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Messages - alaricdragon

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1
Modding / Re: [0.97a] Forge Production V1.1.4
« on: April 17, 2024, 07:17:27 PM »
it is now fixed. thanks for the report
Was wondering if the hull constructing functionality is still linked to vanilla salvage rigs, or if anything that has a rig works (hopefully better for larger rigs). Thanks!
I have no idea at all. i didn't notice any such requirement for salvage rigs when i was looking at this mod, but i would need to look inside the code and i cant do that right now. i might latter though.

2
Modding / Re: [0.97a] Forge Production V1.1.4
« on: April 17, 2024, 06:43:26 PM »
I'm  getting this CTD on game start. I didn't think this mod needed crew replacer. Thanks
634519 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/CrewReplacer_Log
java.lang.NoClassDefFoundError: data/scripts/CrewReplacer_Log
   at forgprod.ForgprodModPlugin.crewReplacerCombatability(ForgprodModPlugin.java:58) ~[?:?]
   at forgprod.ForgprodModPlugin.onApplicationLoad(ForgprodModPlugin.java:29) ~[?:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(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) [?:?]
Caused by: java.lang.ClassNotFoundException: data.scripts.CrewReplacer_Log
   at java.base/java.net.URLClassLoader.findClass(URLClassLoader.java:445) ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:592) ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) ~[?:?]
   ... 8 more
Well drat. It worked in testing. I will fix it now.

3
Modding / Re: [0.97a] Forge Profuction V1.1.4
« on: April 17, 2024, 12:41:59 PM »
Nice to hear this will continue to be maintained! It's a good mod.

(Also, you have a typo in the post title Profuction instead of Production)
I'm just getting started on increasing the quality early is all.
(Thanks for pointing it out. I might have never noticed)

4
Mods / Re: [0.97a] Crew Replacer
« on: April 16, 2024, 05:25:10 PM »
Bah!  I can't wait until I can figure out how to combine transplutonics and metals to create 'coder droids' so we can replace lazy humans like you!  I bet you even think you're worth a $10 monthly salary too, hmmmm?
*Sobs in less then 10$ an hour from coding for fun*

5
Mods / Re: [0.97a] Crew Replacer
« on: April 16, 2024, 12:15:33 PM »
im going to be late on that thing i promised, not because im lazy, but because im really lazy.

6
Modding / [0.97a] Forge Production V1.1.5
« on: April 16, 2024, 11:47:30 AM »


Download Forge Production V1.1.5
Look at the original thread here
 
Requires no libraries.
Cannot be removed from games in which it was already used.

Summary:
  • Acquire production hullmods from derelict mothership.
  • Use their production capacities to make supplies, fuel, machinery and ships from raw resources.
  • Consult tooltips for detailed information about production processes.
  • Manage production with comprehensive ability toggle.
  • Bring up control panel with a hotkey for even finer regulation.
  • Open settings file in mod folder to adjust features to your liking.
  • Employ bundled conversions spreadsheet to plan your ratios adjustments.

Content:
 
Preview
[close]

 
Acquisition:
 
Preview
[close]

 
Information:
 
Spreadsheet

Note: This is a preview. Interactive spreadsheet file is in the mod folder.

[close]

