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Topics - mendonca

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I'm posting this for information, and slightly reluctantly, however I can't quite decide whether it is intended behaviour or not and seems sensible to at least raise it. At the very least it appears to point to some weirdness which might be worth looking at, regardless - or perhaps can be quickly explained.

I'll try and be clear about this, apologies if it stops making sense ...

The crux of the issue is that I was finding that my 'remnant-like' stations / factions were not creating live fleets, in my generated 'remnant-like' systems.

All seemed to be nearly working - It would generate the fleets, in new systems, all tagged with my set themes and all as expected (e.g. at inner system jump points or from Stations) however they would NOT populate with ships I intended for them. Empty fleet would, effectively, immediately despawn when player arrives in locality.

The problem was found to be resolved by changing the 'tag' in the ship_data.csv and generating a completely new tag for the faction fleet ships. Existing mod 'blueprint tags' didn't appear to work for this.


a) Use fleetFactoryV3 to make fleet from my .faction in a new remnant system. May be from battle station or just at a set point in space. Behaviour very closely mimicking that of the Remnants in terms of generation. Ship list I want to generate from is via (e.g.) Junk_Pirates_BP tag, as defined in .faction file for knownShips.
No ships generate in fleet. Fleet immediately despawns upon teleportation (via console commands) directly to fleet position. Stations continually spew out blank fleets.

b) Try other faction ship tags (all inevitably part of a BP set, as this seems to make sense, right?)
Same behaviour.

c) Try base_bp tag in .faction file for knownShips.
Ships generate in fleets, but only those with base_bp as tag (Ventures etc.) and not those with my custom BP tags.

d) Try market to null; quality overrides, custom_bp tag into shipsWhenImporting etc.
No change, empty fleets or full of base_bp ships.

d) Add new discrete tags to ships that I want to appear in 'special' fleets. Add this tag to the .faction file.
Ships spawn as originally expected! (I will note this is actually in line with the 'remnant' tag for vanilla case which does not link to a blueprint set)

I can't directly identify why my fix works, but to me it points potentially to things working differently to how it may be planned - and may suggest a potential blocker for widening out the mechanisms already in place due perhaps to some unintended checks / weirdness in the code.

My theory is that something in the code is locking out those types of ships which are generated via a BP / Heavy Industry - as it makes sense that there will be a check in there for something like this to stop it. I may well be wrong.

No apparently present overrides are working to offset this in this case (e.g. setting source market to null; which appears to be a designed-for case in fleetfactoryV3 or giving quality overrides to the fleetfactory).



Bug Reports & Support / [0.9a RC10] infinite money exploit
« on: December 05, 2018, 10:35:00 AM »
Just reporting bug on behalf of discord user @Ego

1. Sell synchrotron core to fuel producing player colony
2. Colony utilises synch core (as expected)
3. Take core back; for free
4. ???
5. Profit

I got all brave last night and went back for that 200k pirate base in Zenobia.

After some real fun cat and mouse in the asteroid belt; I had thinned down local patrols - and got sucked in to a fight with the battlestation at a reasonably convenient point.

My fleet wasn't great; but could easily take down a '1-module' pirate station - but as it happens is found a little wanting against the '2-module' constant barrage of fighters and harpoons.

I just can't get through the cloud of stuff; albeit it's no great threat either with some use of the avoid command - and I did manage to pick off most of the bigger threats in the mobile forces before giving up.

Okay; come back another day right?

Except I can't disengage because there is a Hound and a Kite desperate to re-engage my Apogee; Shrike; Falcon; Heron + 4xFrigates.

Workaround is to hunt the Hound and Kite down (and inevitably take a bit of grief / damage from the station; nearly popping my Apogee); but seems unfair that I am locked in to this fight - the mobile elements in the pirate force present zero threat to me (I should be able to just calmly plod off, right?)

Perhaps the logic behind large-ish fleets disengaging against 'stationary-targets-plus-a-bit' could be looked at, if possible?

Fairly low impact one this - but went over to Westernesse to dump some organics on somebody or other from a delivery mission.

He was satisfied; and paid me 17k.

I went straight through menu options to hire a mercenary officer - I liked the look of him and went to hire - it told me I had 13k or so (the value I left the last station with). I needed 8k - so no issues here (perhaps in other cases the game might not let me do this)

All transactions completed; officer hired; organics dumped - leave menu (back to game ticking along) and credits all reporting correctly ~23k.

Just seemed to be that the credit updating might be out of step if you complete delivery mission; straight over to hire an officer dialog.

Hope that makes sense.

Modding / MOVED: [0.8.1a] The Thule Legacy v0.1.8
« on: October 24, 2017, 07:29:56 AM »

Modding / Terrain Modding
« on: March 02, 2017, 05:52:38 AM »

I'm looking in to creating a simple terrain type, and am struggling to understand how to work with existing systems to create my own modified version of, say, a magnetic field.

As there is limited discussion generally about this I thought I would open up a new topic, for future reference of others as well as to serve my own needs.

What I do know:

system.addTerrain(Terrain.TERRAIN_TYPE, new TerrainTypeParams)

would add a general terrain thing.

I therefore need to define Terrain.TERRAIN_TYPE somehow (in com.fs.starfarer.api.impl.campaign.ids.Terrain) to allow the code to understand what my new terrain is called.

