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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 - Lukas04

Pages: [1] 2 3 ... 23
1
Mods / Re: [0.97a] Random Assortment of Things
« on: March 26, 2024, 12:45:25 PM »
Hi, I want to make my own mod and i really like the exotech system (i.e. teleporting stations, and non hostility, essentially being neutral to everyone) is it ok if i look in your code to see how it works and possibly apply it in my own mod? (if i ever upload it, ill credit you)

Wouldnt quite recommend it as the mod is written in Kotlin, which probably wont help much if your coding with Java. Though if you do wanna take aspects of it i dont mind.
The non-hostility just comes from there being no "real" markets that are added to the economy, so nex isnt making it do anything.

2
Mods / Re: [0.97a] Random Assortment of Things
« on: March 25, 2024, 01:57:08 PM »
I'm gonna assume this is you trying to prevent cheese with the Console mod, but just ot be sure: When I try to give myself the rat_abyssal_crew_converter item, it gives me Seraph cores instead. Is this intentional?

There is no "rat_abyssal_crew_converter" item, it gives you a core because thats the closest thing cc thinks your trying to get. Alterations are gotten from spawning in the rat_alteration_install item with the data of the hullmod.

3
Mods / Re: [0.97a] Random Assortment of Things
« on: March 17, 2024, 06:16:50 PM »
Any chance the backgrounds could be changed so that you can select more than one?

A few of them seem like they would be fun to stack together, like the companion and haunted from SotF.

No, also backgrounds are a nex feature, not a RAT one.

4
Mods / Re: [0.97a] Random Assortment of Things
« on: March 17, 2024, 08:58:46 AM »
Is there a way to increase the size of the minimap? I don't mean switch between square and rectangular, I mean just make it bigger, cover more of the screen, tried looking through the settings and some of the files but couldn't really find anything, I have a 1440p monitor and having that be bigger would be handy since I got a lot of extra space on my screen.

It scales in size like all other UI elements in the game do when changing the UI scaling in the games launcher configs.

5
Mods / Re: [0.97a] Random Assortment of Things
« on: March 16, 2024, 04:18:00 PM »
Is there a way to disable the conditions from Relics of the Past without disabling its unique stations? I really like the exploration content but the conditions seem spawn too often and without any real logic: ancient megacities in on a volcanic world, with extreme heat and extreme tectonic activity in the middle of nowhere seems a bit unlikely to happen. Comparatively, Unknown Skies, for example, has conditions that spawn more rarely and actually feel placed approproately.

not atm

6
Mods / Re: [0.97a] Random Assortment of Things
« on: March 11, 2024, 02:15:09 PM »
That drum-looking thing at the bow of the Leanira, what is that? Looks kinda like a weapon to me. In fact, adding a spinal weapon to the Leanira would be cool, make it less boring; I'm shoving a built-in HIL on that front cannon!

On a sidenote, I've had a possible bug with Leanira where it exclusively sends its fighters to protect the Apheidas platform, even if the current enemy target is overloaded.

The Leanira already gets a change next update, it gets its DP increased from 26DP to 30DP, gains another fighter bay in exchange, and the platform now gets some rudimentary thrusters to allow it to move a little.

Another thing: a petition to add another Nexerelin custom start, one where you are an Exo-Tech deserter. Similar to the Blade-Breaker deserter start if you remember, start with the faction blueprint package, some faction ships, and awful relations with all factions.

As someone said, theres already an exo custom start

7
Mods / Re: [0.97a] Random Assortment of Things
« on: March 10, 2024, 04:03:09 AM »
Firstly, thanks for making the mod :)

Secondly, using the Volantian Reclamation Initiative mod, I started as VRI and once I'd played a bit, I settled a colony on Eminence (a planet in a VRI system) - it then offered me the option of putting a settlement down on the planet, but was asking me to pay my own faction the 350k still? Is this intended behaviour? Am I missing something about how this works?

Making a settlement always costs

8
Mods / Re: [0.97a] Random Assortment of Things
« on: March 09, 2024, 08:05:06 AM »
Eh, nope CA got folded into Magiclib quite a while ago.

If that's the case why do mods still require it regardless of whether or not you already have MagicLib?  Or am I completely clueless on this?

Latest version of RAT already switched to the MagicSubsystems instead of Combat Activators (They are still the same thing, just different UI). Forgot to remove the dependency from the forum page, but did that now.

9
Mods / Re: [0.96a] Portrait Changer v1.0.1
« on: March 02, 2024, 01:03:46 PM »
Nothing in 0.97 changed that should influence it working, you should be fine.

10
Mods / Re: [0.97a] Random Assortment of Things
« on: March 02, 2024, 12:51:17 PM »
i want to troll the entire sector.

is it possible to change a setting to enable building more than one settlement or is this hard-coded into the mod? tried looking through the config files already but found nothing

hard coded, its made with the assumption there wont ever be more than one.

Awesome mod, thanks for making it!
I'd love to learn if there are any console commands for adding skills from the mod. I'm too bad at Java to create them myself, at least without struggling during the process.

