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Messages - ctuncks

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1
0.75/0.85 Update on 1st page.

Not compatible with old saves.

1.   Reworked Implementation of Scion Control System, should help cut down on potential for memory leak.
2.   Auto Lockout on CPU ships has been reworked so ships with no Blueprints will not receive the hullmod, blacklist still works too. Should help stop losing potentially once off ships.
3.   Reworked area of CPU augmentation listener that was causing crashes. Adde some null clauses so it shouldn’t happen anymore.
4.   New Diagnostic – Weapons Almanac. A hullmod that will display the name and other details of various weapons depending on what filters are used in the Luna Lib settings. Requires Luna Lib but only for the hullmod itself, if not installed the hullmod will be hidden.

Please keep sending any crash logs if crashes occur.

2
@ TimeDiver & pantsmode.

I've been looking into these crashes, I can't replicate them, but I believe I've learned something about them. I believe they're being caused by the code trying to extract and utilise weapon ID's from ships with built in weapons. Specifically what appears to be happening is a little further down the code from the ID extraction the ID is being used extract various weapon stats, (Usually Type/Size) and the code is somehow ended up with a null entry for the ID.

I believe this might be caused by inbuilt weapons with the SYSTEM ai hint. Usage of this hint seems to really inhibit how they can be interacted with and in testing I've found in some circumstance impossible to utilise them in some commands. For example if you try to use Lazy Wizard's console commands mod to give yourself a Thermal Pulse Cannon it fails since it has the SYSTEM hint.

I'm currently reworking the script so it doesn't try to ustilise the ID's to lessen the chance of a crash as well as inserting some null clauses around the offending areas.

It is going to require a fresh campaign though, once it's done.

3
Mods / Re: [0.97a] Metelson Industries 1.0.2 REMASTERED
« on: March 31, 2024, 06:31:07 PM »
I know you've only just recently released this remaster, but just wondering is there a reason why Crackler seems to be so poorly stated? Just comparing it to HMI's Slagger Buck Gun which is a very similar weapon, it has double the OP cost of the HMI weapon for 5 times less dps. It's got an extremely lengthy charge up time for a Point Defense weapon (7 seconds) making less useful for it's role even if it had a better damage profile.

Additionally the burst size is listed as 4.333333333, as it's a Projectile weapon and not a Beam the game can only seem to fire bursts in full integers and not fire an additional round every 3rd burst.

4
Thank you, As soon as you replied I checked a nearby black market and found the modspec for the Aumentation Suite, must have been unlucky so far.

All good I just thought for a moment that I'd used the wrong set of tags causing a sales issue. Doesn't help when some tags can do multiple different things and you may not know all of them.

5
@ warguy142
I'm currently looking into it, I think it might be the result of fixing a mission related issue that's now barring sales.

EDIT: Sales are fine they just didn't spawn on a few new games.

Augmentation Suite, Flux Coil Auxiliary Suite, Ancillary Flux Radiator Suite and Manual Maintenance Operations Suite all need to be either bought, looted or salvaged, if you get ships that already have them installed you can use them without issue.

The mods are higher tiered 1-3 so you won't be able to buy them in open markets, either Military markets with rep or black markets. If you're having trouble finding them I'd suggest installing Stellar Networks and manually updating the mod info file with appropriate version numbers, you'll want to enable show black markets via the luna lib interface.

6
Modding Resources / Re: [0.97a] LunaLib
« on: March 30, 2024, 11:27:47 PM »
Is it possible to clear a String field without resetting to default values for everything?

7
Any know of a spreadsheet / google doc that I can use to calculate weapon damage for balancing.
I remember there was such a google doc i used 2 years ago, where i could enter the damage, burst, reload, etc and it would show how much dps it did and per shot.
Anyone member?

I think some of Vayra's mods had them, but I personally found them not as useful as I would have liked, so I made my own in excel, granted it was somewhat flawed in the end too.

8
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 30, 2024, 05:45:36 PM »
Just curious is there a purpose for the Dual Mining Laser that shows up in the codex? It doesn't seem to be carried by any of the factions so no sales, seemingly no blueprint for it, doesn't seem to be built into any ships. I guess you might find it during salvaging.

Oh yeah, I just forgot about it lol.

No worries, just tinkering with a weapon finder tool I'm making and occasionally finding weird weapons. My general assumption is their either half finished ideas left at the wayside or don't have the right Hints or tags allocated.

9
See: CustomProductionContract.addArmsDealerBlueprints()

In brief, the dealer excludes weapons with no_sell, no_dealer, and restricted, and weapons with AIHints.SYSTEM, but may sell anything that passes those checks, regardless of it being available to the faction etc.

