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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Mealstrom

Pages: [1] 2 3 ... 16
1
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: May 09, 2022, 05:57:28 AM »
I am holding my next playthrough for this mod update, can't wait!

In the meantime you should check out the corvus discord, we setup something temporary in there so that people can play with some of the stuff for the time being.

2
Suggestions / Re: Make combat moddable and not hardcoded.
« on: May 09, 2022, 04:10:24 AM »
the main idea is to simply allow more things like that to become a reality. Having a lot of hardcoded stuff really prevents a lot of things from becoming a thing in combat sadly

3
Suggestions / Re: Make combat moddable and not hardcoded.
« on: May 03, 2022, 08:22:15 PM »
I think that fleet positioning is just an option we would have as mod makers to create stuff like that, it wouldn't have to be vanilla but there are just all sorts of things that could really make combat more interesting than it currently is, and its already very interesting.

Just food for thought.

4
Suggestions / Make combat moddable and not hardcoded.
« on: May 03, 2022, 12:55:00 AM »
Hi Alex, had a convo with mesotronik and we were talking about larger asteroids in combat situations or even a new system where if you attack a fleet from the right you should spawn on the left side of the map according to what direction you are attacking the enemy and they would deploy on the side relative to your fleet when the encounter was made...

 Stuff like this would be really fun to implement as mods and right now everything is hard coded which is really sad since it means we cannot make more amazing mods for the game :V

5
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 29, 2022, 03:43:50 AM »


WIP

6
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 22, 2022, 09:35:29 PM »
The middle ground I'm aiming for is the style that is most satisfying for me, because I am the person spending hundreds of hours developing it.

You have to realise, though, that by taking over an existing mod, you'll have to deal with certain expectation based on that that mod has been for many years. You are, in fact, not the only person who spent many hours developing it. If this was your entirely original work, it'd be entirely up to you where to take style and aesthetics of the mod, but when you take over a faction with a longstanding history and change its aesthetics, you will have to deal with people not liking it cause they got attached to it.

You should also keep in mind the difference between style and aesthetics. You can very much retain the overall aesthetics of the original while moving it to a more vanilla-adjacent style. The new Banshee is a good example of that. It's very much an improvement on the original that retains the overall aesthetics. The same can't be said about the Lathe imho, which feels quite different from the original with the loss of her signature asymmetry. It is of course entirely your decision how to go about it, I just thought I would mention it.

Also, you're greebling your plating too much. More clean surfaces would help with selling this as Neutrino already.

well we can always just retrofit the old sprites to work with the new stuff

7
Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: April 22, 2022, 01:44:12 PM »
Dreadnought for prv? GOOD

wait till you see the blackrock one I am currently working on hehehe

8
Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: April 22, 2022, 12:10:17 PM »

9
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 22, 2022, 09:59:33 AM »
Tomatopaste, if you need help with the sprite I could give you a hand, I have worked with flashfrozen in the past so I'm sure he wouldn't mind if I helped on this project

10
Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: April 22, 2022, 07:15:24 AM »


Kitbashed this thing together in case you wanted to add it to PRV, it would require the permission of the Athena mod creator though since I used the vector thrusters and certain sprite sections from that mod. Sadly the original thread for the Athena ship is now gone so itll be hard to track down the original creator to ask permission...

11
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 19, 2022, 04:25:52 PM »
my god... these new sprites look amazing! I hope you will release ressources to make custom paintjobs easier to make because I can see a lot of potential here!

12
It is not the cause, but here is the fix:

Crash: "PermGen space"
This is unrelated to how much system memory you have or how much memory you've allocated via vmparams.

Basically, every time a piece of code is loaded by the game, information about that piece of code goes into a reserved part of memory called PermGen.
Only a small amount of space is reserved for this, by default.
So, if you have enough mods, you'll load so many pieces of code that it'll run out of space to store information about the code.

Your options are to either:
A) Tell it to reserve more PermGen space.
B) Use Java 8, which fixes the issue. Java 8 has other performance benefits that are good, too, such as preventing the post-battle slowdown.

For option A, add/set  -XX:PermSize=512m -XX:MaxPermSize=512m to your vmparams file, near to the existing Xmx values. Exact position doesn't matter.
For option B, look for the pinned guide in #modded_gameplay on updating to JRE 8.
https://discord.com/channels/187635036525166592/512356777451323393/894702930987466852

Ah, my bad, forgot to do this after I updated to 0.95.1a xD
thx!

13
Mods / Re: [0.95.1a] Interstellar Federation (refurbished)
« on: March 25, 2022, 10:59:30 AM »
yeah noticed it called for that hii_luun which is the hiigaran mod, I was REALLY confused xD

14
1065312 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.OutOfMemoryError: PermGen space
java.lang.OutOfMemoryError: PermGen space
   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 org.wisp.stories.dangerousGames.pt1_dragons.Dragons_Stage1_BarEvent.<init>(Dragons_Stage1_BarEvent.kt:61)
   at org.wisp.stories.dangerousGames.pt1_dragons.DragonsPart1_BarEventCreator.create BarEvent(Dragons_Stage1_BarEvent.kt:91)
   at com.fs.starfarer.api.impl.campaign.intel.bar.events.BarEventManager.advance(BarEventManager.java:257)
   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(Unknown Source)

I am assuming this mod is the cause

15
Mods / Re: [0.95.1a] Interstellar Federation (refurbished)
« on: March 24, 2022, 09:05:49 PM »
59151 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [hii_luun_Standard] not found!
java.lang.RuntimeException: Ship hull variant [hii_luun_Standard] not found!
   at com.fs.starfarer.loading.B.o00000(Unknown Source)
   at com.fs.starfarer.loading.B.o00000(Unknown Source)
   at com.fs.starfarer.loading.O0Oo$Oo.getFPCost(Unknown Source)
   at com.fs.starfarer.loading.O0Oo.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oo0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

looks like you missed something else :3

you left the variant call in the default_ship_roles file

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