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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Phantasia

Pages: [1] 2
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
« on: May 03, 2022, 11:11:46 AM »
Linux users will need to rename the two following files in `graphics/weapons/fighters/` in order to avoid a CTD before reaching the main menu:
- `57mm_class_iii_recoil.png` to `57mm_class_iii_recoil.PNG`
- `155mm_class_i_recoil.png` to `155mm_class_i_recoil.PNG`
Alternatively you can look for where these files are referenced and point the paths to use lowercase version...but that's more tedious to handle between updates.

Also if the Favonius tourist spawn rates are going to remain as they are from the 10x spawn rate buffs back in March at least make it customisable.
I don't know about other AMD Linux users but the screenshot below is an example of the extreme lag that I get whenever I come for a visit:

It looks like the fleets tend to linger around since they're in combat all the time.
This doesn't just apply at the planet but also the jump points in and out of the system since those are also places where they gather.

EDIT: Added another image for 3 in total. The last is the worst so far...

Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: May 02, 2022, 05:04:02 AM »
- Changed the behavior of the ECM skill to count each electronic warfare skill toward ECM score rather than just checking that you had at least 1.
I can confirm that the changes are in (officers with one ECM skill grant a 1% bonus; officers with both grants a 2% bonus) however the skill description and the config comments suggest that having both doesn't give a stacking bonus.

Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.3.13
« on: April 28, 2022, 11:42:25 PM »
The bar event that can let ships get MIDAS hullmod added can be undone if players open up the "Build In" window for adding s-mods followed up closing the screen.
MIDAS will now be a regular hull mod.
However if players add any s-mod when they are at the screen the MIDAS hullmod does remain.

I wonder what it would mean balance-wise if Strikecraft hulls were to receive a scaling debuff the further they're operating outside a given distance from allied ships with dockable fighter bays.
I don't imagine this would play well under AI control though...

Modding / Re: [0.95.1a] Of Ludd and Lions
« on: April 27, 2022, 08:22:23 AM »
CTD when raiding for blueprints at Sindria.
11119218 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [xyphos_wing_lg] not found!
java.lang.RuntimeException: Ship hull spec [xyphos_wing_lg] not found!
at com.fs.starfarer.loading.oO0O.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at Source)
at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(
at Source)
at Source)
at Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.G.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.o0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.class.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
at Source)
at com.fs.starfarer.ui.newui.W.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
Some observations:
- Not sure if this is because in wing_data.csv the referenced IDs are not in the folder; they only exist as .skin files.
- None of the 4 wings have "WING_NO_DROP" tag compared to Ko Combine.

Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
« on: April 26, 2022, 04:50:02 AM »
By all means! That's why it's a config toggle. :D
It was more so me trying to argue for why I think QC should have particular defaults.
Be it you update mods by doing a clean install or a dirty drag-n-drop, QC on paper doesn't handle either well and it's easy to forget to remember what edits edits were made between updates.
This may be mitigated if users use the External Settings Pack from #mod-updates over at USC but I can't confirm whether that works in practice.

Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.0
« on: April 26, 2022, 01:18:46 AM »
The wording for how Combat Endurance handles malfunctions could do with further clarification.
It suggests that it only reduces malfunctions when at low combat readiness but when you look at the source code that doesn't seem to be the case.
In actuality malfunctions are reduced independent of the ship's combat readiness.
	public static class Level5B implements ShipSkillEffect {
public void apply(MutableShipStatsAPI stats, HullSize hullSize, String id, float level) {
stats.getCriticalMalfunctionChance().modifyMult(id, 1f - MALFUNCTION_REDUCTION / 100f);
stats.getWeaponMalfunctionChance().modifyMult(id, 1f - MALFUNCTION_REDUCTION / 100f);
stats.getEngineMalfunctionChance().modifyMult(id, 1f - MALFUNCTION_REDUCTION / 100f);

public void unapply(MutableShipStatsAPI stats, HullSize hullSize, String id) {

public String getEffectDescription(float level) {
return "-" + (int)(MALFUNCTION_REDUCTION * NO_OFFICER_MULT) + "% chance of malfunctions when at low combat readiness";
This distinction is worth noting especially for those that are piloting ships with Ill-Advised Modfications that can cause malfunctions at any time e.g. LP ships or interactions with modiverse hull-mods which may add malfunctions as an act of balancing.

