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Messages - isaacssv552

Pages: [1] 2 3 ... 15
1
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: October 04, 2017, 03:16:46 PM »
I can't seem to figure out how to purchase fighters from the autofactory. I've managed to have a spark and two teutons replicated in the trade menu with the appropriate AI cores, but now they're all redded out and say "insufficient funds". I have over two million credits. How much more is required to buy a fighter chip? It was a while before I figured out how to replicate the Teutons, because for the longest time the cost was "literally hitler". I've not had much luck with this mod, so far. It's taken a lot of time to get the resources to replicate, and now not only have I got nothing to show for it, but I've lost the only Templar fighters I've managed to come across by giving them to the station. So how can I buy them back?

EDIT: Nevermind. I reread the first post and saw that transplutonics were required to be in storage to purchase fighters. Though, I still have no idea how many this uses, or why the game wasn't notifying me of this.
I've tried to get the illegality messages to display resource cost, but it simply ins't possible. I'll add a note that resources need to be in storage to the station description. I have no idea why you would get the "literally hitler" message. That message should only appear if the game thinks you are in the refit screen, in which case no message appears. Can you post your save?

2
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: September 30, 2017, 04:12:57 PM »
Spoiler
1234117 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
   at java.util.HashMap$ValueIterator.next(Unknown Source)
   at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:170)
   at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Another fatal error, just a short time after the original would have occurred.
I'm starting to think I'll have to abandon this save. :(
Did a bit more testing, you had another couple of bugged ships in the queue. I did a longer test on this save and everything seemed fine. http://www.mediafire.com/file/d52wa01mr00hdlh/campaign.xml

3
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: September 29, 2017, 09:08:13 PM »
I can't believe I didn't even think to list my mods
https://www.mediafire.com/file/5v5wlx3snh8sfzy/descriptor.xml
The ship in question is the Jesuit from the Templars mod
I've edited the save file so it won't crash. Replace your campaign.xml with https://www.mediafire.com/folder/uckily1pc3av2hm.
I'm not sure what to do with that link. It either tells me to log in or that I need to upgrade to premium.
Try http://www.mediafire.com/file/roz1xh1lacnpjad/campaign.xml.

4
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: September 29, 2017, 11:58:13 AM »
I can't believe I didn't even think to list my mods
https://www.mediafire.com/file/5v5wlx3snh8sfzy/descriptor.xml
The ship in question is the Jesuit from the Templars mod
I've edited the save file so it won't crash. Replace your campaign.xml with https://www.mediafire.com/folder/uckily1pc3av2hm.

5
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: September 28, 2017, 05:14:50 PM »
Still getting a fatal error upon loading my save and letting it run for a few seconds
Spoiler
242463 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
   at java.util.HashMap$ValueIterator.next(Unknown Source)
   at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:170)
   at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Have no idea what that means as it doesn't say anything about a D-mod
I think that has something to do with the multithreading. I don't touch multithreading, so I'm not sure what's happening. It seems to be "for (Data tmp : getShipData().values())" that's triggering it. Maybe something in the ship data was corrupted? I don't think I'll be able to make any more progress on guesswork, can you post your save file?
Sure, here is a mediafire link to it. Let me know if you need anything else from me.
https://www.mediafire.com/file/tjrm3o52s6orrg3/campaign.xml
I need your descriptor.xml too. I think I'm missing a required mod or something and the list is in the descriptor file.

6
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: September 28, 2017, 04:19:31 PM »
I was doing some playing with the resource settings after seeing the posts in here, and came across an odd bit of behavior. When buying weapons, having the 0 resource cost and any credit cost works fine, but adding ships in with 0 cost did something odd. The ship canceled production, and the weapons also restricted themselves from purchase or refit with the usual "Literally Hitler" error. Placing the resources required to produce both ships and weapons in storage subsequently did nothing to unlock either for purchase/production, even after swapping the required resources back to 1.0.

There may be one more check or flag that's not been changed somewhere other than that, or an unanticipated interaction occurring. It persists across saves and restarts. Oh, and of course, thank you for fixing the UI. It's been nice.
I have no idea what is happening. The "Literally Hitler" message should never appear under any circumstances. It means that you are currently in the refit screen. Even if the refit flag were to become corrupted, it resets with every 'tick' the autofactory processes. If there was some sort of weird interaction with the illegality code it should return "Insufficient Resources". Did you get a message when the production was cancelled? If so, what were its exact words?

