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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 - mathyou

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1
Does this mean PMD is not going to keep working on it? I was hoping the 2.0 release on GitHub meant he'd keep developing it

2
Mods / Re: [0.96a] Random Assortment of Things
« on: September 06, 2023, 12:51:42 PM »
Hey Lukas, I'm really enjoying the mod!

I think I found a bug in the punitive cryochamber (rat_cryochamber) interaction. The option to take an officer is disabled if my permanent officers + mercenaries is at least equal to the total number of permanent officers I should be allowed to have.

3
Mods / Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
« on: August 27, 2022, 04:11:01 PM »
I really enjoy the mod. Thanks for all your work on it. The UI improvements in recent versions have been really awesome.

I agree that it would be really nice to be able to control which level chip gets used. It is annoying to have to store/sell all the higher level ones. As Xzaven said, prioritizing chips in inventory over the box would be a nice QoL improvement. Alternatively, I don't know if you can pop-up a dialog when clicking "use chip" that would show a list of the available ones.

One frustration I have with it is when upgrading engines to try to get to a burn level threshold, the ship configuration screen starts rounding the burn rate up when viewing the ship details, but actual fleet speed seems to floor the burn rate of ships, so I'll often see, e.g., a ship that says it has burn rate 9, but if everything else in my fleet goes 10, I can actually only go speed 8 because it is really like 8.7 or something. I wish the actual burn rate were displayed somewhere to make this more clear, maybe when hovering the hull mod?

Maybe I'm just doing the math wrong or misunderstanding something, but my impression is that level 5 engines should be enough to take a burn 8 ship to burn 9. 8 * 1.15 = 9.2, which should round down to 9, but I still see burn 8 for my fleet. But I actually seem to have to have level 7 engines (8 * 1.21 = 9.68) to get my fleet to go burn 9. Do we actually need to get over 9.5 for it to work or is there something else going on?


4
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
« on: May 16, 2021, 07:18:51 PM »
FWIW, I'm experiencing significant FPS drops in systems and hyperspace after updating from v1.9.5 to v1.9.6 with an existing save. That was the only change I made.

I was able to go back to v1.9.5 after editing my save to remove all references to loa_ike.

5
Mods / Re: [0.9.1a] Adjusted Sector
« on: April 25, 2020, 05:26:19 PM »
When using the default settings from the mod (and with a ratio of them scaled down with sector size), I seem to find tons of derelict probes but very few (many none at all; I certainly don't remember finding any) mining platforms or research stations. Is anyone else seeing that behavior? Is there something I can adjust to change this?

6
Mods / Re: [0.9.1a] Adjusted Sector
« on: April 24, 2020, 11:33:56 PM »
When I use the default settings, it seems like all the remnant systems are clustered in the middle of the map: https://imgur.com/a/dU2pZjE This seems consistent across a bunch of new games. Is there something in the config that can adjust that? I've experimented with the numbers and tried maybe 20 variations, but I haven't found a way to change this. To be clear, I don't want them to avoid the core entirely; I'm just lookingfor a more even distribution.

7
I'd love to see a command (or some other method) to copy the results of another command to the clipboard. This would help me debug issues I'm having with my adjusted sector config where it seems to be creating many more systems than I think it should. I'm trying to count the number of lines returned by list systems, which is kind of a pain in the butt. It looks like roughly 60 per page, so I can approximate without too much trouble now, but copying would have been so much faster.

I also wish for the ability to copy when I'm playing with a lot of mods and would like to be able to do partial text matching against the middle or end of strings instead of the start for some of the list outputs.

8
I got a little problem with spawning one certain weapon; the Salamander MRM isn't listed with the list weapons command.

Looking at the game files (starsector-core/data/weapons/weapon_data.csv), it looks like there's salamanderpod (for medium mounts) and heatseeker (for small), which is certainly named oddly and probably explains why you couldn't find it.

Does anyone would know the way to add a 3rd Stable Location in a System?

I really want to have the 3 of them on my system.

list commands will generally help with this stuff. There's a command addstablepoint that does this.

Hi,

Is there a way to add a Cryo-sleeper to a system?
Or add/change the resources/bonuses on a planet?

Thanks.

For tricky stuff, your best bet is probably searching the forum for "runcode," which will find the code snippets people have shared. In general, be careful with the command if you don't know what you're doing since it can break a safe if you do something wrong (and that might not be immediately obvious). I found this and have used it in the past. It's probably safe:

Code
runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); if (star != null) { $loc.addCustomEntity(null, null, "derelict_cryosleeper", "player").setCircularOrbitPointingDown(star, VectorUtils.getAngle(star.getLocation(), $playerFleet.getLocation()), MathUtils.getDistance(star.getLocation(), $playerFleet.getLocation()), 180f); }

That'll spawn a cryosleeper at your current location.

Is there a way to zap a station out of existence, blessed reach is unkillable and I find that rather annoying.
edit: Or allow me to switch owners to yours truly.  ;D

I don't know for sure, but you could try docking with it and destroycolony.

9
I'm getting a different crash with both 1.5g and 1.5h2:

Quote
106823 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.supplyDimin ishment(deconomics_pirateHaven.java:294)
   at com.fs.starfarer.api.impl.campaign.econ.impl.deconomics_pirateHaven.reportEcono myTick(deconomics_pirateHaven.java:110)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:75)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
   at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(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)

10
Shield Bypass is not vanilla.

Touche! I guess it's been too long since I disabled SWP.

11
Hi Sundog, thanks for the mod! I love it!

I have a couple suggestions/feature requests: I'm using shield bypass on my flagship. I think I've been doing that since I started flying it. It's picked up a couple traits related to shields (stable shields and powerful shields) that don't really make sense.

I see that isTraitRelevantForShip checks the trait type against the hull specs (e.g. shield traits only for hulls that have shields) and considers built-in hull mods. Do you think it would be practical to consider other hull mods? At least in vanilla, I don't think there are too many that would affect traits (shield bypass, makeshift shield generator, and converted hanger) in vanilla. What do you think about considering those as well? I realize that would increase complexity in that you'd probably want to check at the end of each battle (or each refit? I'd lean battle to make it harder to accidentally lose a trait while experimenting in the ship designer) to see if the existing traits make sense anymore.

I know I can adjust traits using console commands if this really starts to bug me. I find the available commands a little confusing, though. It seems like the only way for me to remove those two traits and replace them with others (or allow others to be chosen) is to reset the ship's reputation and manually add all its traits back in order. Is that right? While looking for the code for isTraitRelevantForShip, I noticed that there's a RemoveTrait command slated for version 1.4.  Any ETA on it?

Thanks again!

12
You may need to enable a mod tech tag in the hullmod screen. At the bottom of the list are a bunch of categories for sorting through hullmods. Faction-added hullmods tend to include a unique "tech" for that faction - there should be a "Blackrock" category you can select and enable, that should show the hullmod.

That did it, thanks!

13
I'm really enjoying the mod. Thanks for all the work on it.

I got a modspec for "BRDY Systems Reinforcement," but after learning it, I don't see it available to add to my Blackrock ships. Any ideas?

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