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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - nekoworkshop

Pages: [1] 2
1
I installed the mod but forgor to activate it years into the campaign.

What salvage have I missed? Is there anyway to get them, maybe via console commands?

2
Mods / Re: [0.97a] Suitable Star Systems 2.2.5
« on: March 12, 2024, 10:59:07 AM »
I befriended the Remnants in my current playthrough. It's hilarious seeing the Ordos casually strolling around my system and hunt down anyone else dare to bother me, including those poor trade fleets.

Too bad they also contributes to the colony threat so eventually I guess I'll have to get rid of the nexus :(

3
Modding / Re: [0.95.1a] Aegis Combat System v0.1.1
« on: January 10, 2023, 09:08:03 PM »
Getting an error at startup. Already have the latest version of LazyLib and MagicLib

Spoiler
133129 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.AegisCombatSystem]
java.lang.RuntimeException: Error loading [data.hullmods.AegisCombatSystem]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: 1 error(s) while compiling unit "data/hullmods/AegisCombatSystem.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: 1 error(s) while compiling unit "data/hullmods/AegisCombatSystem.java"
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:326)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]

4
Mods / Re: [0.95.1a] Realistic Combat 1.2.1
« on: July 12, 2022, 02:51:11 PM »
Just gave it a try and got my end-game fleet utterly destroyed by a pirate bounty.Still thoroughly enjoy the much larger engagement range. ;D

I'm still on my way to figure out the new "meta" but I have noticed some fighter/interceptor are dealing insane amount of kinetic damage with their fast firing weapon. Is there any change made to compensate the increased fire rate (and DPS) or is this a bug? I don't think a pair of interceptor wing is supposed to completely suppress a battleship's shield.

5
Modding / Re: Mod to control own faction's fleets?
« on: June 09, 2022, 06:19:57 PM »
The accessibility penalty due to being hostile to a faction is adjustable. Look for accessibilityLossWhenAllHostile in starsector-core\data\config\settings.json. Just set it to 0.

7
Overall a good mod (the change on zoom level is a godsend) but the replacement audio for the distress signal is really disruptive and out of place compared to the rest of the art and music change. It would be very nice if the overall change of the mod are consistent in theme and quality.

Is that where the nonsensical screaming came from?
If so then I second the motion that it's bizarre and out of place.

Yep. The file is in mods\fqol\sounds\sfx_abilities. Delete it and you'll have the vanilla audio effect back.

I was playing in late night and I definitely did not appreciate the jump scare out of nowhere lol.

8
Modding / Re: [0.95a] Sol System (v0.2.4 - 4/15/2021)
« on: June 06, 2022, 05:31:59 AM »
note: seems like there is crash vs Nexerelin 0.4.10d in 0.95.1a

```
3938037 [Thread-3] INFO  exerelin.world.ExerelinProcGen  - Creating station in asteroid belt null in Sol Star System, has params: false
3938054 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1317)
   at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1953)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1274)
   at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1173)
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:462)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
```

I'm on the same version and it works fine. Were you using the random core sector option in Next when you started the campaign by any chance?

9
Overall a good mod (the change on zoom level is a godsend) but the replacement audio for the distress signal is really disruptive and out of place compared to the rest of the art and music change. It would be very nice if the overall change of the mod are consistent in theme and quality.

10
Mods / Re: [0.95.1a] Exotica Technologies v1.0.2
« on: May 31, 2022, 10:49:52 AM »
First of all - thank you for your work.
If the author does not mind a little criticism, I will allow myself to say a few words.
The mod is quite structurally good and theoretically meets all high quality standards.
For example, that ship changes now spawn and can be looted is a good idea, as is the scanning system.
The problem is exclusively in the field of changes in the characteristics of the ship itself. The penalties imposed by the changed state of the systems force the player to refuse to apply the changes. The player is PUNISHED for bonuses. And while the bonuses are negligible - for a lot of money.
I understand perfectly. that the respected author tried in the so-called "balance", the meaning of which, from my probably erroneous point of view, is exaggerated by the author - probably as a result of the horror he experienced from flying monsters that could be created in the previous mod.
I would take the liberty of suggesting, to the respected author, that the penalties increase exponentially as the number of bonuses increases - completely abandon them in the first three levels of improvements.


