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

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Messages - CV514

Pages: [1] 2
1
Announcements / Re: Starsector 0.98a (Released) Patch Notes
« on: March 27, 2025, 02:49:08 PM »
Congratulations on the release! Feel like I need to take a few days off (at least) to fully enjoy it

2
Announcements / Re: Starsector 0.98a (In Development) Patch Notes
« on: February 08, 2025, 11:15:34 AM »
Can't wait to see more Threats!

Quote
hide_in_codex: do not add to the codex
HIDE_IN_CODEX hint continues to work where applicable
invisible_in_codex: add, but it's invisible, can be shown directly by entry id

Maybe it's just me; this is a little bit confusing, to be honest, since hide and invisible are semantically similar. But no big deal.


3
Mods / Re: [0.97a] Aptly Simple Hullmods 2.0.0
« on: June 13, 2024, 03:16:53 PM »
Tutorial start crashes right away because of new ability, it seems.

Code
{"enabledMods": ["aptlysimplehullmods"]}

crash log
Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.characters.AbilityPlugin.isActive()" because the return value of "com.fs.starfarer.api.campaign.CampaignFleetAPI.getAbility(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.characters.AbilityPlugin.isActive()" because the return value of "com.fs.starfarer.api.campaign.CampaignFleetAPI.getAbility(String)" is null
at aptlysimplehullmods.plugins.FuelRamscoopScript.advance(FuelRamscoopScript.java:39) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(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]

4
Blog Posts / Re: New music for Galatia Academy
« on: June 13, 2024, 07:18:12 AM »
That's very interesting, thanks, Stian!
Now Academy sounds like it's something very stand-off from entire Sector, more vibrant and not that "gnarly", so to speak. It almost feels like it should change alongside player progress in main quest, accentuating more on new faces being present there. Also, entire mood vibe reminds me a little of music from Vintage Story by Hayden Davenport.

5
Mods / Re: [0.96a] Nes's SAW 1.9ggggggg
« on: May 04, 2024, 06:56:17 AM »
Any possibility of getting a rainbow-coloured Fluorspar? I need this for reasons.
That is not out of the question

My humble contribution. This thing is totally bonkers. Absolute bananas.

Fabulous
[close]

6
Mods / Re: [0.97a] Persean Chronicles, a quest mod
« on: April 30, 2024, 04:48:25 PM »
So, I've picked up Karengo at some pirate station bar.
Then I've destroyed it, as a colony threat.

And now "The Dragonriders" quest is asking me return passionate youth to a place that no longer exists.

I don't know how if he's supposed to show up on pirate stations at all, but I suggest to accept any independent colony as valid quest completion drop off point.

7
OK, I've been able to reproduce this by getting a Hammerhead (D) (spawned via console commands) destroyed in combat. Turns out, it does restore to a Hammerhead (D), which then restores to a Hammerhead. I'm not sure if that's intended, or even if (D) (D) hulls in general are intended.

I've made a fix in dev that should allow (D) (D) hulls to share a mastery pool with non (D) hulls, even though they technically don't restore to the same hull spec. Thanks for the find!

Nice, good to know!

Another little question-suggestion: is there any way to see MP gained from knowledge constructs for the hulls that are not currently present in the fleet? I've right-clicked through them yesterday, returned to the core worlds next day, sitting at the big market and can't for life remember if I have the data for something new that I can buy, so it would be cool to see mastery at the market and/or in the tooltip of ship details, if that's possible.

8
I've made save copy right before messing with all that, so I can toss you it and my entire mod folder as well, if needed!

And no, actually; it's been restored to "Hammerhead (D)". Thing is, right after that, it can be restored second time despite not having any d-mods listed, removing (D) from the ship entirely. Unfortunately, it still doesn't positively affect the aforementioned situation of not being able to install s-mods on that specific ship.

I'll try to mess around with it in vanilla-like environment, but later on, around the end of the week.

bonus haha (after selling it to the market and trying to buy back)
[close]

9
So, I've got myself clockwork fairy crate from research tracts of Galatia Academy.

But thing is, I have "[Exploration] Pets" set to "False" in mod settings (sorry).

10
I'm surprised about the Hammerhead and Hammerhead (D) bit. I've basically just copied the D-hull restoration code from vanilla when choosing what ship type to use for mastery effects (so, for D-hulls, it *should* be using whatever hull you'd end up with if you restored it).  I'm not using the base hull because skins should have separate mastery effects as they can have different mount types, etc. As long as your Hammerhead (D) can be restored to a normal Hammerhead, they should have the same mastery points and effects.

Edit: just tested this. Hammerhead (D) and Hammerhead do in fact share the same mastery pool. Are you using some other exotic mods like EHM that modify/generate new hull specs?

