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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 - Ontheheavens

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1
Modding Resources / Re: [0.97a] Ship Editor v0.7.6
« on: March 11, 2024, 05:22:47 AM »
Hi hi, I wonder if its possible to add colored background to the ship editor? It's so that it doesn't burn my eyes all the time.

EDIT: Just saw my friend checking out the ship editor with me watching his stream. It's there alright, thanks for the brand new modern ship editor! Time to migrate to the new one.

Yes, there are options for color and checkered background, which can be combined together. Thanks.

This ship editor is really nice. Used it a bunch on KoL. One thing though, typically I needed to manually align several ship layers with modules in each one to another layer with a parent ship, as you cannot edit the module ships themselves when loading a variant data. when loading a variant data could you put an option to also load the module ship on separate layers in the correct place in global coordinates? It would save me from having to manually pixel line them up every time.

That's a comprehensive suggestion, thanks. Updated to v0.7.6:
  • Options for quick module-to-layer loading: both selective from module list right-click option and bulk loading through button widget.
  • Fast layer selection, handy when working with dozens of layers: hold ALT and move mouse to select closest layer to mouse point (compared by layer sprite center point).
  • Performance tweaks.

Module to layer widgets, background options
[close]

Edit:
should you already have the editor on your machine, it is possible to just swap the JAR and peruse the new additions.

Edit 2: might as well revisit the hotkey issue:

]
After checking it a bit more, the only station that actually has that is station1 - small lowtech. I swear i saw it somewhere else, but i guess that's the only one i can find.

I looked into the custom width/height stuff - it would be a sizable bit of effort to try and accomodate this feature. Considering that Alex himself doesn't seem to use this, and hardly anyone in community does (you can just modify the sprite itself, right?), I don't think benefits justify the development effort here. For what it's worth, I would be willing to consider incoming pull requests should someone write the implementation, but I won't be working on it myself.

]
The general undo keybind on most systems is Ctrl+Z, which has an upside of being two keys next to each other.

After fiddling a bit and comparing behaviour with the Trylobot's editor, I figured out some wonkyness from ALT's focus behaviour does not outweigh benefits of old streamlined scheme.

Just went ahead and realigned hotkey arrangement: undo/redo is CTRL-Z/CTRL-X, layer drag/rotate is middle mouse button with SHIFT/CTRL, various instrument action hotkeys now only use SHIFT/CTRL/ALT and mouse buttons and gestures, while keyboard buttons like C, S, B and so on are now used with ALT to quickly switch between instrument tabs.

I shouldn't like to release another update with a change so trifling, so anyone wishing to test this has to swap the JAR: https://github.com/Ontheheavens/Ship-Editor/blob/master/ship_editor.jar

Feel free to post your feedback and suggestions. Thanks.

2
Modding / Re: [0.97a] Space Extraction v0.7.0
« on: March 02, 2024, 05:38:07 AM »
Good day Ontheheavens!  :)
To be honest with you this should be in base vanilla when you mine asteroids for raw resources for those who want to be space nomads.
Im still kinda curious why Alex still doesn't implement a simple asteroid mining mechanic to this day since we have salvage rigs and mining lasers in the game?

That is all and Thank you This should be featured in the mod index !

Haha, thanks! Yeah, Alex has a lot of untapped development room in this department, for sure.

How does one use this mid? Do I need certain equipment for the option to appear?

I believe you can just plug-and-play this one; there's code in place so that ability would be added to the player if they do not have it already. Only thing you would need to do then would be to place the ability on the quickbar.

I had a brief thought about doing some quick quest introduction for this, but space mining seems like an activitiy awfully close to salvaging, at least in-universe.  It follows that, since heavy machinery and crew is very well enough to deal with wrecks and salvage, shouldn't it be enough to cover mining activities as well? That was my reasoning, more or less.

3
Mods / Re: [0.97a] Fleet Journal v1.1.2
« on: March 02, 2024, 05:27:08 AM »
Getting this crash when doing Academy missions, with the fixed jar:
Spoiler
Code
5220694 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [entry_ruins] from category [fleetjour_intel] not found
java.lang.RuntimeException: Texture [entry_ruins] from category [fleetjour_intel] not found
        at com.fs.starfarer.settings.StarfarerSettings.new(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source) ~[port_obf.jar:?]
        at fleetjour.scripts.AutoWriterScript.reportPlayerSurveyedPlanet(AutoWriterScript.kt:105) ~[?:?]
        at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportPlayerSurveyedPlanet(ListenerUtil.java:76) ~[starfarer.api.jar:?]
        at com.fs.starfarer.campaign.ui.marketinfo.PlanetSurveyPanel.applySurveyResults(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.ui.marketinfo.PlanetSurveyPanel.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.ui.marketinfo.newsuper.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.ui.E.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.coreui.voidnew.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.newui.o0OO.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.newui.L.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.BaseGameState.traverse(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) [?:?]
[close]

I don't recall anything in the code that would possibly cause this; my first advice would be to double-check whether you indeed have both settings.json in order and image file itself present.

