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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Celepito

Pages: [1] 2
1
Mods / Re: [0.97a] The Knights of Ludd
« on: March 20, 2024, 03:28:04 AM »
the intel is a little esoteric ("unknown location in unknown location") but should appear on the map fine.

Yeah, the issue is that I dont have the intel. I only have the 2nd one pointing me at the orbiting station, not the "unknown location in unknown location", which I had pre-crash. I might just not be finding the new one anymore? But I did check every tab, I'm pretty sure, though telling me in which tab the intel should land would allow me to double check.

And yeah, I checked pre-crash where is was, so I know the rough location, its just that due to Adjusted Sector making my sector substantially larger its now in


Spoiler

the middle of abyssal hyperspace, not at the edge
[close]

which isnt optimal for finding it. Hence I was hoping for a command line to so I dont have to search around too much.


EDIT: Nevermind, I'm apparently just blind. The intel is, for some reason, not marked Important (while the other ones were, making me think it was gone), and I misremembered and the location is where you said. Sorry for any confusion I caused.

2
Mods / Re: [0.97a] The Knights of Ludd
« on: March 19, 2024, 12:28:35 PM »
Uhmm, I got a bit of weirdness going on after a crash.

I have done the second boss from Knights of Ludd, got the intel and everything, recovered the ship, etc. I saved, then went on to do something different since the new location was so far away, and crashed (unrelated to KOL and already fixed).

However, upon loading the save, I only have the intel for the second boss location, not the third one. I still have the ship, the station is still gone, etc.

Anyone got a console command line I could run to give me the 3rd boss' intel?

3
Mods / Re: [0.97a] AdvancedGunneryControl 1.17.0 - Updated for 0.97a
« on: March 15, 2024, 12:24:05 AM »
I'll try to release a version of panic fire that requires a ship target rather than hull level being low at some point in the future. Same for the debris-targeting tag =)
No promises, though.

Dont worry about it too much, its not like its something critical.

And thanks for explaining how the AI works, no wonder it did nothing on my Gown set-up, since the weapons that I would want to also target shields are on the modules, which didnt save the tags XD

Cheers!

4
Mods / Re: [0.97a] AdvancedGunneryControl 1.17.0 - Updated for 0.97a
« on: March 14, 2024, 02:36:51 PM »
It probably wouldn't be super difficult, but I wonder how useful this really is, since that would constantly mess up your 0-flux boost.

Well, the Gown is also a carrier, so its not like I'm getting the 0-flux boost any time after getting into engagement range, hence its not an issue personally. ;D

As for the other two:

I didnt know that the Custom AI needed to be activated, I thought I already had that enabled >.>'

And yeah, I had thought about panic fire, but that would just always fire which has its own problems attached. (Guided Missiles that run out of range stop avoiding allies which is... not optimal)

Still, thanks for looking into it, cheers!

5
Mods / Re: [0.97a] AdvancedGunneryControl 1.15.1 - Updated for 0.97a
« on: March 12, 2024, 07:51:09 AM »
I can confirm that the Gown Wing Modules dont save their Gunnery Controls for me either.

Some suggestions that I have run into and would like (or if there are already ways for me to do these, please tell me >.>'):
  • 'Also Target Shields' and/or 'Treat Shields Neutrally'. Some weapons arent intended for targeting shields and indicated in the weapon_data as such, but would do just fine on certain set-ups, but just wont shoot at shields while on Autofire. However, Target Shields is too focused, I just want the weapon to fire if the target has shields up or not, not only hit shields.
  • 'Continuously Fire with Target'. Anything guided could make use of that, especially on hardpoints. I've run into the issue with Autofire that some missiles just wont fire unless the target is in front of the hardpoint, even if the missile is capable to turn enough to hit, especially with hullmods that increase missle maneuverability. This tag would result in the group just spamming the weapons regardless of line of fire, as long as there is a target locked.
  • 'Target Debris If Nothing Else In Range'. I often run into the problem of there being a ton of debris around my piloted ship, and while I doubt it will make much of a difference, having e.g. PD target Debris might help a bit.
Besides these things, I've made great use out of this mod, its really helpful to assign the gunnery behaviour of the AI like this.

Cheers!

6
Mods / Re: [0.97a] Realistic Combat 2.0.1
« on: February 12, 2024, 07:56:05 PM »
Hotfix 2.0.2 is out!  Fixed a crash-to-desktop occurring when modifying non-beam payload weapons of missiles.

Just to be sure I understood right, that should fix the issue I have run into, correct?

7
Mods / Re: [0.97a] Roider Union 2.0
« on: February 12, 2024, 07:43:09 PM »
I'm getting the crash while on the Shenandoah version.

Temporary workaround: I've deleted any mention of the Tracker Swap hullmod from the files, meaning all the build in variants, the blueprint package and in the hull_mods.csv itself, and I'm not crashing anymore.

