 that went under the radar, but it's just as possible that I miscalculated something back then. Regardless, it's been fixed in dev.

15
Mods / Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (12/4/24)
« on: December 07, 2024, 01:33:21 PM »
Hello, I have been notice this mod for month, and gladly see it get out from modding.
I wish to make a Chinese localization for it, and publish it on the Chinese Starsector Forum https://www.fossic.org/.
May I have your permission? Many thanks.

Sure.

Pages: [1] 2 3 ... 20