Changelog
v.1.1.5
  • fixed crash on startup when ran without crew replacer. sorry about that.
v.1.1.4
  • I, alaricdragon, have taken over this mod. may it see prosperity under my rule
  • added version checker support. (hopefully)
  • updated to the newest starsector version.
  • added some crew replacer stuff. but don't worry, you can still play this without crew replacer.
v.1.1.3
  • Fixed signature mismatch for addImageWithText().
v.1.1.2
  • Hopefully fixed a bug with resetting module configs.
  • Added skins to the blueprint chooser.
v.1.1.1
  • Hopefully fixed a bug with repeating mothership interactions.
  • Added a setting for unlock of ability and hullmods at game start.
  • Added a setting to disable hull production limitations.
v.1.1.0
  • New feature: Control panel, which allows for toggling of individual production capacities. No more setting repairs suspension!
  • New feature: Hull parts production capacity - can produce some derelict and low tech frigates at a steep cost, requires having Salvage Rigs.
  • New feature: Plausible way of obtaining hullmods - salvage from derelict Motherships. Hullmods are now unobtainable via normal drop or markets.
  • Re-designed and rewritten mod internals - this update is most certainly guaranteed to break your saves.
  • Reshuffled and removed some superficial settings.
  • Production report message icon no longer clickable and doesn't take you to intel tab anymore.
  • Production now also has a chance to trigger fatal incidents which result in a loss of crew, similar to breakdowns.
  • Redone pretty much every tooltip - hullmods, ability, report.
  • Removed civgrade and cargo restrictions, replaced with CR malus.
  • Included interactive production values spreadsheet in release package - might be a help in making settings adjustments.
[close]
Notice of acquisition
the original mod creator has went to me seemingly at random and asked me to take over this mod for them. I have accepted.
For now im going to keep this mod on life support, making sure no issues arise. but I might contribute to this project latter.
all credits go to the original mod creator Ontheheavens for creating this mod, because as anyone who has ever played one of my mods knows, i cant create something this nice looking to save my life.

if i have in any way misinterpreted this set of interactions, please let me know so we can sort this out, but you were really really clear in what you wanted, so i don't think that's the case this time, but if it was, just let me know
[close]

7
Mods / Re: [0.97a] AI-Retrofits
« on: April 14, 2024, 08:08:13 AM »
Does salvage drone amount increase salvage drop?
No. They simply act as crew for salvage operations

8
ok, so there are a few misconceptions about my mods function and integration here. so im going to try and address them one by one. please feel free to correct me if i didn't understand what you were saying when i try to address things, as i am very tired and dont function the best well tired.

the fact that it requires to jump through extra hoops to add a commodity reskin
I suppose it does require one to jump a few hops, to add the library, and read the documentation and what not. but i fail to see how i could make it simpler. but i would be willing to hear any suggestions to have on ways i could make it more accessible.

it works only for crew
crew replacer works for any commodity I can get my grabby little hands on, in any event i can find a way to edit. not just for crew. the name 'crew replacer' is kind of a relic from when i was first developing the mod, as back then my primary objective was to have it effect crew. i didn't know at the time how simple it would be to replace every commodity with crew replacers functionality.

it doesn't address the fundamental cause for it's existence, rather it does a roundabout shenanigans to "catch" the crew consumption event and process it with alternative commodity
this is not correct, but i understand your confusion, given the name
crew replacer does not simply swap one commodity for another. rather, it replaces the commodity for a something i call a 'job' (please note: each events commodity has its own 'job', so one can customize things more) (a 'job' is basically just a list of commodity's (although they can be other things. but that's something i would need to create a tutorial for), and how good they are at replacing the replaced commodity at this task). it uses the combined 'power' of everything in said 'job' when deterring how mush of the replaced commodity you have, and running through a complicated equation to determine what is lost, and in what numbers.
how losses are calculated (copied from a post on AI-Retrofits from like a year ago or something. some info here is out of date (I think i describe priority backwards, for example) but it explains how losses work well))
Quote
Order of losses for drones vs humans
order of losses is kind of complicated, and the current version might have the priority set wrong. so here how it should work though:
first crew replacer gets the crew a job wants, so if it wants 45 crew to salvage something, and you have 300 'crew' and 40 'salvage robots',
it will look at the priority for both ('crew' = 10 and 'salvage robots' = 9) and try to get the 'required crew' in order of best priority to worst.
(so 40 'salvage robots' and 5 'crew')
if you had more 'salvage robots' then 'required crew', it would only call 'salvage robots'.
if 'crew' had a lower priority then 'savage robots', it would call 'crew' first, and because there is more 'crew' then 'required crew', it would call only 'crew'.
if 'crew' and 'salvage robots' had the same priority, it would try to get random 'crew' and 'salvage robots' using some math that acts like all the available crews were picking straws.