Theres no command for it in console commands, but i made a runcode for it before. Make sure to save before using it
Some skills are also made with the assumption of there only being one, so dont expect whatever you try to work.
Code

        import com.fs.starfarer.api.Global;
        import com.fs.starfarer.api.characters.OfficerDataAPI;
        for (OfficerDataAPI officer : Global.getSector().getPlayerFleet().getFleetData().getOfficersCopy())
        {
            if (officer.getPerson().getNameString().contains("InsertPartOfOfficerNameNameHere")) {
                officer.getPerson().getStats().setSkillLevel("skillIDHere", 1f);
            }
        }


I have a soft lock problem with the Rampant military core after beating the guard fleet and trying to Salvage the facility and trying to Pick through the Salvage. The error says:
Quote
ClassCastException: class com.fs.starfarer.campaign.fleet.CampaignFleet cannot be cast to class com.fs.starfarer.api.campaign.PlanetAPI (com.fs.campaign.fleet.CampaignFleet and com.fs.starfarer.api.campaign.PlanetAPI are in unnamed module of loader 'app'
never letting me to actually proceed past the 'Pick though the Salvage' option.
Might be related, but I did try to loot the facility right after beating the defenders because my cargo was full and only came back to access it after emptying myself in the closest market.

The military core has no guard fleet so im not sure what you are talking about.

11
Mods / Re: [0.97a] Random Assortment of Things
« on: February 29, 2024, 04:03:39 PM »
Heya, a few months ago I mentioned in the discord that the Abyssal Fracture icon and starmap icon might be swapped and you said it was like that because of issues, however I did some testing and I may have found a way to swap them without any problems (by swapping a few icons in planets.json and custom_entities.json). Would it be ok if I submitted a PR on Github and maybe you can check that out? (Edit: alternatively the changes are literally just two lines so I can just tell you here if you want which is probably better)

I know how to swap them, pretty sure ive had them this way for other reasons.

12
Mods / Re: [0.96a] Random Assortment of Things
« on: February 28, 2024, 03:41:59 PM »
Added a small map feature for the abyss.



Red lines indicate a normal connection that gets you further down the chain, a green one indiciates a long connection between two different systems on the same distance to the root system.
Icon color and tooltip indicate difficulty, similar to remnant beacons, though the system the player is in will always be marked blue.

Of course each part of the map only becomes visible as you visit each system.
So it's me again I didn't understand the green lines, I'm also not sure how to get them and I also reached the deepest sea of all my red lines branch (not sure how to call them) and I'm sure I got everything, isn't there some special ship to fight/get? Also, how do I insert an image ?

Your responding to like a post of the mod far before the feature was even done with lots of stuff that was changed since then.
Also boss is still WIP.

13
Mods / Re: [0.97a] Random Assortment of Things
« on: February 28, 2024, 03:43:34 AM »
Hello hello, hum so it was already asked the answer was edited out (I think)but, what does the abyssal bloodstream skill do ? I'm not fast enough to read the skill description in the dropdown menu, the skill doesn't appear in the character skill menu and I couldn't find the description in the code.

Not sure what you mean with fast enough as theres no timer or anything like it, but the skill gives the player a revive on ship death.

14
Mods / Re: [0.97a] Random Assortment of Things
« on: February 26, 2024, 12:24:04 PM »
271679 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: org/dark/shaders/distortion/DistortionAPI
java.lang.NoClassDefFoundError: org/dark/shaders/distortion/DistortionAPI
   at assortment_of_things.exotech.shipsystems.TylosShipsystem.apply(TylosShipsystem.kt:246)
   at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: org.dark.shaders.distortion.DistortionAPI
   at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 11 more

Whenever I use an Exo-tech ship from the Exo-Tech start. It immediately crashes when it uses it's ability. The Tylos ship always crashes and I know it's the one since when it finishes the animation it crashes. Have a good day or night and I hope you're able to fix this!

Right, appears that i made an issue of the game requiring graphicslib here, rather than it being optional. Download that and you wont have the issue anymore, and il probably just make it a hard requirement in the next version anyways. In case your not using Graphicslib due to your PCs performance, you can disable all graphical stuff graphicslib does in its config.

Edit: Took another look, forgot that its apparently already a hard requirement in the mods config. Are you sure you havent just removed that dependency? That would of course crash.

15
Mods / Re: [0.97a] Random Assortment of Things
« on: February 25, 2024, 02:08:01 PM »
I found the hull alteration temporal gear, does this only work on abyssal ships? or only phase ships? if it does work, does it just speed up the ship 25% relative to other ships? i've been messing with it and havent been able to tell a difference

Works like any other timeflow stuff like temporal shell or phase, just 25% instead of the 300%.

I'm a huge fan of the Comradery background from this mod, but I play with increased officer levels, as such a level 8 officer with 3 elite skills is somewhat weak in my sector. Is it possible to make this officer's stats either configurable or aligned to my settings.json? Great mod, btw.

Technicly possible but not very much on my current plans

Might be some incompatability with AA ships for ThestiaShipsystem?
Not sure if it's something to do with AA or RAT.

45601 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.armaa_valkenXEffect.advance(armaa_valkenXEffect.java:151)
   at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.super(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.spawnFleetMember(Unknown Source)
   at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.spawnClone(ThestiaShipsystem.kt:213)
   at assortment_of_things.exotech.shipsystems.ThestiaShipsystem.apply(ThestiaShipsystem.kt:60)
   at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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(Thread.java:748)


Will look in to it

Tried the Settlement mechanic for the first time and it works really nice with the Ruthless Sector mod, since it makes a transitiontionary phase to the colony possible.

The minimap takes some getting used too, especially in system the black background and stuttering is a bit of a problem.

EPA stuff is quite expensive in terms of ai cores or blueprints if I keep the vanilla spawning settings.

Since you seem to be the best at UI modding I have a question as well, is there any UI setting to only scale up the dialog screen and nothing else? Im having trouble with it because at 1440p I have to glue my face to the screen to read the dialog.



Exo-Tech stuff is supposed to be expensive, its essentialy all super-stuff.
Also for the UI, in the games launcher there is a UI-Scaling setting, but it applies to all UI.

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