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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Lukas04

Pages: [1] 2 3 ... 36
1
Mods / Re: [0.97a] Random Assortment of Things
« on: September 16, 2024, 01:47:25 AM »
Bug Report:
It seems that having any of RAT's AI cores in your inventory causes severe lag (at least on my end) whenever entering an interaction screen (going into a market, talking to a contact, going into a bar, surverying a planet, etc). The lag clears up whenever you go to the trading screen, but upon re-entry, the game stutters again.
This lag is tremendously amplified by playing with speed up.
The more types of different A.I. cores there are in inventory (Chronos, Cosmos, Seraph, Exo-processor and Neural), the more the lag stacks up. (Having multiple copies of the same AI core doesn't seem to be an issue, it only gets worse for each unique type of core you have in inventory)
It doesn't cause any lag if the items are installed inside ships, or put in storage.
It seems that the issue only derive from these AI Cores, I tested it with other special items through commands. Perhaps due to the fact that these A.I. cores have an illustrated description?

Il take a look in to it later

I was playing RAT, fighting
Spoiler
Genesis
[close]
and once it had no more Hull Points left, my Starsector client hung up and i could not do anything. Just lucky i eventually get the window that asks me to continue waiting or shut down the program. Since i could not see ANYTHING besides the Starsector Window on my screen.

An annoying issue with the games music player, cant do much about it atm. Increasing RAM usually helps people, might be fixed next starsector version.

2
Mods / Re: [0.97a] Random Assortment of Things
« on: September 15, 2024, 03:39:54 AM »
That's definitely a bug I've noted then. Neural Shard prevents you from ever using officers if you upgrade the Officer Management skill, and you're limited to 4 officers from the get-go.

Unless there's a mod that changes Neural Shard's way of working (or how skills are affected by others), this is definitely something I've caught. I'll see if I can replicate it again and screenshot it for future reference.
This is the bug I'm talking about. Not sure if anything can be directlyaffecting RAOT, but it's good that I managed to catch this. The way I averted it before it just straight-up stopped allowing for officer re-assignment was via non-market reassignment itself, but now even THAT doesn't work.
Spoiler
[close]

Pretty sure this is an issue with Officer Extension, probs best to tell the dev about that. I think somebody else reported it before, but i think the mod is just calculating certain multipliers wrongly.

3
Mods / Re: [0.97a] Random Assortment of Things
« on: September 14, 2024, 02:48:17 PM »
Is Neural Shard's blocking of officers in your fleet via Officer Management or similar skills intentional?

Especially in the refit screen for each ship?

Not quite sure what you are refering to, Neural Shard should only apply officers within combat, not refit.

4
Mods / Re: [0.97a] Random Assortment of Things
« on: September 14, 2024, 02:00:52 PM »
oh what? weird, im on 2.3.2 would i be able to update it without breaking saves?

No, sorry.

5
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: September 13, 2024, 08:05:20 PM »
But that's the thing; its Apples and Oranges. You can always get more credits, there is no cap or limit to the amount of credits you can get. Officer slots however have a very finite limit on them. So therefore, if you want to maximize value you should always try to get the things credits cannot buy with your officers.

If you have ever taken an economics class (micro economics specifically) they talk about this kind of psychology. Interesting stuff really.

Anyway, I'm not going to bother arguing with you, it seems from this thread you have a very specific idea of how this mod is supposed to be.

It might not be my place to participate in this... but
Unless I'm mistaken, there isn't a real cap on Executive Officers that you can have stored and swapping between your officers at a colony/station is free.
As long as at least some parts are situationally useful you don't really have a reason not to bring an EO along. They won't take away experience from your active EOs and they still receive some experience when they aren't active. Personally, if the Starfaring officers were just the hyperspace burn level skills I'd still bring one along. 
...a space trucker themed EO with even more cargo capacity buffs would be cool though.

