Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Histidine

Pages: [1] 2 3 ... 310
1
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: March 26, 2024, 04:51:16 AM »
Weird question: Was the tutorial start changed at some point to start on 1 March instead of 1 January, or did I merely imagine this?

2
Bug Reports & Support (modded) / Re: JSON file not found?
« on: March 26, 2024, 03:33:00 AM »
Some mod has an invalid copy of data\config\version\version_files.csv maybe

Scroll up a bit in the log and see if it tells you which one (look for lines starting with [Thread-2]), if it doesn't try a file search in Windows Explorer or equivalent and check all the CSV files by that name.

3
Someone found technical details on the Version Checker failure here.
Unfortunately I don't have the issue myself and don't know how to (or even whether I can) fix it if I did. See if the MOSS and SMOL managers' version checks still work, if not you'll have to just look for updates manually.

4
Hmmm, no idea how that could happen, I'll see if it happens in my current playthrough. Did you end up hostile to Remnant fleets in other systems, and/or the faction as a whole?

Histidine,
When you have some time I could use some help for a much requested modification to Hiver Swarm that delays their invasions by a year. I know there is a option in the exerelin_config that delays all invasions but I am trying to have that only effect Hivers. I know the command line, modifyinvasionGracePeriod,  I use is wrong in line 27 but it was a stab in the dark using the wording of the option in the config. Here is what I have so far in HIVERmodPlugin:
Spoiler
package data.scripts;

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.PluginPick;
import com.fs.starfarer.api.campaign.CampaignPlugin;
import com.fs.starfarer.api.campaign.econ.MarketAPI;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.impl.campaign.ids.Skills;
import data.scripts.world.HIVER_gen;
import exerelin.campaign.SectorManager;
import exerelin.campaign.fleets.InvasionFleetManager;


public class HIVERmodPlugin extends BaseModPlugin {

    @Override
    public void onNewGame() {
   boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
   if (!haveNexerelin || SectorManager.getManager().getCorvusMode()){
            new HIVER_gen().generate(Global.getSector());
        }
    }
     @Override
 public void onGameLoad() {
    InvasionFleetManager.getManager().modifyinvasionGracePeriod("HIVER", 365);
}

}
[close]

Any help in this or if it is actually doable would be appreciated.
Thank you.
There's no API method for changing grace period like that (you are using an IDE, right? it would tell you this) and invasion grace period isn't faction-specific in any case.

You could modify a faction's invasion points with the following code, maybe have an EveryFrameScript or an EconomyTickListener depressing Hivers' invasion point income for a year or so:
Code: java
InvasionFleetManager.getManager().modifySpawnCounter(<factionId>, <points (negative amounts to reduce)>);

5
Update: We've moved!
So the poll has run for six days now and we have the results:


Out of 835 responses:
  • 821 (98.3%) in favor
  • 3 (0.4%) opposed
  • 11 (1.3%) don't know/no opinion
I actually had no idea Fandom was so totally reviled, I'd expected there to be at least some disagreement.

Anyway I'm happy to announce that the forked wiki has gone live at starsector.wiki.gg! Thanks to Kelenius, TheWikiFish, and other contributors (like wiki.gg admin Westgrass, who almost singlehandedly created the current appearance) for making this possible.

We hope you enjoy the new look, the greatly reduced ad count, and a little new content as a cherry on top. If you're looking to contribute, see our guide for some useful information.

6
You're probably better off asking in a modding thread (the misc modding questions thread on this forum, or #modmaking_and_spriting on the unofficial Discord server)

Anyway the ship spec is broken in some way, verify that all needed values in the .ship file and ship_data.csv are present and correct, and all ID references match (case sensitive).
(Also when testing, it'll likely be faster to check in the codex rather than loading a game and entering custom production)

7
How to disable alliance invites?

Per my previous post: "Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try."
(turning off strategic AI off might also work)

how do i get high value prisoner? and are there any file i can change to increase the chance for them to show up?
They're random drops based on officers in the enemy fleets. The prisonerLootChancePer10Fp setting in exerelin_config.json modifies their frequency (I didn't add it to LunaLib mod UI, so you'll have to edit the file).