1. settings.json over at /FleetJournal/data/config/ should look like this:
Spoiler
{

    "graphics": {

        "fleetjour_intel": {

          "fleet_journal": "graphics/fleetjour/icons/intel/fleet_journal.png",
         "entry_cache": "graphics/fleetjour/icons/intel/entry_cache.png",
         "entry_debris": "graphics/fleetjour/icons/intel/entry_debris.png",
         "entry_derelict": "graphics/fleetjour/icons/intel/entry_derelict.png",
         "entry_entity": "graphics/fleetjour/icons/intel/entry_entity.png",
         "entry_exclamation": "graphics/fleetjour/icons/intel/entry_exclamation.png",
         "entry_station": "graphics/fleetjour/icons/intel/entry_station.png",
         "entry_stellar_body": "graphics/fleetjour/icons/intel/entry_stellar_body.png",
         "entry_probe": "graphics/fleetjour/icons/intel/entry_probe.png",
         "entry_cryosleeper": "graphics/fleetjour/icons/intel/entry_cryosleeper.png",
         "entry_ruins": "graphics/fleetjour/icons/intel/entry_ruins.png"  #COMMENT: - this is the entry that is supposedly absent!
      }

   }

}
[close]

2. And there should be an image file called "entry_ruins.png" over at /Fleet Journal/graphics/fleetjour/icons/intel/ - if both config file and image are not present, that would most likely be because the jar and the mod files themselves are from different versions, jar being the latest with code that depends on something that isn't there in the folders. One way this could transpire would be - taking latest jar from my previous message and applying it to any but the latest version of the mod.

Should config and image be in order, then I would need more info to reproduce this bug - specific circumstances in which it occured and steps one would need to undertake to reproduce the bug. I also would like to see the modlist.

Just a note, the automatic logging is pretty annoying, sometimes giving 20 entries for one system.  It would be nice to have all the notes in a system under one entry, but failing that, integrating the settings with LunaLib so we can change the settings from within the game would be much appreciated.

Thanks for the feedback! I'll consider what can be done, but no promises. Right now all I can offer is to toggle all automatic logging off entirely in config file.

4
Mods / Re: [0.97a] Fleet Journal v1.1.2
« on: February 23, 2024, 08:10:12 PM »
Probably one if not the best utility mod out there, amazing work, just one tiny thing: could you please add version checker support that way it's a lot easier to know when there's updates?

I'd rather not, sorry!

The game crashes when you go to the Knights of Ludd Singularity system:

Spoiler

7553646 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: class com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to class com.fs.starfarer.campaign.fleet.CampaignFleet (com.fs.starfarer.campaign.BaseLocation$LocationToken and com.fs.starfarer.campaign.fleet.CampaignFleet are in unnamed module of loader 'app')
java.lang.ClassCastException: class com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to class com.fs.starfarer.campaign.fleet.CampaignFleet (com.fs.starfarer.campaign.BaseLocation$LocationToken and com.fs.starfarer.campaign.fleet.CampaignFleet are in unnamed module of loader 'app')
   at com.fs.starfarer.campaign.CircularFleetOrbit.setEntity(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.BaseLocation$LocationToken.setOrbit(Unknown Source) ~[port_obf.jar:?]
   at fleetjour.scripts.objects.JournalEntry.makeDoubleWithSameOrbit(JournalEntry.kt:56) ~[?:?]
   at fleetjour.scripts.objects.JournalEntry.<init>(JournalEntry.kt:29) ~[?:?]
   at fleetjour.scripts.EntryWriter.writeQuickEntry(EntryWriter.kt:209) ~[?:?]
   at fleetjour.scripts.AutoWriterScript.reportEntityDiscovered(AutoWriterScript.kt:34) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEntityDiscovered(ListenerUtil.java:130) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.campaign.listeners.CoreDiscoverEntityPlugin.discoverEntity(CoreDiscoverEntityPlugin.java:47) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.SensorContactIndicatorManager.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(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) [?:?]
[close]