Interesting, I will try to dig through it then. I'm most certainly NOT using EHM, but there are few mods with additional hullmods being installed. What I've noticed is that the second Hammerhead (not receiving MP) is actually called "Hammerhead (D) (D)", but I think I saw that even in vanilla.

enabled_mods.json, just in case
Code
{"enabledMods": [
  "SBTM",
  "pantera_ANewLevel40R",
  "aitweaks",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "apex_design",
  "AttunedDriveField",
  "lw_autosave",
  "timid_admins",
  "BVH",
  "better_variants",
  "BSC",
  "bc",
  "carrierui",
  "CFT",
  "CJHM",
  "chatter",
  "lw_console",
  "timid_cum",
  "customizablestarsystems",
  "wyv_decolib",
  "Diktat Enhancement",
  "dex",
  "EmergentThreats_Vice",
  "fleet_journal",
  "fleetsizebydp",
  "forge_production",
  "GrandColonies",
  "HMI",
  "sun_hyperdrive",
  "illustrated_entities",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "JYD",
  "keruvim_shipyards",
  "lost_sector",
  "largerZoomOut",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg_dev",
  "ldsc",
  "lockedAndLoaded",
  "logisticsNotifications",
  "luddenhance",
  "lunalib",
  "wisp_magicAchievementsVanillaPack",
  "MagicLib",
  "Marvelous-Personas",
  "Missing Names Mod",
  "dp_mnemonic_utils",
  "more_hullmods",
  "MoreMilitaryMissions",
  "advent_seven",
  "ness_saw",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "sun_nomadic_survival",
  "ObviousNeutron",
  "officerExtension",
  "PirateMiniMegaMod",
  "particleengine",
  "wisp_perseanchronicles",
  "planet_search",
  "wyv_planetaryShieldAccessControl",
  "pt_qolpack",
  "QualityCaptains",
  "assortment_of_things",
  "RetroLib",
  "roider",
  "sun_ruthless_sector",
  "SCY",
  "secretsofthefrontier",
  "shipmasterysystem",
  "swp",
  "mayu_specialupgrades",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "supportships",
  "tahlan",
  "Terraforming & Station Construction",
  "knights_of_ludd",
  "US",
  "unthemedweapons",
  "UGH",
  "Shark_utilityconsole",
  "vic",
  "variants_lib",
  "audio_plus",
  "aaamarketRetrofits",
  "shaderLib",
  "Rouge_Redstar"
]}
[close]

add: console to the help, it's even worse now :D
initial report alteration, actually the "problematic" Hammerhead is in sync with mastery with "okay" one in terms of progress, but at the same time it's not shown it the fleet menu properly (as L:0/9), and despite it should be viable, I can't install any S-Mod into it.

This is what it looks like in game
I've named above mentioned Hammerheads to see them on the left; on screenshots it's always "NOT OK" one.


[close]

list hull hammerhead doesn't snow anything unusual
Listing 12 hulls containing "hammerhead":

   BSC_Hammerhead_LP    (Hammerhead (LP) class)
   BSC_Hammerhead_MK2   (Hammerhead Mk.II class)
   hammerhead   (Hammerhead-class)
   hammerhead_d (Hammerhead (D) class)
   hammerhead_hmi   (Vidit-class)
   hammerhead_LG    (Hammerhead (LG) class)
   hammerhead_P (Hammerhead (P) class)
   mess_hammerhead  (Hammerhead (Mess) class)
   mess_hammerhead_drone    (Hammerhead (Mess Drone) class)
   swp_boss_hammerhead  (Phillipshead-class)
   swp_hammerhead_xiv   (Hammerhead (XIV) class)
   tahlan_hammerhead_dmn    (Hel Hammerhead class)
[close]

And in fact, I've started a new game with same mods, spawned them all variants then giving any of the hull MP via console, and it seems to be working as intended, they all receive and show it properly, but it is not in my actual save in progress for some reason, something broke somewhere on the way.

add2: adding another hammerhead_d via console produces ship that works fine, and yet still, it doesn't have second (D) in it's name. Restoring problematic ship in restoration docks make it works just fine right away partially fixing the issue; "L:0/9" is now shows proper info, but still I can't install any S-mods into said ships as "limit reached". Even adding more MP via console and leveling them up doesn't help.

11
Playing with it for a bit and noticed that non-combat ships tend to accumulate MP way faster, to a point where I'm able to fit mostly 2 S-Mods (and that's unusual, on average it's 1) into combat ships from the beginning of the game with tutorial scenario start, but civilian and fuel transports are already can be maxed out by April c207, Mudskipper transport for example already at lvl9 and have 12 spare MP left. I'm playing what seem to be balanced in terms of XP source, my most "profitable" ones are bounty and big hyperspace fights, and still non-combat ships are way more efficient.

Settings changed: MP gain multiplier 1.5, always enable S-Mod removal. Scenario started from character level 8.

personal stats for current run
[close]

Also, what seems to b a little annoying, Hammerhead and Hammerhead (D) are not considered same for mastery. Since they both are obtained in the beginning of tutorial scenario, and are constantly in fights, it's a little unfitting to see that one have about 15MP total, and the other one is zero by the same April c207, both are "well-known" according to Starship Legends mod.

12
It would be great to have console command to add MP for all hull types at the same time (testing purposes). Adding them manually is a bit tedious.
Also, config to set credits cost to install stuff would be cool too.
For now, I like it more than Progressive S-Mods, mainly because it's native outfit button! But also it feels like more balanced approach. Need some time to actually play with it.

13
Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: April 11, 2024, 04:59:57 AM »
Oh, what the hell.
It's actually Windows Defender is silently removing LOST_SECTOR.jar on unpack.

Says it's Trojan:Script/Wacatac.H!ml

Must be false positive.
[close]

14
Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: April 11, 2024, 01:51:02 AM »
Getting startup crash with 0.6.2c

Code
31511 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [nskr_barEventFixer] not found in packages:

Works fine with 0.6.2b.

15
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 11, 2024, 01:21:29 AM »
Good to see intel screen got some love. It's like official StelNet! Although I'd love to see some remote market and contact management too.

About saving games. There is option to compress them; right now it's accessible only through editing config file. Looks like good opportunity to make GUI button for it, if it's ready.

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