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Starsector 0.98a is out! (03/27/25)

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Messages - JamesTripleQ

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1
Mods / Re: [0.98a] Unknown Skies 3.0.2
« on: May 22, 2025, 11:27:07 AM »
Hi There. So applied newest pach. Some of Gas Giants become invisible for me.
Aldo during survey attempt im getting this error.

835912 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.graphics.B.Ó00000()" because "this.texture" is null
java.lang.NullPointerException: Cannot invoke "com.fs.graphics.B.Ó00000()" because "this.texture" is null
   at com.fs.graphics.Sprite.getImageWidth(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.B.newView(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.B.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.K.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.set(Unknown Source)
   at com.fs.starfarer.ui.Stringnew.super(Unknown Source)
   at com.fs.starfarer.ui.n.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.ui.o000OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)

Heya, that's a Kaleidoscope bug, updating to the latest version of that mod should fix it. If not, Hartley has a console command on his forum I think that should fix it.

2
Hmm - this seems to work for me? I just tried it, and could type "delete" then enter (to exit the input field), and then enter again to confirm the deletion. Tried this in both devMode and not, just to make sure.

Ok sorry I'm an idiot and only pressed enter once (since that's all that you needed on previous versions) my bad.

3
Mods / Re: [0.98a] Unknown Skies 3.0.2
« on: May 19, 2025, 02:32:12 PM »
Hey there, just a heads up that Chrome and Firefox both flag the download as suspicious, also:



It do be like that.

Yeah antiviruses tend to do that with certain file types (in this case .jar files) that have been recently uploaded online and not downloaded often. There's really nothing I can do on my end and if you don't trust me you can recompile the mod yourself if you want. What's funny is that I needed to check something on the latest release and even my browser (the same one that uploaded the file) marked it as unsafe.

Also yeah that PR was a fix for the core worlds not being marked as actual core worlds because the way alex applied the tag is pretty dumb lol.

4
This isn't really a standard bug but I noticed that in 0.98 you can no longer press the enter key on the delete save prompt after typing "DELETE". I know it's really dumb but I kinda got used to it and always mess it up lol.

5
Mods / Re: [0.98a] Unknown Skies 3.0.0
« on: May 16, 2025, 06:42:14 AM »
Thanks for explaining the logic, makes it abit easier (and abit more work but that no problem) for system creation. Currently I'm working on a system that has abit rng what pool of star(s)/planets it'll select from for each entity so was afraid it won't pick from any of the US_stars but you have cleared that up.

XD no need to make the tool if its a hassle (plus got to think about maintence cost for future ;p ) but do appreciate the offer

If you mark your system as procgen and if it's generated before the main US routine does its thing then your star could be swapped to a US one.
I kinda want to make usage of this mod as accessible as possible so a simple system that almost anyone can use (rather than having to mess with specs and looking at code) would probably be great.

6
Mods / Re: [0.98a] Unknown Skies 3.0.0
« on: May 16, 2025, 03:03:26 AM »
loving the new stuff added.

question on the new stars do they auto replace vanilla ones on generation or is there a way to assign them? asking since I'm currently messing around CustomizableStarSystems to create unique systems

Glad you like the update. So, the new stars, here's how they work: after the sector is generated the mod will scan through every procgen system and, if the star has a matching US variant, randomly select a skin to apply to the star (the "vanilla skin" included). Unlike US unique planets, which are their own planet types with IDs and everything, US stars are actually just vanilla stars with some edited specs. For CustomizableStarSystems you can actually just create a vanilla star of the type you want and then swap the specs for it (CSS has that mentioned in the template and you can find the US star specs here).

However, your comment has actually given me a few ideas of some neat modder tools I could add in the future to ease this stuff... No guarantees but maybe in a future update it will be easier to swap stars.