More comments while I'm here...

I've never been a big fan of EW scaling with officer's skills. Furthermore they need to have either Gunnery Implants or Energy Mastery but no bonus of sorts for having both (not even a diminishing bonus)—I would rather spend my time playing the game then min-maxing fits or officer builds to fit fleet composition. Vanilla did it best here scaling with the amount of ships added (and thankfully it's customisable). It sucks even more when you're up against doritos that have ECM ratings of 50!

Also I prefer the vanilla 0.95.1a Helmsmanship so as to not have to ever encounter the scenario with enemy ships that have a ridiculous level of flux capacity and have low weapon flux usage which can result in being infinitely kited and sniped by ship with permanent zero-flux bonus that keep their flux usage at less than 1%.

Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: April 23, 2022, 04:13:45 PM »
Giving this feedback makes me sad but in terms of modiverse balance the Einhander from ArmaA--which happens to use a standard phase system--with the Flicker Core hullmod just might be a little too strong.
Since Flicker Core considers cross-mod balance by fact that it only works on standard phase systems, I guess one way to balance its use on ships with the Strikecraft hullmod would be to have the time dilation bonus reduced by a certain amount if used on craft that has Strikecraft hullmod from ArmaA.

I think a reduction by half or two-thirds could work while still remaining a tempting option when you're at the ship loadout menu.
Alternatively you could add an internal cooldown to the enhanced time dilation effect (a potential for a fancy particle effect to trigger when activated or plain old text-based notification) but in doing so it would contradict the hull-mod's name since it's no longer a phase core modified for flickering.

All that being said this is only really abusable in the player's hands—only the player can handle pilotable strikecraft in the middle of a anti-fighter missile and bullet hell right in the thick within enemy lines and assassinate frigates destroyers.

EDIT: On second thought it might be moreso the combination of Flicker Core and Phase Anchor that is too strong in the player's hand since Phase Anchor reduces cloaking flux activation to 0 which means getting the time dilation effect is free when Flicker Core is also installed. Furthermore the time dilation effect is still on when the ship is venting flux which is very player-abusable.

"absynth_item.PNG" should be "absynth_item.png" otherwise every time there's an update Linux users that do clean install of mod updates will have to remember to rename this file.

Mods / Re: Machina Void Shipyards v. 0.55
« on: April 22, 2022, 10:34:17 PM »
For the Linux users although the non-conventional folder and file naming conventions are still there unlike v0.54 the mod now gets past the loading screen.
Nonetheless despite it now loading out-of-the-box it appears to not be save compatible as the game will return to the main menu screen since it cannot find "expsp_plinker_sml" despite it very well existing.

Bug Reports & Support (modded) / JRE CTD
« on: April 13, 2022, 11:05:57 PM »
Operating system: Arch Linux
Graphics card: Radeon RX480
Available RAM / VRAM: 32 GB / 8 GB
StarSector version: 0.95.1a-RC6

Issue: Game CTD predominantly during loading and saving; occasional CTD during the campaign or combat layer.
I've been doing some stabs-in-the-dark to resolve the issue but I've ran out of options hence the forum post.
For the first 13 or so cycles there was no issues; no major modding changes were done prior to the crashes.

Things I've tried without any hint of success:
- Updating and changing the OpenGL driver being used (the Mesa `radeonsi` drivers vs. AMDGPU Pro).
- Different JREs namely the default JRE7, JRE8u271, and GraalVM 20.2 (based on 8u262).
- Using different versions of the G1GC `vmparams` mentioned in the Unofficial Discord vs. the vanilla version
  which only has the heap size altered to cater for my heavily modded run.
- Trying the more up-to-date version of XStream 1.4.16 vs. 1.4.10.
    - I figured since most of my problems were during save and load that the serialisation library being used
      was at fault but this doesn't seem to be the case.
- Loading backups of the save at earlier points in the game.

