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Starsector 0.98a is out! (03/27/25)

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Messages - nnubnubnub

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1
Mods / Re: [0.98] Ashes of The Domain
« on: May 05, 2025, 12:04:25 AM »
I have AOTD and Industrial evolution, I finished the hypershunt project and fully restored it but havent gotten the option to build any kind of building on any of my planets?

is it posible its beacuse I didnt have a colony in the system before it was finished? the hypershunt taps say they need to be placed in a population centre but upon doing that it doesnt do anything
Going off my memory, in AOTD, the new form of hypershunt taps is that you use them to build a structure at a stable point in a system, rather than on planet—structure called something like "hypershunt receiver", and it affects all planets in the system.  I think there's a technology you need to research to enable that.

2
Mods / Re: [0.98] Ashes of The Domain
« on: May 02, 2025, 12:48:58 AM »
Yeah, Civilian Heavy Industry produces "(colony size) - 4" units of domain-grade machinery, so if size = 3, then that comes out to -1.  I would consider it a bug, that it propagates a negative number instead of converting it to a 0.

3
Typo: On a planet with an Ancient Labratory, I mouse over the Industrial Supply Store blue tab, and it says "Hull Forge: pulls Degraded Forge Templates from this storage to repair."  (In case it makes a difference: currently on 4.0.g, on a game I think I started on 4.0.f.)

4
Bug Reports & Support / 0.98a-rc8: Intel map setting persistence
« on: April 19, 2025, 09:02:45 PM »
Fresh game.  Land on planet.  Hit "E".  Intel map doesn't show the fuel range; this is the default for new games.  Hit "W", and it shows fuel range.  Hit ESC, then "E" again.  Now it no longer shows fuel range.  The setting didn't persist.

Settings like "show fuel range" do persist if you change them by pressing "E" while flying around, but not if you change them by pressing "E" while landed at a planet.

The same seems true for any other intel map setting, like shift-clicking the "Exploration" tab: changes persist if you make them inflight, but not if you make them at a planet.

Another wrinkle: If, while planetside, you make changes in the intel map, and then hit "E" again, and then hit ESC, the changes do persist.  I might almost imagine this could be a deliberate feature, but I see no reason to make it behave one way during flight and another way on a planet.

Maybe this is related to the following 0.98a release items:
Quote
  • Intel
    • Can press Ctrl-S to save current set of selected tags, and press Q to restore it
      • Shift or Ctrl - Q will add the saved tags to the currently selected
      • Works on intel screen only, not general to all tag displays
Maybe it's not supposed to persist the settings at all, unless you deliberately save them?  Maybe the fact that it saves the changes when made inflight is considered the bug now?  I would strongly recommend against making it that way, unless you (a) add a visible button that does this saving, so a player who hasn't read the release notes will learn how to persist the settings; and (b) add some kind of feedback when Ctrl-S works (a noise and/or lighting up the new save button; perhaps the save button should in general be illuminated if and only if the saved settings equal the current settings).  Otherwise, I expect lots of players to say "WTF, intel map settings don't persist now and I can't figure out how to fix it".  (Somehow I didn't notice until this rc8 release the non-persistence of from-planet settings; I guess either I made all the changes inflight, or, upon noticing the changes disappeared between planet and inflight map checking, I simply shrugged and re-made the changes and forgot about it.  That means I got by without learning Ctrl-S, and I suspect I'm typical in this.)

Also, is "E" intended to be a save key?  Because it's acting like one.  Seems like a decent choice, actually.  Though it would also be decent for "reload the intel map, reverting to last saved settings", equivalent to hitting ESC followed by E.

Just to complete the discussion, while I'm on the subject, a thing that has always irritated me is how, if someone offers you e.g. a bounty at a bar, and it shows a minimap with a "Show Intel (E)" button, and you click it (or press "E", I forget), it brings up a fresh map with only the "New" mission category selected, and it overwrites your preexisting intel map category selections, making me re-select them all and hope I didn't forget anything important.  (This also happens if, when creating a map marker, you leave the "Open after creating" box checked.)  Thus I've learned to never click on the minimap, and to uncheck "Open after creating".

So perhaps this non-persistence stuff is a side-effect of an over-broad fix for that?  If you are fixing that, then I'll mention that, in my ideal world, my preexisting intel map settings would carry over to the bounty's map screen when I click on it (not necessarily before I click—seeing a nearly empty map is fine for the initial view—but definitely after clicking, because I want to see the destination alongside gates and other accepted missions, so the simplest policy is to let it be the full preexisting selection).  Likewise for viewing a new map marker.