7
Mods / Re: [0.98a] Unknown Skies 3.0.0
« on: May 15, 2025, 09:54:46 AM »
Hi non coder here :) i've been playing around with "add conditions" to a planet via console commands and I wondered if you add Fluorescent to a planet, how exactly do you add the visual too? Having the effect without the visual just leaves me deflated lol  Does anyone know how I can do it?

Great mod by the way, adds so much cool to the game.
The visual effect is actually tied to the planet itself and it uses the same system that makes lava worlds glow. Here's a command that turns a planet of a given name into a fluo giant. Note that you MUST be in the same system as the planet:

Code
runcode import com.fs.starfarer.api.impl.campaign.procgen.StarSystemGenerator;
        for (PlanetAPI p : Global.getSector().getPlayerFleet().getContainingLocation().getPlanets()) {
            if (p.getName().equals("NAME GOES HERE")) {
                p.changeType("US_fluorescent", StarSystemGenerator.random);
                p.applySpecChanges();
            }
        }

Also I'm really happy people are liking the changes : )

8
Mods / Re: [0.98a] Unknown Skies 3.0.0
« on: May 14, 2025, 04:02:39 AM »
Hi,

I think I made the mistake by updating this mod, and now I can't load my save. Can someone share me the precedant version if possible ? or a way to rectify my mistake ?

Spoiler
88798     240091 [Thread-2] INFO com.fs.starfarer.campaign.save.CampaignGameManager Error loading
88799     240092 [Thread-2] ERROR com.fs.starfarer.campaign.save.CampaignGameManager Failed calling method
88800     ---- Debugging information ----
88801     message             : Failed calling method
88802     cause-exception     : java.lang.NullPointerException
88803     cause-message       : Cannot invoke "com.fs.starfarer.loading.specs.PlanetSpec.getPlanetType()" because "<parameter1>" is null
88804     method              : com.fs.starfarer.campaign.CampaignPlanet.readResolve()
88805     class               : com.fs.starfarer.campaign.CampaignPlanet
88806     required-type       : com.fs.starfarer.campaign.CampaignPlanet
88807     converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
88808     line number         : 154792
88809     class[1]            : java.util.ArrayList
88810     converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
88811     class[2]            : com.fs.util.container.repo.ObjectRepository
88812     class[3]            : com.fs.starfarer.campaign.StarSystem
88813     class[4]            : com.fs.starfarer.api.impl.campaign.procgen.Constellation
88814     class[5]            : com.fs.starfarer.campaign.CustomCampaignEntity
88815     class[6]            : java.util.HashMap
88816     converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
88817     class[7]            : indevo.utils.trails.MagicCampaignTrailPlugin
88818     class[8]            : indevo.utils.trails.MagicCustomCampaignTrailEntityScript
88819     class[9]            : com.fs.starfarer.campaign.fleet.CampaignFleet
88820     class[10]           : boggled.scripts.BoggledTerraformingRequirement$RequirementContext
88821     class[11]           : boggled.campaign.econ.industries.BoggledCommonIndustry
88822     class[12]           : boggled.campaign.econ.industries.Boggled_Cryosanctum
88823     class[13]           : com.fs.starfarer.campaign.econ.Market
88824     class[14]           : com.fs.starfarer.campaign.CircularOrbit
88825     class[15]           : com.fs.starfarer.rpg.Person
88826     class[16]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
88827     class[17]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
88828     class[18]           : java.util.LinkedHashMap
88829     class[19]           : com.fs.starfarer.campaign.rules.Memory
88830     class[20]           : com.fs.starfarer.campaign.CommDirectoryEntry
88831     class[21]           : com.fs.starfarer.campaign.CommDirectory
88832     class[22]           : exerelin.campaign.ColonyManager
88833     class[23]           : java.util.LinkedHashSet
88834     class[24]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
88835     class[25]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
88836     class[26]           : com.fs.starfarer.campaign.econ.Economy
88837     class[27]           : com.fs.starfarer.loading.specs.FactionProduction
88838     class[28]           : com.fs.starfarer.campaign.Faction
88839     class[29]           : com.fs.starfarer.campaign.econ.Submarket
88840     class[30]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
88841     class[31]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
88842     class[32]           : com.fs.starfarer.campaign.Hyperspace
88843     class[33]           : com.fs.starfarer.campaign.CampaignEngine
88844     converter-type[3]   : com.fs.starfarer.campaign.save.O
88845     version             : not available
[close]

Hi, yes this update is not save compatible, on github you can find the previous version of the mod(there should also be a link sent by someone in here on the previous page) if you are using TriOS, that should also alow you to download it as well.