Not sure if that system is vanilla or modded, can't readily reproduce. Added a quick fix, you can download an updated jar here and swap it with the existing one (in the Fleet Journal mod folder, subfolder "jars")- should be totally save-compatible. I'll do a proper update if the fix resolves the issue.

https://github.com/Ontheheavens/Fleet-Journal/blob/master/jars/fleet_journal.jar

5
Mods / Re: [0.97a] Fleet Journal v1.1.2
« on: February 16, 2024, 05:51:54 AM »
The game crashes when trying to enter the "Mirage-Truth" binary star system at the galactic core.
Spoiler
511093 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Sindrian Fuel
512376 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException: shipVariant must not be null
java.lang.IllegalStateException: shipVariant must not be null
   at fleetjour.scripts.panel.Common.getVariantOfDerelict(Common.kt:57)
   at fleetjour.scripts.AutoWriterScript.checkDerelictValidity(AutoWriterScript.kt:67)
   at fleetjour.scripts.AutoWriterScript.checkLoggingValidity(AutoWriterScript.kt:52)
   at fleetjour.scripts.AutoWriterScript.reportEntityDiscovered(AutoWriterScript.kt:28)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEntityDiscovered(ListenerUtil.java:130)
   at com.fs.starfarer.api.campaign.listeners.CoreDiscoverEntityPlugin.discoverEntity(CoreDiscoverEntityPlugin.java:47)
   at com.fs.starfarer.campaign.SensorContactIndicatorManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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(Thread.java:748)
[close]

Reproduced and fixed, thanks.

Updated to 1.1.2: save-compatible.
  • Now only important entries should have map arrow pointers.
  • Fixed crash for derelicts with null variants (Empty derelict orbiting Fort Toxx in Mirage-Truth).

6
Modding / [0.97a] Space Extraction v0.7.0
« on: February 14, 2024, 09:38:16 AM »


Requires no libraries.
Can be safely added to existing save games.
Cannot be removed from games in which it was already used.

Description:

Let's not beat around the bush: this simple thing is for those who want some raw ores without all the baggage that comes with Nexelerin.

NB: some finishing touches and fleshing out are still in order, balance is subject to change, feedback welcome.

Content:

Dialog Screen and Ability
[close]

7
Mods / Re: [0.97a] Fleet Journal v1.1.1
« on: February 14, 2024, 07:34:39 AM »
I'm not sure what is the point of linking to my current locations all the notes I add?
Spoiler
[close]

An apt observation, thanks for your feedback! Made it so that only the important note entries have an arrow, will be in the next update. To be honest, it would be preferable that only selected entry has an arrow, but the API doesn't provide an easy way for that. Regrettably.


Hi great idea, starred the repo.

Can I safely:  add and activate this mod to a game instance in progress?

(also might recommend to let players know the answer to this question as well on page one of the mod)

Yes, it is absolutely safe as far as I am aware. Have added some hints to the OP post according to your suggestions. Thank you!

8
Mods / Re: [0.97a] Fleet Journal v1.1.1
« on: February 13, 2024, 04:02:54 AM »


This was a known bug in 1.1.0 which I had fixed in 1.1.1 - there shouldn't be any calls to assembly in the beginEntryRewrite() method at all. Can you reproduce the issue on a new save with the latest version?

Yep, even on a new game. On the latest 0.97a-RC9 version, with the latest 1.1.1

I even tried disabling every other mod except for Fleet Journal. The game still crash.

Unable to reproduce the bug on my end, unfortunately. If you want, feel free to hit me up on Discord, perhaps we can pinpoint the source of issue together. No pressure though.

9
Mods / Re: [0.97a] Fleet Journal v1.1.1
« on: February 12, 2024, 09:35:06 PM »
Have a bit of a odd issue with fleet journal, more especially with the rewrite journal function.

When I first started the game, and tried to rewrite a journal, the game crashes and the error message says:

Quote
Fatal: lateinit property assembly has not been initialized
Check starsector.log for more info.

Checking the log, this:
Spoiler
36945 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - kotlin.UninitializedPropertyAccessException: lateinit property assembly has not been initialized
kotlin.UninitializedPropertyAccessException: lateinit property assembly has not been initialized
   at fleetjour.scripts.EntryWriter.beginEntryRewrite(EntryWriter.kt:141)
   at fleetjour.scripts.objects.JournalEntry.buttonPressConfirmed(JournalEntry.kt:116)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.new(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.voidsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
 

But when I started the game, and click open the fleet journal, the one where you create your entry, the rewrite entry works again without crashing.

This was a known bug in 1.1.0 which I had fixed in 1.1.1 - there shouldn't be any calls to assembly in the beginEntryRewrite() method at all. Can you reproduce the issue on a new save with the latest version?