I agree with you here. This is purely personally preference that I preferred the upgrades in pervious version (ESR) where you have the freedom to boost any stats you want without having to sacrifice anything other than resources. It not only allows you to fulfill your power fantasy of your unstoppable flagship but also offered a way to adjust the balance of different mods since you could top off some less-powerful modded ships so they can perform at a level you expected them to be.

I can see the author putting in thoughts so that the trade off of each upgrade is much less significant than the benefit but still, currently every time I upgrade my ship I simply cannot shake off the feeling that I have to sacrifice some of the stats in exchange of the others.

Luckily the author has mentioned the mod is very modular and easy to add your own upgrades. I'm more than willing to fire up my IntelliJ and get my own hands dirty if the author wouldn't mind pointing me to the general direction of adding more upgrades to Exotica Technologies via a separate mod.


11
Modding / Re: Transponder off factions
« on: May 30, 2022, 09:29:43 PM »
I don't have a mod but you can search for "allowsTransponderOffTrade" in all of the *.faction files to see if a faction allows you to fly in dark. A value of "true" means they don't mind if you turn off your transponder.

Here is how my result looks like using Notepad++
Quote
Search "transponder" (35 hits in 35 files of 383 searched)
  E:\Games\Starsector0951a\mods\Dassault-Mikoyan Engineering\data\world\factions\blade_breakers.faction (1 hit)
   Line 201:       "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\mods\Dassault-Mikoyan Engineering\data\world\factions\the_deserter.faction (1 hit)
   Line 63:       "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\mods\exshippack\Data\world\factions\MVS.faction (1 hit)
   Line 371:       "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\mods\gladiatorsociety\data\world\factions\gladiator.faction (1 hit)
   Line 130:         "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\mods\Hiver Swarm\data\world\factions\HIVER.faction (1 hit)
   Line 285:       "allowsTransponderOffTrade":false,      
  E:\Games\Starsector0951a\mods\HMI\data\world\factions\domres.faction (1 hit)
   Line 213:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\mods\HMI\data\world\factions\hmi_nightmare.faction (1 hit)
   Line 164:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\mods\HMI\data\world\factions\knights_of_eva.faction (1 hit)
   Line 270:       "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\mods\HMI\data\world\factions\mess.faction (1 hit)
   Line 119:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\mods\HMI\data\world\factions\mess_remnant.faction (1 hit)
   Line 125:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\mods\Industrial.Evolution2.2.f\data\world\factions\IndEvo_converters.faction (1 hit)
   Line 189:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\mods\Iron Shell\data\world\factions\ironshell.faction (1 hit)
   Line 513:       #"allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\mods\Keruvim Shipyards\data\world\factions\keruvim.faction (1 hit)
   Line 153:       "allowsTransponderOffTrade":false,
  E:\Games\Starsector0951a\mods\Keruvim Shipyards\data\world\factions\reaver.faction (1 hit)
   Line 149:       "allowsTransponderOffTrade":false,
  E:\Games\Starsector0951a\mods\Legacy of Arkgneisis\data\world\factions\al_ars.faction (1 hit)
   Line 82:       "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\mods\Magellan Protectorate\data\world\factions\magellan_ancientstarfarer.faction (1 hit)
   Line 79:       "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\mods\Magellan Protectorate\data\world\factions\magellan_leveller.faction (1 hit)
   Line 209:       "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\mods\Nexerelin\data\world\factions\nex_derelict.faction (1 hit)
   Line 207:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\mods\tahlan-shipworks\data\world\factions\tahlan_legioinfernalis.faction (1 hit)
   Line 273:       "allowsTransponderOffTrade":false,
  E:\Games\Starsector0951a\mods\uaf\data\world\factions\pirates.faction (1 hit)
   Line 223:       "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\mods\uaf\data\world\factions\uaf.faction (1 hit)
   Line 417:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\mods\uaf\data\world\factions\uaf_automata.faction (1 hit)
   Line 327:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\mods\uaf\data\world\factions\uaf_november.faction (1 hit)
   Line 344:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\mods\Underworld\data\world\factions\cabal.faction (1 hit)
   Line 365:         "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\mods\Valhalla Starworks\data\world\factions\#remnants.faction (1 hit)
   Line 203:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\mods\Valhalla Starworks\data\world\factions\derelict.faction (1 hit)
   Line 212:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\mods\Valhalla Starworks\data\world\factions\independent.faction (1 hit)
   Line 248:       "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\mods\Valhalla Starworks\data\world\factions\ValhallaExodus.faction (1 hit)
   Line 243:       "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\mods\Vayra's Sector\data\world\factions\vayra_domain.faction (1 hit)
   Line 214:       "allowsTransponderOffTrade":false, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\starsector-core\data\world\factions\derelict.faction (1 hit)
   Line 215:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\starsector-core\data\world\factions\independent.faction (1 hit)
   Line 255:       "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\starsector-core\data\world\factions\luddic_path.faction (1 hit)
   Line 252:       "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\starsector-core\data\world\factions\omega.faction (1 hit)
   Line 151:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"
  E:\Games\Starsector0951a\starsector-core\data\world\factions\pirates.faction (1 hit)
   Line 229:       "allowsTransponderOffTrade":true,
  E:\Games\Starsector0951a\starsector-core\data\world\factions\remnants.faction (1 hit)
   Line 196:       "allowsTransponderOffTrade":true, # to prevent cargoscan dialog from "patrols"