7
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: September 23, 2017, 08:25:55 PM »
Still getting a fatal error upon loading my save and letting it run for a few seconds
Spoiler
242463 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
   at java.util.HashMap$ValueIterator.next(Unknown Source)
   at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:170)
   at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Have no idea what that means as it doesn't say anything about a D-mod
I think that has something to do with the multithreading. I don't touch multithreading, so I'm not sure what's happening. It seems to be "for (Data tmp : getShipData().values())" that's triggering it. Maybe something in the ship data was corrupted? I don't think I'll be able to make any more progress on guesswork, can you post your save file?
When omnifactoryCosts<1,factory tells me "insufficient resources, order cancelled" but there have enough resources in storge.
I think i have found the point afte check the code.

lw_Omnifactory.jar\org\lazywizard\omnifac\Shipyard.java  line 383 to line 397

383        public void startProduction(int requested)
384        {
385           boolean canAfford = true;
386           for (Map.Entry<String, Integer> commodity : cost.entrySet())
387              canAfford = canAfford && getStorageCargo().getQuantity(CargoAPI.CargoItemType.RESOURCES, commodity.getKey()) >= commodity.getValue() * requested;
388           if (canAfford)
389           {
390              removeMaterials(requested);
391              goal = ordered = requested;
392              lastUpdate = numHeartbeats;
393           } else
394           {
395              Global.getSector().getCampaignUI().addMessage("Insufficient resources, order cancelled.");
396           }
397        }

This is the product code after ording a ship in factory.
Look at line 387.There has a check before product.But this check don't consider OmniFacSettings.getCostMult() at all.

Line 430 and line 431 both have a OmniFacSettings.getCostMult() to calculate the removeMaterials(requested).

Maybe this is why factory only product the ship when storge have enough resources for omnifactoryCosts=1(no matter what omnifactoryCosts is).
I see, I though you meant it wasn't letting you make the purchase to begin with. Totally forgot about the secondary check.

8
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.1.0 (Beta)
« on: September 20, 2017, 08:52:41 PM »
Version 2.2.7 is out! D-modded ships that somehow end up scanned will be removed.

Remnant Autofactory
A production based mini-mod
Download version 2.2.7

Changelog:
Added safety check to cancel scanning of D-modded ships.

9
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.6
« on: September 20, 2017, 07:50:49 PM »
I am continually getting a crash from a D-mod ship I put in the omnifac
Spoiler
91609 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [tem_jesuit_default_D] not found!
java.lang.RuntimeException: Ship hull variant [tem_jesuit_default_D] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at org.lazywizard.omnifac.Shipyard$ShipData.create(Shipyard.java:535)
   at org.lazywizard.omnifac.Shipyard.utilCreate(Shipyard.java:224)
   at org.lazywizard.omnifac.OmniFac.processBlueprint(OmniFac.java:301)
   at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:171)
   at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
I have updated the omnifac to the latest version but that ship was already in prior to that.
Is there any way to maybe clear the ship data out of the omnifac? I have nearly every weapon in there and I'd rather not clear everything but if I have to I will.
Any other solutions will be welcome as well.
No solutions yet?
I hate to sound like I'm trying to rush an answer but I can't actually play that game anymore until I figure out how to fix it.
It should be done soon.
There is a bug when omnifactoryCosts < 1 (mods\Omnifactory\data\config\omnifactory\omnifac_settings.json)

Factory tells me insufficient resources when I order a weapon

3 metal and 2 fuel in storge
omnifactoryCosts = 1 , this weapon need 4 metal and 2 fuel , insufficient resources
omnifactoryCosts = 0.5 , this weapon need 2 metal and 1 fuel , insufficient resources again(but I have enough resources in storge)

It seems factory always calculate the omnifactoryCosts=1 when factory decide whather a weapon/ship has enough resources to order.

My english is poor.I wish I have make it clearly.
The problem should be fixed.


Weapons works well.


This bug still exist after ordered a ship.When factory start to build the ship,in-game messages(bottom left of starsector game window) tells me insufficient resources.
Here is the brief:
OmnifactoryCosts=0.5
Enough resources in storge for costs=0.5,but insufficient resources for costs=1
The ship can be ordered in factory,but after leave the factory menu,in-game messages shows insufficient resources,order cancelled.
Then I put enough resources into the storge for costs=1,order successfully,and factory used cost=0.5 resources.
Factory still have a check when ships are starting to build,but there has not consider the omnifactoryCosts.