Anyway, bug report; 

I'm getting an occasional crash when swapping to the refit screen. It might be ExtendedControls fault, but if I'm reading this right you should be able to do something on your end:

Code
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.CombatEngineAPI.getTotalElapsedTime(boolean)" because the return value of "com.fs.starfarer.api.Global.getCombatEngine()" is null
at second_in_command.skills.management.ReEntry.applyEffectsAfterShipCreation(ReEntry.kt:29) ~[?:?]
at second_in_command.hullmods.SCControllerHullmod.applyEffectsAfterShipCreation(SCControllerHullmod.kt:65) ~[?:?]
at com.fs.starfarer.loading.specs.oooo.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.updateFromCurrentVariant(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.super.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.V.setFleetMember(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.Ó00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.coreui.refit.return.setPlugin(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L$4.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.setCurrentTab(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.L.setCurrentTab(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.showCoreUITab(Unknown Source) ~[port_obf.jar:?]
at Shoey.ExtendedControls.EveryCampaignFrameScript.advance(EveryCampaignFrameScript.java:111) ~[?:?]
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) [?:?]


I can share the entire log if you'd like. I think a simple null check for getCombatEngine would suffice, though?

Will fix it. I keep forgetting the Combat Engine can be null in some odd cases, generaly if refit is accessed from non-standard colonies, as far as i am aware atleast.

6
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: September 13, 2024, 10:17:17 AM »
Please do not go making assumptions about what I do or do not want, or put words in my mouth. That is rude.

If you don't want any suggestions for your mod than just say so, no need to be so condescending.

I am sorry, but i am not sure how else to interpret your message, am i missing something? Im mostly going of off what you wrote in your message.
At one point you call the aptitude terrible, in another you complain about how you cant use it together with Piracy because it greatly inconveniences your exploration gameplay without it.
Just feels like the feedback is contradicting itself there, as it shows what value the aptitude has, and why someone may pick it over piracy.

Let me try to clarify then:

For context, I play with the adjusted sector mod, so there is quite a lot of distance to cover. Which on the surface may make it seem like exploration tree would be great.

But there are two main problems withe the exploration tree:

The first being purchasing: I can buy most of what the exploration tree does; its as simple as getting an atlas or an apogee with the appropriate hullmods, and buying some extra fuel/supplies. Sure, those little bits I can't simply buy? I'd like to have those, but that leads into the second problem:

Opportunity cost. Exploration is dangerous, every scavenger, redacted, and everything else wants to kill me. So not having... well any other skill tree.. is a really big cost. Sure, you might say that's the trade off, but I'd refer you to problem one.

This is why I compared it to piracy; most of whats in the piracy skill tree I can't buy with credits (an theoretically unlimited resource) unlike the exploration tree where I can do that. Officer skill points/slots are a limited and time consuming resource to acquire, so naturally I'm going to try and maximize the value of them; which means not taking exploration, because I can get most of what it does through other means.

Does that explain my position better?

I cant quite agree, yes you can buy a whole Atlas, or a bunch of additional cargo ships, but they arent free. They will add to your monthly budget and may also slow down your fleet.
There are a lot of ways to make your fleet more efficient, you could install Logistical hullmods on most ships afterall, but that then again comes at the cost of using Ordnance Points/S-Mods for some thing else. Starfaring very much massively supports your fleet in operating a lot cheaper, and notably, much more conveniently. And those effects continue to scale as your logistical core becomes better aswell.

I dont think its that much of a valid point either when you can also just consider to skip out on Piracy and take a third Combat-Orientated Aptitude instead. Piracy doesnt really provide anything unique, aside from increased weapon drop rates. Which is very good! But i dont think it invalidates Starfaring as much as you expect. On the Discord Server i pretty much see people evenly split about which aptitude they take, so i think its very much in a good position.

7
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: September 13, 2024, 03:33:00 AM »
One problem I ran into is information overload due to excess number of skills on the opposing fleet. The consequence is that I end up ignoring what the enemy has. A lower number, but more impactful skills for the enemy officers would solve this, but I dont know how viable differentiated skills for player officers and enemy officers are.