9
Mods / Re: [0.98a] Unknown Skies 3.0.0
« on: May 13, 2025, 12:53:57 AM »
That works but I'd argue it's a whole lot easier to just swap an existing planet out just like US does.

10
Mods / Re: [0.98a] Unknown Skies 3.0.0
« on: May 12, 2025, 11:51:55 PM »
Thanks for the huge and awesome update! Can't wait to try it out on my next playthrough

- Added 6 new planets:
    . The Sakura world, a unique planet with a special condition, not guaranteed to spawn in every sector.

Any reason why it's not a guaranteed spawn and/or may we have a toggle for this?

Two reasons:
1) Because if only one Terran world generates, then this planet won't replace it
2) I think the condition is decently strong so having it not be guaranteed evens it out a bit

There is a toggle in the mod setting files that (almost) guarantees that it spawns. This isn't really the intended way I designed it but I also think people should play mods however they like which is why I left that in there.

11
Mods / Re: [0.98a] Unknown Skies 3.0.0
« on: May 12, 2025, 01:20:11 PM »
Haven't checked myself but apparently the Adversary issues have been fixed in the latest update of that mod.

12
Mods / Re: [0.98a] Unknown Skies 3.0.0
« on: May 12, 2025, 03:20:26 AM »
Its taking everything I got to not just instantly start a new run, I really love the variety your update to this amazing mod offers for the colonization scope of the game. Especially now after reading the changelog, Its tuff  ;D

Haha yeah this one was quite big... There was actually a bit more planned but I didn't like the implementation or the "feel" it had when compared to vanilla or the rest of the mod. Also there were supposed to be more cloud textures as well but I had a few issues with the sprites I had sadly, maybe if I can get them fixed I'll implement them in the future but that's in no way certain. What's funny is that most people don't even realize that the biggest change is actually the star generation fix. That bug, leftover from when Tarti was still working on this, made the spawn rates of Terran worlds way smaller than they needed to.

13
Mods / Re: [0.98a] Unknown Skies 3.0.0
« on: May 11, 2025, 02:30:51 PM »
ok ok sorry this one is on me I completely forgot to mention that it's not save compatible... super duper sorry

Thankfully TriOS keeps previous versions of mods. Cant wait to try this out once Im done with my current playthrough, though!

https://github.com/JamesTripleQ/Unknown-Skies/releases/download/v2.1.0/Unknown.Skies.zip For anyone who didnt keep a backup of the previous verison files, hopefully this helps

Ah nice, I don't use TriOS so idk but I do keep all older versions on github, sorry again for the inconvenience lol, I hope you like the update as I'm personally really happy with how it came out... added a lot of stuff that I wanted to and fixed up and retextured a lot of things I didn't like from 2.0.0

14
Mods / Re: [0.98a] Unknown Skies 3.0.0
« on: May 11, 2025, 02:20:14 PM »
ok ok sorry this one is on me I completely forgot to mention that it's not save compatible... super duper sorry

if you did accidentally update then simply going back to the previous version of the mod should get everything back up and running so you can keep your save

15
Mods / Re: [0.98a] Unknown Skies 3.0.0
« on: May 11, 2025, 01:15:43 PM »
Yeah I was just about to put the following notice on here.

Note: if you are using Adversary with the latest update, go into the settings and disable "Optimal Unknown Skies support"

This is an error on Adversary's end and the dev is already aware of this error.

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