Another bug.
Refit a ship in factory may duplicate a weapon.
Enough resources in storge to build 1 certain weapon,the weapon must be analysed.
Refit a ship in factory,and put the certain weapon on ships weapon slot.
Leave the factory,factory start to bulid the weapon.
There is a weapon in storge,there is another weapon on the ship,player get 2 weapons but factory only build 1 weapon.


Some other words.
Can factory spawn at a certain place in nex's randomsector mode?(Like freespot)
Factory often spawn at the end of the hyperspace.Tooooooo far away from core world.
This is very odd. I've doubled checked and ships use almost exactly the same code to check eligibility. I also have no idea what's happening with refits. When I enter the refit screen I can only install weapons from storage.

I'll look into an option for restricted factory spawning.

EDIT: Testing confirms that the cost multiplier is working for ships on my end.

10
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.5
« on: September 15, 2017, 09:44:02 PM »
There is a bug when omnifactoryCosts < 1 (mods\Omnifactory\data\config\omnifactory\omnifac_settings.json)

Factory tells me insufficient resources when I order a weapon

3 metal and 2 fuel in storge
omnifactoryCosts = 1 , this weapon need 4 metal and 2 fuel , insufficient resources
omnifactoryCosts = 0.5 , this weapon need 2 metal and 1 fuel , insufficient resources again(but I have enough resources in storge)

It seems factory always calculate the omnifactoryCosts=1 when factory decide whather a weapon/ship has enough resources to order.

My english is poor.I wish I have make it clearly.
The problem should be fixed.

11
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.1.0 (Beta)
« on: September 15, 2017, 09:42:21 PM »
Version 2.2.6 is out! Fixed a bug with the config's cost multipliers.

Remnant Autofactory
A production based mini-mod
Download version 2.2.6

Changelog:
Fixed cost multiplier.

12
Suggestions / Re: Famine, Depopulation, and Sector in decline
« on: September 05, 2017, 03:09:09 PM »
The Sector is dystopian and in decline but the recent lore, in my mind, hasn't made things as bleak as was once thought. I don't think the Sector as a whole is a few years from total collapse: we're still decades if not centuries away from that point, barring outside influence or some catastrophic event.

Yeah the recent fluff dump has really painted the Sector as something that isn't going to just collapse over the course of a year or even ten years. The factions are more fragile than I thought, but the overall human population of the sector and their tech level seems pretty solid. Solid enough for people to still screw around with AI fleets and planetkillers without dooming everyone at least.
My interpretation was that the decline would take place over centuries rather than years or even decades. My impression was more of a "In 1000 years at current rates of decline the sector will be nothing more than pirates and savages," than "In 10 years everyone will starve to death."

13
Bug Reports & Support (modded) / Re: Crash error with Omnifactory Rebooted
« on: September 02, 2017, 11:52:52 PM »
From what I have heard, it is a known bug with Omnifactory
That's unfortunate, do you know when it might get fixed?
The crash is not specific to the eagle but rather to certain D-modded ships (I'm not sure exactly which ones, I think it may have something to do with the procedural generation.) The newest version resolves the bug by forbidding D-mods altogether. If you wish to process the Eagle, even without updating, just restore it first.

14
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: September 01, 2017, 08:57:05 PM »
Thanks for the thoughtful response.

Basically as a player i only hear good things about the domain. the domain lead to peace and expansion; whereas post-collapse autonomy led to chaos. So the message is: "People become savages when there is no central authority." This is a trope of zombie movies and reality TV shows (neither of which I credit much). Also, the domain collapse, to the player, is a mysterious "out of context problem," which eclipses the theme of hubristic overreach as a sin leading to the sector's current condition.
Considering the sector is newly colonized it seems more like a Lord of the Flies type situation. It reminds me of the various IRL colonies which perished in the time between ships arriving from the motherland.

15
Suggestions / Re: Faction relatiosn and ship/weapon unlocks
« on: August 31, 2017, 01:14:51 PM »
Well, it is a problem for a supposedly very moddable game if you can't make your faction act as intended.

You're basically telling me that I can't make a faction who's ship are twice as powerful, but they can deploy half as many, without making 90% of their ship unavialable until 100 relation.

I don't consider this a mod-maker problem.
I consider this a mechnical problem caused by a non-flxible system.
You can do that, you just need to give them custom some custom military market logic. Specifically, you will need extend com.fs.starfarer.api.impl.campaign.submarkets.MilitarySubmarketPlugin and override getRequiredLevelAssumingLegal(FleetMemberAPI member, TransferAction action). You will then need to make sure your faction uses the new submarket.

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