Im not really interested in doubling the amount of skills i make to 200 or so. Id recommend to just swap to Easy mode, or disable them in the config if its to much to keep track off. I think for most enemies you are fine to mostly focus on the last 2 skills & the first one, and as you experiment with the system youl get a feel for what each skill does

8
Mods / Re: [0.97a] Random Assortment of Things
« on: September 12, 2024, 11:49:15 PM »
Heya! just wanna say I love your mods, however I may have found an issue pertaining to RAT and second in command. It appears that despite having an automation SIC officer (the one that by default has automated ship recovery) im still unable to recover the automated ships. If there's a solution to this please let me know. Otherwise thank you for the excellent mods!

This should be fixed in 2.4.0 & later of RAT, you are probably on an older version

Sorry I don't have much to go on here but... I lost the Neuro core somehow. I got it early on and it sat in my inventory. Later I got the automated ship skill and put it in a ship in the fleet screen to see what it did etc. From here I am not 100% sure, but I think I put the ship back into storage at a settlement. Hours later when I decided to actually use some automated ships I couldn't find the core.

I think when I stored the ship it was in, the core just vanished, but as I said I don't really remember if I removed it first etc.

I can't find it any where else. I have searched my save file, there is no instances of 'rat_ai_core_special' and 14 for 'rat_neuro_core'. None of them seem to be a core for a ship, but I don't know the save files that well.

No idea if this is a bug, normal behaviour, or something else, but figured I'd report it anyway.

Idk, never got an issue like this reported. You can cheat a new one in by pressing F3 to open the Lunalib debug screen and going to the cargo tab

9
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: September 11, 2024, 04:39:18 PM »
Hey there, i'm getting an error when trying to load SiC with RAT

When i try to load them both it gives me a "Fatal: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin" popup and don't load the game. I tried with only the 2 and dependencies, but the error persists

Re-instaling the mods did nothing too

What i could find in the log was this, if you need more info, tell me

Spoiler
141222 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SecondInCommand]
141234 [Thread-3] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/secondInCommand/abyssal/abyssal_ships.png (using cast)
141777 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin
java.lang.NoClassDefFoundError: second_in_command/skills/automated/SCBaseAutoPointsSkillPlugin
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at second_in_command.specs.SCSkillSpec.<init>(SCSkillSpec.kt:14)
   at second_in_command.specs.SCSpecStore.loadSkillSpecsFromCSV(SCSpecStore.kt:123)
   at second_in_command.SCModPlugin.onApplicationLoad(SCModPlugin.kt:27)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: second_in_command.skills.automated.SCBaseAutoPointsSkillPlugin
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 21 more
[close]

This is an error from having an outdated version of Second-in-Command, so you probably messed up your reinstall

10
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: September 11, 2024, 01:35:59 PM »
Could we get a change to the levelexecutive command to set a specific level? I'm an idiot and thought it worked like that, only to realize after 15 minutes of fiddling with syntax that it's just a straight level up.

Fair enough, il look in to adding that parameter

11
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: September 11, 2024, 10:35:48 AM »
Released a new Update, tiny but has some new stuff.
Theres also new mods with interactions for Second-in-Command, namely Emergent Threats with its Synthesis aptitude, and Dustkeeper XO, which adds an XO for crossmod interactions with Secrets of the Frontiers

Great mod idea and very professional execution! I already checked but wasnt able to find a full list of XOs with their respective skills. Would you be able to provide one? Thanks a bunch!

I still need to make some external documentation of it, but il do that when the mod is more mature and isnt changing to often. I kind of want to avoid adding another in-game view of all aptitudes as theres already to much UI screens to maintain in the mod.

So here to report something odd.

Using 1.1.6. double checked it.

Privateering might be bugged. It says 400c per ship destroyed, scaling up. I just destroyed around 40 ships in a single fleet of non-modded and modded ships. Among them, there were at least 3 ventures (which I could recover), 1 Mule, 1 Wayfarer, and 1 Kite for vanilla ships. Rest were modded.

I got 797c at the end of it. I even calculated how much I had before the fight and after. It all lined up. I only got 797c from the skill.

I tried this multiple times, and the result was all the same.

Except when I fought space stations.