8
Mods / Re: [0.97a] Roider Union 2.0
« on: February 12, 2024, 07:49:34 AM »
Also having the same problem, log:

Spoiler
2136434 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
   at roiderUnion.hullmods.MIDAS.applyEffectsBeforeShipCreation(MIDAS.kt:117) ~[?:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStartFleet$CustomStartFleetDelegate.createShipPanel(Nex_NGCCustomStartFleet.java:289) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStartFleet$CustomStartFleetDelegate.createCustomDialog(Nex_NGCCustomStartFleet.java:200) ~[?:?]
   at com.fs.starfarer.ui.newui.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.newui.W.showCustomDialog(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCCustomStartFleet.crea teDialog(Nex_NGCCustomStartFleet.java:68) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCStartFleetOptionsV2$6.onToggle(Nex_NGCStartFleetOptionsV2.java:273) ~[?:?]
   at exerelin.campaign.ui.CustomPanelPluginWithInput$ButtonEntry.checkButton(CustomPanelPluginWithInput.java:112) ~[?:?]
   at exerelin.campaign.ui.CustomPanelPluginWithInput.checkAllButtons(CustomPanelPluginWithInput.java:31) ~[?:?]
   at exerelin.campaign.ui.CustomPanelPluginWithInput.advance(CustomPanelPluginWithInput.java:37) ~[?:?]
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.R.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.z.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.R.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.z.advanceImpl(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.ui.R.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_402]
[close]

Also, does the MIDAS that gets built-in by the bar event get the s-mod bonus?

9
Mods / Re: [0.97a] Realistic Combat 2.0.1
« on: February 08, 2024, 12:09:49 AM »
I have found two incompatibilities while trying to get my modlist to work:

Methodology: Starsector Version 0.97a-RC7, every mod using the newest version, changing 0.96a to 0.97a in the mod_info.json where necessary.

Fixed modlist of LazyLib: 2.8b, LunaLib: 1.8.4, MagicLib: 1.3.9, Nexerelin: 0.11.1, Realistic Combat: 2.0.1, zz GraphicsLib: 1.9.0.

Then adding different mods to see which caused the problems.

Resultingly found incompatibilities (CTD just before loading into the Main Menu):

Bird's Collection of Trinkets and Rarities: 1.5.1

prv Starworks, Submod Rust Belt (potentially Submod Extraworks too, as that requires Rust Belt).

Accompanying Error Log:
Code
768980 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [ABSOLUTE_AND_CWD: null]
770494 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.loading.specs.while cannot be cast to com.fs.starfarer.api.loading.BeamWeaponSpecAPI
java.lang.ClassCastException: com.fs.starfarer.loading.specs.while cannot be cast to com.fs.starfarer.api.loading.BeamWeaponSpecAPI
    at RealisticCombat.plugins.ModPlugin.modifyWeaponSpecs(ModPlugin.java:90)
    at RealisticCombat.plugins.ModPlugin.onApplicationLoad(ModPlugin.java:147)
    at com.fs.starfarer.loading.ResourceLoaderState.init(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(Thread.java:748)

10
Mods / Re: SMOL: The big mod manager & utility
« on: February 07, 2024, 08:23:45 PM »
If you wouldnt mind a smol ( ;D ) suggestion:

If it were possible to change the Game Version of a mod from the manager directly, that would alleviate some tedium caused by a non-mod-breaking update such as .97. Going through every mod_info.json is annoying.

(I know Notepad++ has a find and replace function, but for some reason it didnt register in ~50 mods for me, which I had to do manually.)

11
This all looks really cool!

I dont suppose there are plans for a Gloriana? >.>

12
Mods / Re: [0.95.1] Yunru Core +
« on: May 26, 2022, 12:04:19 AM »
So, I have an Alpha Core installed in my Flagship (a Gown from Scalartech, one in all three modules; all confirmed), as well as the Remote Fighter Network.

The RFN makes my Fighters not require crew, but if I go and automate the ship, it still installs the automation mod if I have LPCs that would normally require crew.

I doubt this is intended?

13
Mods / Re: [0.95a] Better Colonies 1.63
« on: May 21, 2022, 11:04:02 AM »
At which size does the Cryorevival Facility start producing organs?

14
Mods / Re: [0.95.1a] Detailed Combat Results v5.2.1 (2021-12-23)
« on: May 15, 2022, 12:35:03 PM »
I have an issue/bug with the Lightning Gun from Ship/Weapon Pack by Dark.Revenant. Namely, its damage, at least in simulations, is always shown as 0 or doesnt even appear, even though it definitely does damage when I tested it. Its not even listed as 'Unknown Energy'. I really like the weapon in theory, but I'd like to know the performance either way, so this kinda throws a wrench in my plans.

Looking at the code, I see nothing that would cause it to not show up, but it has been a while since I played Starsector and messed around with its code, so I am not too well versed to begin with.

Unless you know of a way to fix this, at the very least this is a bug report.

15
If I grind reputation with the [REDACTED] through the contact and settle in a system with one of their stations, they will attack any trading fleets coming to my planets from other factions, as well as other neutral stuff, like scavenger fleets, smugglers, etc., right?

If yes, is there any way around that? I guess I could use Console Commands to set them friendly/neutral to other factions.

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