- No incriminating mods installed e.g. Beyond The Sector.
- No red flags in the StarSector logs (the core dump is largely incomprehensible to me; helps only so much).
- From a rudimentary glance of the core dump I initially thought `libc` was the issue
  since `free()` is a standard C function however there has been no recent updates
  according to so I doubt the bug is there.
  If I had to guess it would be that StarSector is passing some address to the JVM
  which the JVM tries to free only to find out there's nothing there. But why isn't is being detected in the first place...?

e.g. of end portion of game logs (note lack of error messages):
e.g. of a following core dump:
More core dumps with varying launch parameters but same errors:

Mod list (all are up-to-date except UNGP which is one minor version behind):
Amazigh - Kyeltziv Technocracy
Amazigh - RotcesRats
A New Level of Confidence - 25
Astarat, Puretilt - VIC
Austere - Gundam UC
BigBeans - Ship Compilation
boggled - Terraforming and Station Construction
borgrel - Automated Commands
Caymon Joestar - Caymon's Ship Pack
Chozo - Fleet Size By DP
connortron7 - Keruvim Shipyards
connortron7 - The Exalted
Dal - Blackrock Drive Yards
Dal - Quality Captains
Dark.Revenant - Audio Plus
Dark.Revenant - GraphicsLib
Dark.Revenant - Interstellar Imperium
Dark.Revenant - Leading Pip
Dark.Revenant - Ship and Weapon Pack
Dark.Revenant - SpeedUp
Dark.Revenant - Underworld
Dazs - Hiver Swarm
Dazs - Junk Yard Dogs
Dazs - Ore Refinery
External Settings Pack
Great Wound - Ko Combine
Great Wound - Of Ludd and Lions
Gwyvern - Legacy of Arkgneisis
Gwyvern - Legacy of Arkgneisis (Alice Blue)
Harmful Mechanic - Dassault-Mikoyan Engineering
Harmful Mechanic - Deluxe Player Flags
Harmful Mechanic - Magellan Protectorate
HELMUT - Portrait Pack
Histidine - Combat Chatter
Histidine - Nexerelin
Interestio - Interesting Portraits Pack
Inventor Raccoon - Arsenal Expansion
Iridescens - Extra System Reloaded
Jackie - Better Deserved S-Mods
Jaghaimo - Transponder Off
kazi - The Mayorate
King Alfonzo - FPE
King Alfonzo - Grytpype Moriarty
King Alfonzo - HMI
King Alfonzo - HMI Brighton
King Alfonzo - HMI Supervillains
King Alfonzo - Holy Covenant of Kemet
King Alfonzo - Luddic Enhancement
Knight Chase - Mayasuran Navy
LazyWizard - Autosave
LazyWizard - Combat Radar
LazyWizard - Console Commands
LazyWizard - LazyLib
lethargie - Vanidad y Affliction Operation
MajorTheRed - Stop Gap Measure
Mira Lendin - Superweapons Arsenal
Morrow - Smugglers's Tricks
MShadowy - Shadowyards
Nes's SAW
Nia Tahl - DakkaHolics
Nia Tahl - DakkaHolics Mod Sprites
Nia Tahl - Scalartech
Nia Tahl - Sylphon
Nia Tahl - Tahlan Shipworks
Nia Tahl - Trailer Moments
Nociam - Transfer All Items
Originem - Unofficial New Game Plus
Peplat - Xhan Empire
prav - prv Starworks
Protonus - Blue (Extratential Lanestate Union)
Protonus - Dabbled Avionics
Protonus - Ophiuchus
Protonus - Red (Oculian Armada)
Protonus - Red (Ocutek Pirates)
Protonus - Unusually Gullible Hullmods
PureTilt - More HullMods
PureTilt - Ship Direction Marker
Ryxsen1421 - United Aurora Federation
SafariJohn - Logistics Notifications
SafariJohn - Roider Union
shoi - Arma Armatura
SirHartley - Clear Commands
SirHartley - Display Event Info
SirHartley - Grand Colonies
SirHartley - Industrial Evolution
Sleepyfish - The Star Federation
stormbringer951- CaptainsLog
Sundog - Flux Reticle
Sundog - Fuel Siphoning
Sundog - Hyperdrive
Sundog - New Beginnings
Sundog - Ruthless Sector
Sundog - Starship Legends
Sutopia - CONCORD
Sutopia - Modern Carrier
Tartiflette - Diable Avionics
Tartiflette - Lightshow
Tartiflette - Locked and Loaded
Tartiflette - MagicLib
Tartiflette - ORA
Tartiflette - SCY
Tartiflette - Seeker
Tartiflette - Target Practice
Tartiflette - Torchships
Tartiflette - Unknown Skies
Tartiflette - Upgraded Rotary Weapons
TechPriest - Better Colonies
TechPriest - Commissioned Crews
TechPriest - Iron Shell
TechPriest - Supply Forging
theDragn - Apex Design Collective
theDragn - High Tech Expansion
theDragn - Remnant Command Transfer
theDragn - WhichMod
TheSoldier - Magellan Protectorate Shenanigans
Vayra - Kadur Remnant
Vayra - Varyra's Sector
Vayra - Vayra's Ship Pack
Wisp - Neutrino Detector MK.II
YuiTheModder - Low Tech Armada
Yunru - Arsenal
Yunru - Cissonius
Yunru - Hullmods
Yunru - Midline Expansion
Yunru - Misc Ships
Yunru - Pirates and Pathers
Yunru - Slightly Better Techmining
Yunru - Unpack Blueprints
Yunru - YunruCore
Zudgemud - P9
Zym - Rebalanced Doom