Space stations always netted me 4k c, no matter their rating.

Edit: also fought artillery station with derelict op. destroyed 6x cruisers, 8x destroyers, 13x frigates, and the artillery station, and got 16k.

Havent included the fix in this patch, but as i said on the discord il look in to it soon.


Erm... what? Every mod has to be configurable, do i to need explain this?  ;D
Is there any justification to gatekeeping players from accessing basic settings (something that literally every other mod creator allows) and going powertrip mode?

Modders actually do this all the time, i do it a lot in RAT and people dont really complain. Theres Configs that make sense out of the modders perspective, and some they think that dont.
In this case it just makes more sense to have a consistent version of the core aspects of the mod, makes feedback consistent and i personaly think it makes for more fun community interactions.
SiC already lets you powertrip quite a bit, just by its skill count alone (you can get up to 26 skills), and the choice of skills, which tend to stack more than what they do in vanilla. You can also disable NPC fleets having skills in the config, or turn on Easy Mode. 

12
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: September 09, 2024, 01:26:41 AM »
is there any way to change executive officers max level?

waiting for a reply

There isnt


Why?

Because there just isnt? Not all mods are made with everything being configureable in mind, if you want a mod that is highly configureable, "Quality Captains" is a good alternative.

13
Mods / Re: [0.97a] Random Assortment of Things
« on: September 09, 2024, 01:25:24 AM »
Nice update! - really liking the new second in command talents, however, the new hullmod conditional `isInAbyss` for `AbyssalSeraphsGrace` might be introducing a bug that prevents saves from being loaded

Stacktrace:
Spoiler
Caused by: java.lang.NullPointerException: getSector().playerFleet must not be null
        at second_in_command.SCUtils.getPlayerData(SCUtils.kt:53) ~[?:?]
        at assortment_of_things.abyss.hullmods.abyssals.AbyssalSeraphsGrace.isInAbyss(AbyssalSeraphsGrace.kt:31) ~[?:?]
        at assortment_of_things.abyss.hullmods.abyssals.AbyssalSeraphsGrace.applyEffectsBe foreShipCreation(AbyssalSeraphsGrace.kt:49) ~[?:?]
        at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.fleet.FleetMember.readResolve(Unknown Source) ~[port_obf.jar:?]
        at java.base/jdk.internal.reflect.DirectMethodHandleAccessor.invoke(DirectMethodHandleAccessor.java:103) ~[?:?]
        at java.base/java.lang.reflect.Method.invoke(Method.java:580) ~[?:?]
        at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78) ~[xstream-1.4.17.jar:1.4.17]
        ... 182 more
[close]

The bug can be reproduced by adding the Sariel ship to your fleet, saving and leaving the game, then attempting to load the game, which'll fail and give the above trace.
Maybe `Global.getSector().playerFleet` hasn't been initialized at that point in the load? - Maybe slapping a null check on it would fix it?
AbyssalSeraphsGrace.kt:
Spoiler
    fun isInAbyss() : Boolean {
        var isInAbyss = false
        if (Global.getSector() != null && Global.getSector().playerFleet != null) {
            if (Global.getSector().playerFleet.containingLocation != null)
            {
                if (Global.getSector().playerFleet.containingLocation.hasTag(AbyssUtils.SYSTEM_TAG)) {
                    isInAbyss = true
                }
            }
        }

        if (Global.getSettings().modManager.isModEnabled("second_in_command")) {
            if (SCUtils.getPlayerData().isSkillActive("rat_abyssal_angelic_presence")) { // This line!
                isInAbyss = true
            }
        }

        return isInAbyss
    }
[close]

Sorry for the issue! Should be fixed in the new update now!

14
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: September 08, 2024, 01:54:42 PM »
Wrote another small blogpost, mostly because it has been a month since release of the mod now and i wanted to take a small look back on it, and also to showcase stuff like the new Aptitude in RAT
https://www.patreon.com/posts/111678495?

15
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: September 08, 2024, 01:01:24 PM »
is there any way to change executive officers max level?

waiting for a reply

There isnt

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