5
For the ship sale missions, you get back full story points for the ship you sell, regardless of its size.  This allows you to farm bonus XP by putting s-mods on small ships: e.g. you put 3 s-mods onto a frigate and gain 225% bonus XP, then a ship sale gets you 3 story points you can immediately put into another frigate, and repeat indefinitely (assuming an unlimited supply of ship sale missions, which are rare, but one can cultivate a bunch of contacts on one world to try to farm them).

Is this intended?  If not... is it possible to award negative bonus XP?  That seems like the best way to nullify this strategy while otherwise preserving the mechanics.

6
Thank you for the detailed report! This should be fixed.
Wonderful, thanks!

Quote
The only thing I couldn't reproduce is holding the mouse button down making the fleet move *immediately* - for me, it waits for the jump animation to mostly finish before doing that. Maybe that's related to a mod? Either way, though, the "set the destination back to the jump-point" issue should be resolved.
Er, right, that was clumsy observation and thinking on my part.  Yeah, click and hold doesn't make it start accelerating immediately, and that's fine.

The thing I was perceiving was this: According to my timeline, if you do a single click at T+0.51 seconds, it will start accelerating, with roughly the same flight path as if you clicked and held at T+0.01 seconds.  But given human reflexes and my uncertainty about the timing, the first option is more like "click at T+0.8 seconds", which leads to much less movement by T+1 and T+1.5 seconds.  Therefore, it looked to me like "click and hold immediately" made it start accelerating earlier than "click after T+0.5" (even if the acceleration didn't start at T+0).

Anyway, if, after the fix, I can make a single click at T+0.1 seconds, and it will finish the animation and start moving at T+0.5 seconds, then that's perfect.

7
This isn't new to 0.98.  A minor but frustrating inconvenience.

If I click on "unofficial" destinations—nascent gravity wells, or arbitrary points in space, but not jump-points or fully formed gravity wells—within a couple of seconds of entering hyperspace, then the game ignores or reverses those orders, depending on exact timing.  So either my fleet wastes a few seconds sitting idle, or I must click and hold the destination for those seconds—during which time the destination moves under the mouse, which by default means overshooting.

This tends to happen when I'm on a mission deadline and going from one end of a system to another via transverse jumping and moving through hyperspace.  But the behavior happens regardless of whether I enter hyperspace via Transverse Jump or a jump-point.

The "seconds" are in-game time: if I enter hyperspace, immediately pause, spend a minute consulting maps, click on the nascent gravity well (or arbitrary point in space), and unpause, then the ignoring/countermanding behavior happens.

Here's an attempt to describe the exact timeline.  Actual time values might be off by a factor of 2.

T+0 seconds: enter hyperspace.

T+0 through T+0.5 seconds: Left-click move orders to "unofficial" destinations during this time are ignored, although if I click and hold, my fleet does start moving.

T+0.5 through T+1.5 seconds: Click orders are followed, even if it's just a single click.  However...

T+1.5 seconds: The game appears to issue an order to move back to whatever my fleet's position had been at T+1 second, countermanding any order it was previously following.  (This is particularly infuriating if I'm holding shift at 4x and conscious of mission deadlines, and it takes me a while to notice that my fleet has decelerated too early and then started back in the wrong direction.)

In some sense, the ultimate convenience would be if, in a system, I could bring up the map, right-click on a planet, close the map, transverse jump out, hit "a", and then autopilot would take me to the planet's nascent gravity well and initiate a transverse jump in.  I'm ok with doing that manually.  But there's no need for the controls to actively fight me in the process.

8
Bug: In the Planets tab of the intel screen, the "no atmosphere" filter (on the Catalytic Core and Synchrotron Core) fails to filter out any planets when Nexerelin is active (possibly related to it becoming a "standalone station or no atmosphere" filter); you can verify this in a fresh game by looking at the core worlds' planets.  The filtering works correctly in the base game.

9
Do you have Nexerelin or something installed?  I've determined that the "no atmosphere" filter on the Catalytic Core and Synchrotron Core works in the base game and fails with Nexerelin (possibly related to it becoming a "standalone station or no atmosphere" filter).  I'll go report it in the Nexerelin thread, meanwhile.