10
- I made my own loot event (with a showLoot() call). How do I change the image and text at the top left?

You can't, sorry - these are hardcoded. Not for any design reason, just for "had to get it done quickly at some point" reasons.

Any chance this stuff could get exposed in the near future?

Edit: is there any way we can modify maximum cargo of the campaign fleet? CargoData (class that implements CargoAPI) has setMaxCapacity(float), but I reckon it might be called each time fleet composition changes and fleet members contributing cargo capacity reshuffle.

Basically what I have in mind is some kind of buff/debuff that would modify maximum cargo either flatly or multiplicatively, irrespective of fleet member contributions. Would CargoData usage suffice for my purposes, or are there some non-obvious factors here?

11
Mods / Re: [0.97a] Fleet Journal v1.1.1
« on: February 04, 2024, 07:55:53 AM »
Updated to 1.1.1: save-compatible.
  • Dedicated icons for auto-logged entries.
  • Now can select an icon for journal entry.

Preview
[close]

12
Mods / Re: [0.97a] Fleet Journal v1.1.0
« on: February 03, 2024, 06:43:11 PM »
Not sure what went wrong with it, but the download link in the OP goes to a Not Found page - downloading v1.1.0 from the repo works just fine though.

Fixed, thanks!

13
Mods / Re: [0.96a] Fleet Journal v1.1.0
« on: February 03, 2024, 08:24:12 AM »
Updated to 1.1.0: NOT save-compatible.
  • 0.97a compatibility update.
  • Quick Entry creation: press J or CTRL-J when mousing over campaign entity to either instantly write an empty entry or enter journal with mouseovered entity selected as target.
  • Auto-Logging toggle: enable in settings file, certain entities (derelicts, debris fields) will cause automatic log creation on discovery.
    This feature isn't playtested and so disabled by default, bugreports/feedback welcome.
  • Entry Rewriting: can now transform recorded Fleet Journal entries back into drafts.

Thanks for this mod, I prefer it -- as it is more powerful -- than the Captain Log Mod.

Thanks for your kind words, glad this stuff is to your liking!  :)

14
Modding Resources / Re: [0.96a] Ship Editor v0.7.5
« on: January 30, 2024, 06:22:18 AM »
The editor doesn't seem to play nice with `width` and `height` - very noticeable if you try to edit vanilla stations.

It is implicitly assumed, just like in Trylobot's editor, that the width and height dimensions will be identical to that of sprite; in other words, editing functionality for width and height is not implemented (again, like in old editor) as hardly anyone would use the feature. If you had some other width/height issue in mind, feel free to provide a visual example and steps to reproduce. If you have a reasonable use case for the additional functionality, you can share that as well and we'll see what can be done.

As for vanilla station - so far my understanding is that all of them have conventional dimensions equal to that of sprites, and I looked at said vanilla stations constantly when implementing module editing and similar stuff. What exactly was the noticeable issue?

Also, why in the [redacted] is undo Ctrl+U?

There are a number of reasons as to why the hotkey layout is not satisfactory; and I, indeed, should like to implement keybinds as they were present in the old editor, since it had a pretty comprehensive scheme. However, Swing has some pretty deeply coded functionality tied to ALT (focusing file menu), and so I was inclined to do ad-hoc solutions throughout development process. Should you have a more streamlined keybind scheme figured out (that would take into account all emergent constraints like number of editor mode tabs and so on), I would be happy to discuss it.

Edit:

If you're using CLI, you should be able to just do jre/bin/java -jar ship_editor.jar from within your Ship Editor folder.
This may also fix your issue - I'm not quite sure why the linebreaks would be like this since I wrote the .sh on Mac in .txt mode with TextEdit, but I'll likely need to fix this when I get some time to do so on my own Linux distro.

While I'm at it - thanks for providing assistance for those Linux issues!

15
Modding Resources / Re: [0.96a] Ship Editor v0.7.5
« on: December 29, 2023, 06:48:08 AM »
Submitted a PR that simply adds executable scripts for launching the app with the java under the jre folder of the released app, to likely be included in future releases. The macOS .command one was verified on my system but even though the .sh one should work on Linux, I haven't verified it.

Don't mind the CodeFactor check, it appears to be entirely on the fritz since it only says the .sh is wrong and ignores the exact same line in the .command file.

Thank you, merged and uploaded:

Updated to v0.7.5
  • Weapon animations system.
  • File chooser folder caching tweaks.
  • Rendering optimizations.
  • Executables for MacOS and Linux (PR from Nathan67003).

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