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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 - KailaRaZhu

Pages: [1]
1
Silly question for this thread, but how do i change the generated planets and systems names?
Before 0.8 i can change the names by changing the sector generation xmls on the Nexerelin mod.
Now sector generation has changed, and i don't know what file to modify.
Any help would be appreciated

Totally untested but it's probably..
..\Nexerelin\data\campaign\procgen\name_gen_data.csv

2
My other question also stands: Does anyone know how to get a previous, stable download of this mod? Because it looks -fantastic- and I'd really like to try it out without getting *** by my own faction each new game.

If there is an archive of ye olde versions, You'd be best just asking Vayra directly on the discord for something like that.

And what's the Discord server's info? I cannot seem to find it anywhere, including a variety of searches on Discord itself.

Tartiflette's Post ~ Discord Thread

Found via sticky in General Discussion

3
My other question also stands: Does anyone know how to get a previous, stable download of this mod? Because it looks -fantastic- and I'd really like to try it out without getting *** by my own faction each new game.

If there is an archive of ye olde versions, You'd be best just asking Vayra directly on the discord for something like that.

4
Yeah -- I've added a big (Dev Build) to the download link, so hopefully that warns a few more people off heh.

I'll post an "official release" when the last of these bugs are quashed -- anyone wanting a persistent save should probably wait until then.  :D

Doesn't Dev Build just mean installing Safety Overrides in your Starsector mod load out?  ::)

Honestly some people are just addicts who consider this mod to be part of the core experience now. Dev Build?! pah! Some mandatory duct tape here and there and it'll be safe to fly.

...er not that I'd know anyone like that. Yup.

5

    It's too bad this mod is such a technical mess.The weapons and hulls added are very nice but this thing either breaks the game's ability to save after a while or it just breaks the save games completely when you update.
    I lost a 20 hour playthrough because the game hangs when I try to save even by using save copy and if I try to update the mod I just get the same "fix admins enabled" crash that another person posted...

This review is a little harsh, the specific problem listed was limited to a few versions and has since been fixed.

In my previous post I outlined a solution to porting the bloated save files of 2.3.# to 2.4.# for people who want to continue rather than start anew.

If you have trouble following the guidelines pop your save game on mega nz or something and i'll port it for you.

6
Oh, I see -- you're trying to port a previous save over. I have a warning in the OP that updating the mod will generally break saves, and I can't condone this course of action, but I'm glad you figured out a way to make it work for you!  :D

Yarr just a bit of save butchering surgery to finish a playthrough with vayra's newest recipe.

While appreciating the fact it says 'Dev Build' should be enough information to abandon hope, ye who update here.

7
I just had the FIX_ADMINS_ENABLED crash when changing to 2.4.1:
87270 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchFieldError: FIX_ADMINS_ENABLED
java.lang.NoSuchFieldError: FIX_ADMINS_ENABLED
   at data.scripts.campaign.VayraAdminAssigner.advance(VayraAdminAssigner.java:37)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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)
87397 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
87397 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]



besides that, from the version before that I'm liking the parts of the mod I'm getting to see, but I think I'm doing something wrong due to how rarely some of the stuff shows up:
  • is it intended that I cannot raid or destroy the kadur and l'Interstellaire stations? is there a way currently to obtain blueprints?
  • what's the best way to obtain faction ships and weapons currently? I have only gotten them so far from salvaging

I fixed this by deleting the event entry for VayraAdminAssigner (3 lines) in the save file with notepad++
This however reveals another incompatibility between 2.4.1 as a public variable has been made private in KadurBlueprintStocker, simply adding the entry for <stocked z="######"></stocked> to it will resolve that issue.

Spoiler
<data.scripts.campaign.VayraAdminAssigner z="1189478">
<timer z="1189479" i="2.0" a="3.0" c="2.5695434" e="2.4979413" ie="false"></timer>
</data.scripts.campaign.VayraAdminAssigner>


DELETED 3 LINES
[close]

Spoiler
<data.scripts.campaign.KadurBlueprintStocker z="1189536">
<timer z="1189537" i="2.0" a="3.0" c="2.5530486" e="1.888107" ie="false"></timer>
</data.scripts.campaign.KadurBlueprintStocker>

CHANGED TO

<data.scripts.campaign.KadurBlueprintStocker z="1189536">
<stocked z="1189999"></stocked>
<timer z="1189537" i="2.0" a="3.0" c="2.5530486" e="1.888107" ie="false"></timer>
</data.scripts.campaign.KadurBlueprintStocker>
[close]

Disclaimer, the numbers above will not match yours, you will have to make sure the z index you use for 'stocked' is not already used, and understand i am merely a dabbler of files with no experience or deeper understanding of what the scripts are actually doing, but this fix has worked for me on two save games and multiple hours of gameplay post-edits.