EDIT: I've given up on fixing the problem.
Hopefully on my next playthrough the list of suspect mods I've disabled means that I won't encounter the issue again.
Consequently my issue can be considered to be closed.

Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d1
« on: April 13, 2022, 07:54:11 AM »
Found a bug. "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG] resource".

Looking into it there's only one pd_claris_cn_turret_recoil.PNG, and changing it to a .png triggers a similar error; "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource"

See my quoted post below.
The easiest way to go about fixing this would be to change all the names on the right-hand side to the left-hand side.
Afterwards you should be able to get past the loading screen.

FYI there's a Linux-specific bug: the mod won't get past the loading screen due to the case-sensitivity with file paths.
Specifically Starsector looks for:
- pd_claris_cn_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_turret_recoil.png (not found) vs. sm_tona_rg_turret_recoil.PNG (exists)
- aria.png (not found) vs. Aria.png (exists).
Once either the file paths or file names (but not both) are modified correctly Starsector can get past the loading screen when UAF is enabled.
Given the existing files the easiest would be to simply use lowercase file extensions.

EDIT: v0.7.2d1 still has these issues.

EDIT 14/04: Oh and at while I'm here can at the very least the existence of Tourism fleets that go back and forth to Favonious be dependent on whether the Sea Tourism industry exists on the colony?
I thought removing the colony via Console Commands would eventually lead to all the fleets to despawn (like you would expect of patrol fleets from a High Command) but instead it seems that the fleets spawning is independent of the colony and are hard-coded towards the planet (I can only speculate since the mod is closed-source).

EDIT: 16/04: Holy the Shinoria(SP) has a chonky amount of 210 OP to work with for no obvious downside. Compare it to the vanilla Heron which only has 100 OP to work or any other cruiser from the modiverse such as LoA, ScalarTech or Star Federation with OP only up to 150 give or take. For only 24 DP they bring a lot to the table. Unless I'm missing something I don't see this sitting well with the balance enthusiasts.

Mods / Re: [0.95.1a] Unofficial New Game Plus 1.7.1 (2022/4/8)
« on: April 10, 2022, 12:56:59 AM »
The Voyager rule should get a clarification on when fuel consumption buff is being applied since it's not particularly clear if it also applies to gate jumping, triggering emergency burn, Nexerelin raiding and invasions when fuel use is involved and Hyperdrive jumps for those using Sundog's mod.

This is probably incredibly dumb to mention! But I miss the Volturan Lobster rule; I enjoyed picking it when I 'Roleplayed' as Sindrian Diktat during playthroughs. Wish we could see it back, or funny little things like it again.
Try completing the challenges ;)

Modding / Re: [0.95.1a] Smugglers' Tricks
« on: April 09, 2022, 10:19:04 PM »
Apologies if this is a distasteful necro.
It's worth noting that this mod is safe to add but not safe to remove (causes a CTD when trying to load a save when this mod was previously enabled).
Oh and since I'm already posting on my end it seems to be working fine in 0.95.1a.

Mods / Re: [0.95.1a] Fair S Mods v1.1
« on: April 04, 2022, 11:12:50 PM »
Does anyone else get missing mouse-over descriptions of mounted weapons on some of their ships when Fair S-Mods is enabled?

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