So in theory if I were to make a modded weapon that I want a faction to use, but not sell, while still allowing for Arms dealer production I would have to:

1. Set Weapon Tier at 5 for no sale.
2. Do not add the SYSTEM AIHint.
3. Do not add the no_sell tag.
4. Do not add the no_dealer tag.
5. Do not add the restricted tag.

For other control on how the weapon could be gotten (or not) I could also make use of:

1. no_drop. This is post combat loot and salvage if I'm not mistaken?
2. no_drop_salvage. This is location based salvage (Like a Research Station) If I'm correct.

I also assume that the SYSTEM hint also prevents drops of the weapon in question too?

Updates on Alex's comments: No you do not want to do this. I did experiments with my own mod of setting weapon tiers to 5, and what happened was that the weapon would almost NEVER appear in the game naturally. Even if you put it in the variant file, and you generate your variant with autofit, the weapon would get lost. My suggestion is that REFRAIN from writing the tier of a weapon above 3, unless you want it to be a weapon that is almost purely used by player. For the military productions, it's more or less not affected as long as the faction knows the weapon. I believe you could set a 'restricted' or 'no_sell' tag with the weapon if you don't want to see it on markets.

Sounds like no_sell + dealer might be the best option then. I'm not doing weapons atm, but in the past (personal mod) I felt that it was too easy to flood the market and dilute the pool of weapon variety.

10
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 30, 2024, 01:39:53 AM »
Just curious is there a purpose for the Dual Mining Laser that shows up in the codex? It doesn't seem to be carried by any of the factions so no sales, seemingly no blueprint for it, doesn't seem to be built into any ships. I guess you might find it during salvaging.

11
See: CustomProductionContract.addArmsDealerBlueprints()

In brief, the dealer excludes weapons with no_sell, no_dealer, and restricted, and weapons with AIHints.SYSTEM, but may sell anything that passes those checks, regardless of it being available to the faction etc.

So in theory if I were to make a modded weapon that I want a faction to use, but not sell, while still allowing for Arms dealer production I would have to:

1. Set Weapon Tier at 5 for no sale.
2. Do not add the SYSTEM AIHint.
3. Do not add the no_sell tag.
4. Do not add the no_dealer tag.
5. Do not add the restricted tag.

For other control on how the weapon could be gotten (or not) I could also make use of:

1. no_drop. This is post combat loot and salvage if I'm not mistaken?
2. no_drop_salvage. This is location based salvage (Like a Research Station) If I'm correct.

I also assume that the SYSTEM hint also prevents drops of the weapon in question too?

12
What is the effective "whitelist" for weapons being sold and weapons being sold through an arms dealer?

I'm aware that no_sell or tier 5 act as a "blacklist" of sorts for normal sales and no_dealer is the "blacklist" for arms deals.

My Assumption for market sales is not only does the weapon in question not have the "no_sell" tag  or tier 5, but also must:
1. Be known by a target faction (faction tagged in weapon file, weapon in known weapons in the faction file, or weapon is in a bp_package the faction knows or any other tag like standard)
2. Faction has a market the player can interact with.

Assuming the above is true does the Arms Dealer have similar requirements?

13
@ TimeDiver "zda_augment_pack_enable_boolean" is basically the kill switch for the entire inflation listener. With it set to false all the file does is import a few static values that it does nothing with. Changing the other values or booleans in the setting file shouldn't really affect the outcome of where the crash is happening.

What seems to be happening is when ships are being checked to see if they have inbuilt ballistic weapons for some reason the weapon IDs that are needed to check that are coming up as null, which I haven't been able to replicate. I asked about the monitors since they're one of the few vanilla ships that have built in ballistic weaponry on them.

For now it's probably wise to keep that setting disabled and I think it might be safe to say that as long as I'm mucking about with fixes to the inflation file or similar files that new saves are recommended.

14
@ TimeDiver Ok I can see the Ruthless sector is having an error before my code shows up, I'm going to quickly install that and try it myself.
Just tried a new start without Ruthless Sector enabled; did not get the CTD, so now to figure out which Ruthless Sector setting might be responsible, since I customized no small number of Ruthless Sector's settings through LunaLib.

Having said the above? An entirely new campaign start was required; I couldn't just load the already-created campaign (even 'fresh' from its Nexerelin start in Thule, the very first save created), got the same CTD even with Ruthless Sector disabled.

So is the completely fresh start, allowing you to see inflated Monitors now? I could only test Ruthless sector from a new campaign and didn't run into any of those errors.

15
@ TimeDiver Ok I can see the Ruthless sector is having an error before my code shows up, I'm going to quickly install that and try it myself.

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