12
Modding / Re: [0.95.1a] Tesseract Prototype 1.1
« on: May 21, 2022, 12:15:47 PM »
Super fun ship (and a terrifying efficient killing machine) to pilot. Thank you for your hard work!

I wouldn't mind having the Dorito crumbs as built-in fighter wings. Just some ideas if you want to watch the sector burn harder  8)

13
Mods / Re: [0.95.1a] The Sunrider
« on: March 19, 2022, 08:09:43 PM »
The Sunrider ship AI tends to disregard friendly fire, and sometimes will use the Vanguard to shoot through its own allies if it means damaging the enemy.

Leads to a lot of accidental casualties.  Any way it can be toned down?

Perhaps if I find a way to give it a no friendly-fire code or script despite being a piercing weapon.
Otherwise, don't give it to AI because not every ship will be as good with them. Take VIC Apollyon as an example... it's very powerful in a good player's hands but very suicidal when piloted by aggressive AI


Just thinking off the top of my head after a quick read on the weapon script. Have you tried a different collision class for the DamagingExplosionSpec? Maybe HITS_SHIPS_ONLY_NO_FF?

14
Mods / Re: [0.95.1a] Fair S Mods
« on: March 12, 2022, 08:36:48 AM »
Using Better Deserved S Mods or Progressive S Mods reduce the effectiveness to 25%; Using both nullifies the mod.

Great mod but I have a question. Is the 25% reduction a deliberate balance decision? If so, would you mind exposing it in a config file so we can adjust it?

15
Mods / Re: [0.95a] Progressive S-Mods (0.7.0)
« on: November 27, 2021, 07:10:34 AM »
Well....THERE'S something I was hoping for but didn't know if it was possible, to me it adds the flavor of a ship slowly taking on a life of its own as its crew repairs maintains and slowly modify the ship throughout its life

reminds me a lot of stuff like Hero Mechs in battletech, nigh legendary mechs slowly but surely customized in such a way the mech took on a life and legend of its own

anyways, will try...

You may want to check out this mod as well  :) https://fractalsoftworks.com/forum/index.php?topic=15321.0

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