now how this relates to crew losses:
when calculating crew losses, the code looks at the crew used in a job example: (40 'salvage robots' and 5 'crew') then randomly try's to get crew losses using the 'drawing straws' math thing, using crew used in the job as who draws the straws. so in this case, it would be 8X more likely to loss a 'salvage robot' then a 'crew' (there is 8x more 'salvage robots' then 'crew'), but it would still be random, if that makes sense. so there is a change that you would lose all 5 'crew' anyways. or would lose only 'salvage robots', even if you were set to lose 40 crew.

both the loses and crew for job functions are also effected by something called power. think of it as a multiplier for how mush each unit is work in calculations. but 'salvage drones' and 'crew' have the same power, so it dose not matter here.
[close]

way too complicated solution for a simple issue that i would deem unsolvable otherwise.
again, i try to keep things as simple as possible one can for example, add a 'crew' to a 'job' (or to all 'jobs' that replace a certain commodity) with a single line of code.
example i gave someone else
in the 'onApplicationLoad()' function
'crewReplacer_Main.getJob("job name goes here").addNewCrew("the commodity id of you crew",power,defence,priority);'
what all the stats do
   "job name goes here" is the jobID that you want this crew to do. i have a list of them somewere ask me about it.
   "the commodity id of you crew" is the commodityID of your crew. this should be a thing after step 1.
   power is how strong your crew is. 1 is the default.
   defence is how many losses your crew tends to take. the default is 1.
   priority is what order your crew is used in. higher numbers go first. the default is 10
[close]
[close]

i am apprehensive to tie my own mod to it, despite it fulfilling a crucial feature that i need, simply because i don't want to deal with issues i cannot understand
I can understand this, as its always a risk. crew replacer is inherently difficult to test and make function at all (on my end. i make sure users of crew replacer can do things as easily as possible (although who knows if i succeed.)) do to the fact that i as a modder cant access all the base games code. making it extremely difficult to replace some events code.

if you ever decide that you want to utilize crew replacer, but don't want to make it a 'dependency' you can do the following:
1) create a class and make all your crew replacer code run there.
2) were ever you would put your 'crew replacer' code, run if(Global.getSettings().getModManager().isModEnabled("aaacrew_replacer")){ class.function()}
this should make it so you can have whatever crew replacer jobs you want if crew replacer is enabled, and should prevent crashes from missing a imported class (provided crew replacer is only called in this class)
(if you try this and doing so causes a crash when crew replacer is not installed, I might have misremembered. send me a message and i will amend my words)


ok, i think i addressed everything i saw here. I hope im not missing the point though. I also hope my words were understandable. i can struggle to exsplain myself sometimes.
have yourself a good day

9
that "crew replacement" mod exists, but the way it is implemented makes me apprehensive to touch it, and frankly, this should've been a thing along time ago in vanilla anyway
hello! it is me, the crew replacer developer.
I know this question is not for me, but i feel the need to ask a question. for my own peace of mind if nothing else.
you mention being uncomfortable with the way crew replacer is implemented, would you be willing to give me some examples of things that worry you about my mod? I do try to make sure its as accessible and stable as possible (with some failures in that regard every now and then, i admit) and as such would like your opinion on whats worrying you about it.

10
No worries, you're not being rude at all, and I appreciate the clarification!

Just had a quick look and unfortunately this isn't trivial on my end. There's getCrew() and getMarines() methods, and iirc the sum of those is what gets used, and lots of places assume that getCrew() returns the actual crew-commodity-count. And then there's the crew/marine counts shown in the lower left in the campaign, etc. It's just - things like this, that vanilla does not use, are pretty hard to add without bugs and/or breaking them later (and not noticing, due to not having a vanilla use case). It'd need to be absolutely trivial, and this isn't.
mush sadness. but thanks for taking a look. ill simply have to do my implementation instead, as janky as it will be, it will still work.
thanks for answering my questions. I hope you have yourself a good day. Im going to take a nap

11
Ah, sorry, definitely not. It's annoyingly complicated; the move away from multiple crew XP levels was to simplify things, and I'm definitely not going back or adding this functionality.