These edits are not guaranteed to fix your game and are in no way sponsored by Vayra. And are likely the work of dirty pirates privateers who ultimately want your supplies continued contributions.

8
Hi Vayra! Long time lurker, first time poster.

I ran into this problem that caused a crash every time I mouse over a communist cloud fleet.
Spoiler
579973 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod communist_clouds not found!
java.lang.RuntimeException: Hullmod communist_clouds not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.prototype.Utils.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.computeNumFighterBays(Unknown Source)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(CoreAutofitPlugin.java:918)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:363)
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:406)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.C.o00000(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]

yeah both the java and the entry in the hull_mods.csv is missing for that one, i guess it was simply missed  :)

I'm sure Vayra will have it fixed in no time, but until then just add an entry to the hull_mods.csv for that to point to, (you can just copy/paste another mod and change the ID)

9
Mods / Re: [0.9a] Kadur Remnant v2.1.5 (updated 2018/12/20)
« on: December 22, 2018, 12:14:14 PM »
Update to 2.1.5 is out!

Could be a coincidence but i got a "NullPointerException: null" when trying to salvage the debris field left behind by a pirate commissioned bounty after the battle.

I'll test some more.

Also Pirate Privateer start = the best!

10
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC1)
« on: December 07, 2018, 02:26:37 PM »
Great to see another faction mod come into 0.9ness~

Quick feedback though :-

The faction seems to not know any of its own Weapon blueprints :)

Which makes raiding their systems somewhat easier than i expect is intended. (and their markets sell no weapons)

All those tasty hulls, free for the taking.

Amusing to see the large neutrino capital assurance fleet running away from a single wolf :D

11
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: December 05, 2018, 08:06:07 AM »

It took me only 10 minutes to notice this mod was missing from my sector life... - pirates were distinctly less annoying  :(
My inner masochist awaits the day when the sun is blotted out by hordes of pirate Rubberfly's once more.

Your ships are unique and beautiful (in a slightly macabre/Alan Poe kind of way)

12
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« on: December 05, 2018, 08:04:15 AM »
https://bitbucket.org/modmafia/ship-weapon-pack/commits/c90296d416f4c31fedc389c4fee1d69419e2d36b
https://bitbucket.org/modmafia/ship-weapon-pack/commits/828189186673a7c82eaf2e311a36c796052e8ec9

To give you an idea of scale.
A true hero.

"Great heroes can be found even here, in mud and rain."

The volume of commits required in order to bring the mod up to speed that you've already mowed through is quite intimidating to the uninitiated, don't lose faith brave knight of the digital code.

13
Mods / Re: [0.9a] Kadur Remnant v2.1.3 (updated 2018/11/29)
« on: December 04, 2018, 07:13:19 PM »
On a more topical note, I've been thoroughly enjoying the mod.

The Kadur Remnant have a really solid presence in the game with emergent game play chances through their various crusades or debris i find in their recent wake. Honestly it started to make me wonder how other factions could be encouraged to have more active presence in the sector (game play wise)

Really looking forward to further developments.

Spoiler
Also i found a mud skipper from the FOURTENFH BATLTEGRUeP, I was excited to chase it when a pirate showed up with it just to keep as a collectors item. Then the description was amazing xD
[close]

14
Weapon Slot 3 and 9 cause a crash due to those slots not existing in -> syndicate_asp_gigantophis_Support.variant

Code
java.lang.RuntimeException: Ship hull [syndicate_asp_gigantophis] variant [syndicate_asp_gigantophis_Support]: slot id [WS 3] not found for weapon [lrpdlaser]
java.lang.RuntimeException: Ship hull [syndicate_asp_gigantophis] variant [syndicate_asp_gigantophis_Support]: slot id [WS 9] not found for weapon [phasebeam]

Not sure if intended but a bit of feedback ~
The various stations not having starports in every market seems to make them default to the goods being sold there at immense value compared to other stations, making it easy to rack up vast millions rapidly by selling even just supplies there for 4-6x their stock price.

Not much else to say on that side of things, besides that crash and the market concerns
Fun addition to my game, lots of variety and a good feeling of history to the factions.
I was a bit surprised at first that the 'pirates' weren't hostile to me xD

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