8
Mods / Re: [0.97a] Ashes of The Domain
« on: March 24, 2024, 08:58:37 AM »
I was told in #modded_gameplay that AotD is the mod with an autofit replacement that can apparently give Afflictors S-modded Extended Shields. Is this the case?

I encountered a problem on a new run. I did a clean 0.97 install with no other mods than Ashes of the Domain and the usual magic, lazy, luna and graphics lib.
I always get an error on the start of the game. Anybody has an idea how to fix it?
Thank you for any help!
- Did you install Vaults of Knowledge correctly? Make sure the file aotd_vok/jars/Vok.jar exists.
- Does it work without AotD, just having the library mods? If not, might be the problem where mod .jars can't be loaded; if your Starsector install is in a path with 'unusual' characters (or possibly in Downloads/), move it elsewhere. Could also be a problem with some antivirus programs, see here

9
Got a slight issue with Midnight Dissonant and the nexuses she has me setting up, after setting them up i've noticed that for some reason they keep sending out fleets to sat bomb my colonies, is that intentional, a bug, some hardcoded thing to do with the base game or an oversight?
Nex Remnant relations haven't been integrated with colony crises yet. I'll make it so having Midnight as a contact will stop all Remnant contribution to crises.
For now don't accept any nexus construction jobs in a place you want to colonize, or sneakily kill the nexus afterwards (unlike normal Remnant fleets it doesn't always know who you are, so transponder-off works).

I've been thinking more about this and I feel like the best solution here could be a lunalib/config option that disables ai factions from offering alliances to the player themselves and instead forcing alliance offers with the player to be initiated by the player, all other requirements for such an alliance remaining the same. As it stands the expected behavior you stated is much better then what I have right now, but it still means I'm getting the "you're being invaded/attacked" notification sound every 120 days (per faction).
Good call, I'll add a setting.
(Also changed the notification sound to the default one while I'm at it)

10
Any chance you can add roaming fleets of Explorarium drones like there are Remnants? Mabye also make survey ship/mothership derelicts spawn fleets like Remnant nexuses do (toggleable in lunalib perhaps).

I have Domain Explorarium Expansion installed and I would like to see the new drones more often.
Hmm, this feature might be better off in another mod (like the aforementioned DED), but if I someday decide I want more derelicts around...

If you have <50 mods in your save, post the save and maybe I can finally figure out why this is happening. (Also tell me if strategic AI is on/off)

Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try.

I have more than 50 so I wont torture you with my save, but strategic AI is on. What is the expected behaviour when an alliance request is rejected? Is there supposed to be a grace period before they ask again?
Yeah it's supposed to wait 120 days before the same faction can ask again.
HOWEVER I found reason to believe the check isn't actually being used :-X (edit: or is it?)
I'll set up a test case and investigate.

11
If you have <50 mods in your save, post the save and maybe I can finally figure out why this is happening. (Also tell me if strategic AI is on/off)

Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try.

12
Bug Reports & Support (modded) / Re: Starsector CTD on New Game
« on: March 21, 2024, 11:43:23 PM »
sectorConstellationRuinSkipProb doesn't exist in either vanilla or RAT settings.json files, or indeed in any mod that I have.

Make sure all your mods that modify sector generation are up to date (clean reinstall if needed, deleting old folder) or disable them.

EDIT: I'm told the problem is with Adjusted Sector. If you changed the config, replace it with the default one.

13
Bug Reports & Support / Re: Troubleshooting
« on: March 20, 2024, 03:27:15 AM »
I'm told you may need to reduce your RAM allocation, and/or run with fewer mods.

14
Histidine, why u made external poll instead of in-site poll?  :o
Afraid of something!?  >:(
I wanted more flexibility and the ability for people to submit responses without a forum account. Results not being publicly visible was a bit of an oversight; just needed to flick a switch and... here.

15
They got marked as important because people were not noticing them. But the same update removed the time limit on developing contacts, so that issue is less pressing now.

Pages: [1] 2 3 ... 310