10
Bwahaha.  I put 120 DP of ships into the automated shipyard, and it gave me... An Artillery Station, the newest addition to my fleet!  Burn speed of 0, which becomes 3 after an Ox and the Navigation skill and Sustained Burn.  Pretty inconvenient to cart around, and it has no weapons except the Railgun Artillery, but I think I can work with it...

I'm guessing this isn't intended behavior.

11
I also hit the issue of Luddic Majority not being created, in 4.0.c.  World went from 3 to 4 pop, having Farming as its only industry.  Its government was Rural Polity, in case that makes a difference.  Mods used:
Quote
{"enabledMods": [
  "demandIndicators",
  "DetailedCombatResults",
  "IndEvo",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "speedUp",
  "shaderLib"
]}

12
Mods / Re: [0.98a] SpeedUp 1.2.1
« on: April 01, 2025, 05:41:19 PM »
Is there a way to change the 6x speedup F3 shortcut to something like 4x speed?
One way is to edit mods/SpeedUp/data/config/SPEED_UP.json.  Search the file for "# Press F3 to toggle 6x speed", then look several lines down for this:
Quote
            "speedUpMult":6.0,     # Default: 6.0                                                                                                                               
And pick the number you like.

13
Bug Reports & Support / 0.98a-rc5: Premature Adonya conversation
« on: March 30, 2025, 05:09:44 AM »
I'm doing the "find Scylla Coureuse" sequence of missions—diplomatic path.  I've just talked to the people on Fikenhild, including Adonya Coreuse, and haven't left the system.  I think I left Fikenhild momentarily and landed back down, and in the comms directory was Adonya Coreuse.

Talking to Adonya, I have a dialogue option: "I found Scylla on Lacaille Habitat, then... (explain)".  Selecting that, the player explains how they made the Janus Device and traversed the Gates, which hasn't happened yet.

Probably that dialogue option should be gated by "has completed At The Gates" or some such.

14
With the old OpenAL, following the "alternate landing on Eochu Bres and one of its Mirrors" strategy, I was able to trigger the bug in less than 2 minutes.  With the new OpenAL, I spent a bit over 5 minutes doing that, and no bug so far.  Looks promising.  I guess I'll keep playing with the new OpenAL, and will report back if I hit the problem again.

15
It happened again to me.  This was after quite some hours playing (the process had existed for 12 hours, though this includes time where I left it running in the background).  At one point I noticed that there wasn't music in places where it should have been (and the logfile shows there had been lots of "WARN  com.fs.starfarer.D.K  - Error initializing music source - AL error -1")... and eventually I hit another case in which I think text was supposed to trigger music (here it was talking to Zunya), and it instead displayed that error:
Quote
Her tech must be absolutely top-of-the-line, of course.
Runtime Exception: Error initializing music source - AL error 40964
I wonder if there's some effect where something leaks—memory?  File descriptors?—and eventually an allocation fails, and that's what causes the error.

After quitting the game and reopening it, the music and that scene work fine again.

Within this instance of the game... I repeatedly reloaded this save where I'm about to land at Eochu Bres, and repeatedly landed and went through the Zunya conversation (and sometimes landed multiple times within a reload, and once greeted a local fleet), as well as alt-tabbing (on Mac it's cmd-tab) out of the game repeatedly to check file descriptor counts... And after about 7 reloads (this whole process taking 4.5 minutes), I reproduced the error again.

I quit the game, and start it back up a third time.  This time, I just repeatedly land and leave Eochu Bres, waiting enough time for the music to change... after a while, I figure out it's faster to alternate between clicking on Eochu Bres and clicking on an Eochu Bres Stellar Mirror, because the game doesn't impose any delay between the takeoff and the next landing, and I hear the music immediately on each landing.  I do this a bunch of times, and eventually I find there's no music after a landing—in this case onto the Mirror.  (Surprisingly, at this point I don't see an error in the logfile.)  Land on the planet, no music.  I talk to Zunya, and I hit the same "AL error 40964" in the conversation.  Took about 5 minutes between process startup and the repro.

Once I'm in this error state, it seems that the "generic music while flying around" does play, but there's no music when greeting a fleet or landing on any planets.

I'd guess there's something about the operation of switching the music that leaks something, although it looks like it's neither memory nor file descriptors.  Might or might not be Mac OS-specific.  I'll send you the current logfile.

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