(Consider what using other types of crew does to any interactions that involve crew - losing crew during salvage, rescuing crew, picking up stranded crew from a planet, crew leaving due to being unpaid, and so on. It's a mess.)
hey, thanks for the fast response.
I really hope I'm not being rude here, but i feel the need to clarify my words a little.
I think i might have failed to ask for what i wanted. i suck at words, and trying to ask questions is really stressful sometimes. so I'm going to attempt to explain what i was trying to ask now and probably fail again.
I'm well aware of how mush of a mess it is, as i have a library built around handling such interactions called crew replacer that i have been slowly upgrading to handle all commodity interactions the player has in all events in the game, as well as a few mods.
what i was trying to do was ask in a very roundabout way was for a way to change the number of 'crew that are currently crewing star ships' and 'crew using crew space' numbers, but somehow i failed to ask that.
so a more direct version of my question would be: is it possible to make the 'crew that are crewing star ships' and 'crew space used' values be something like, a mutable stat? this way mods like crew replacer could interface with said values and create changes
let things like losses / crew leaving / whatever be handled by the modding community. i know I'm ready to cry trying such a challenge.
again, i hope I'm not being rude, and I'm really sorry if i am, but i needed to say this at some point. also, no pressure if changing such values in such something your not up for, I can still handle this in a somewhat janky way.

12
Ah, looks like you're right; I think the core code is hardcoded to count crew + marines. Honestly, I haven't dug around in that area of the code for a while.
hey, so i was wondering, if there are any plans to make the 'crew' and 'personnel' tags work (in the commodity CSV).
I'm asking this, because I recently realized that there is a way I could simulate that working (by reducing the min / max crew of all ships in the players fleet), but it would be really hard to do, and would not be posable for the interface to respect such changes, causing lots of player confusing. but then i realized, that if the tags ever were made to work, my efforts would be wasted.
so i suppose that before i waste my time building a janky system that barely works, i should probably ask: are there any plans to fix this, or should i go and do my crazy plan?
(also, if you are wondering if people want this, I actually have gotten quite a few messages asking if crew replacer has the capacity to make non crew commodity's crew ships and and fill crew space on ships, so at least a few people want such a thing)

13
Mods / Re: [0.97a] Crew Replacer
« on: April 05, 2024, 09:38:07 AM »
I was trying to read the coding for AI-retrofit to get an example of "alternative" crew, i didn't get confused xD

So if I had something like the ore in the example, he can survey and salvage as 1.75 crew, but cannot act as skeletal crew to pilot ships?
i find my own self frustrating sometimes.
I realized that there is a way i could make 'skeleton crew' work, as well as 'use crew space' crew work. its just requires me to accept the fact that the UI will never respect that (and in fact will look janky), but i could make my own like, intel thing or something that shows the 'real' values of the crew on ships. its totally doable. in fact i spent the last hour selling myself on the idea, so if you wanted that 'skeleton crew' give me a week or two and you can have it.
probably.
why do i keep getting myself into messes like this? i hate working with UI...
but now i got to do it. oh well.
I wanted skeleton crew as well, so there is that...

14
nvm I figure it out, for 3 hours I realized I was building project instead of building artifact

and for another 2 I had the names in all lower case since with Cap didn't work (didn't work since I didn't build it)

I want to bang my head on a wall.
Well, I'm glad you figured it out.
I tbh forgot that adding a industry to one of the starting markets was a thing. That's something to keep in mind if I ever end up creating a full tutorial on how industry's work, although that's outside of the range of this simple commodity tutorial. Also, it's not something I have ever done.
Anyhow good luck on your endeavors!

15
Mods / Re: [0.97a] Crew Replacer
« on: March 30, 2024, 01:33:28 PM »
sad that alternative crew didn't work...but I think I can still make stuff like domain-era marines, awesome framwork regardless xD
Maybe someday I will get the few 'jobs' I have yet to find a way to change working, but for now, crew replacer will remain incomplete : (
Good luck with your things. And remember: crew replacer is for more then just crew and marine things. Gotta remind everyone reading this of that because of the misleading name of this framework.

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