I suspect I'll also need to make a TerrainTypePlugin and TerrainTypeParams; say for arguments sake I'll borrow MagneticFieldTerrainPlugin and rename it PlumeTerrainPlugin, and create a similar params file.

All the pieces seem to be there for me to be able to:

a) generate a pretty corona (if I want to)
b) fire off a flare at a FIXED (not random) angle, at a given frequency.
c) color the flare; with possibly a modified version of flareManager to allow different criteria to be set (but I can create a duplicate; modified version of this and call it in a similar manner)

But I'm finding it all a bit impenetrable, and having difficulty (in my head) of closing all the loops of where things act upon other things.

I'm not particularly Java Literate but I am (in the simplest fashion) code literate and can normally figure out how to make something do the same thing as it did but different.

Essentially it seems like I want to mimic the magnetic field; with a fixed angle flare relative to the orbiting object; which will allow for me to create a (variable size) plume of ejecta from an orbiting body. If done correctly I can set angle, colors etc. in the params.

Is this something someone understands and would be able / willing to provide guidance / comment on?

Am I being a bit thick?

Is anybody else looking in to terrain modding and find it really easy (hence limited discussion) - or is it really a little bit complicated?

Thanks for any help.


Modding / 0.65.2a to 0.7 - Mod Migration Checklist
« on: November 25, 2015, 04:12:11 AM »
Thought it could be useful to start a checklist for gathering / sharing information of the key things mod authors will need to do when moving from previous to current version.

It seems to be pretty painless, all round, but hopefully by collating all the relevant points we can make sure we don't miss out on the new cool things.

This will help me and hopefully others to try and ensure we capture all the key features, and ease the path for those yet to start on the migration process.


  - Add a 'corona' dimension argument to all generated stars (system generation .java file)

  - Ensure .faction file officer AI now implements the correct set of traits (some previous legitimate traits e.g. fearless are now unsupported by vanilla)

  - Ensure .faction file includes a 'fleet doctrine'.

  - Update generated system position so that it doesn't sit in deep hyperspace (not strictly required, but looks pretty rubbish if your system sits within a deep hyperspace zone)

  - Update all your ships with new burn values. If you don't - your ships will be horribly slow. (This is now much more normalised, pretty straightforward adjustment)

- Give your faction the correct set of custom behaviours. Refer to e.g. pirates.faction or hegemony.faction for some key ones to implement.

  - Replace supply/day with the new supply/mo and supply/rec values in ships.csv.


  - Add terrain details to rings etc. in system to enable the game to recognise these. Refer to e.g. Magec for a sample.

  - Think more carefully about terrain in-system, generally, to make the campaign travels more fun. Asteroid belts? Magnetic fields?

  - Move any jump points away from populated planets, to give some room to sneak around. The L4/L5 points of the planet they were originally orbiting are good and realistic for the purpose. For reference, Jangala using the L4/L5 points for Jump Point and Comms Relay. Looks cool.


  - Add Nebula terrain features to your system(s) if relevant. Refer to e.g. Hybrasil for a sample.

  - Pick a spot in the Modiverse.

  - Reference music files in the .faction file.

  - Dress up your system with more features. Solar shades / mirrors? Custom entities?

  - Give custom portraits a black background, to make the officer thumbnails look better.

Thoughts? What am I missing?

Modding / Fatal Null - Migrating to compiled Jar
« on: January 04, 2015, 12:32:27 PM »
Hmmm ... I'm getting this error.

I'm trying to add my scripts in to a jar, I think they work when not in a jar, but don't seem to work when I have compiled them and referenced them in to a jar.

See log file below, has anybody come across this particular one? Best guess is that the modmanager just isn't loading it, or can't find it, but I can't seem to locate the particular issue.

As far as I can tell, everything is the same as it was before - except the .java files have been removed from the main folders and replaced by the relevant .class files located within the containing jar.

I am certainly not an expert with Eclipse, but everything seems to be doing what it should and I get an exported jar file that looks about right in terms of contents etc and it is referenced in the right place in the mod_info. I'm on Linux.

59452 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.super(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.ô00000(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.A.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

Modding / MOVED: [0.65.1a] Tradewinds II
« on: November 06, 2014, 10:11:15 PM »

Modding / MOVED: [0.6.2a] The Knights Templar v0.9
« on: August 31, 2014, 01:01:35 AM »

Modding / Where is your Mod? - System Map of the known Modiverse
« on: September 16, 2013, 02:47:28 AM »
With the advent of starsystems, and people no doubt being eager to throw their system in at some point in hyperspace without really caring what other people are doing, I figured it would be nice to know where other people's systems are, to ease any 'multiple-mod-mayhem' of overlapping systems.

This thread shows the map of the mods submitted here, such that it can facilitate discussion of locations of mods, built around the 0.6a systems, to allow them to maximise compatibility with other mods.

This isn't meant to be 'official', more a handy way to let modders avoid clashes if they so choose to do so.


Chernog: approx 24000, 24000

[Blackrock Driveyards]
Gneiss: 4200, -6200

Seiiki: -15000, 15000
Hades: -11000, 12000
Cygnus: -12500, 10000

[Citadel Defenders]
Citadel: -17500, 1500

Tyrador: 9250,-3750

[Exigency Incorporated]
Tasserus: 2060, 14500

[Firestorm Federation]
Procella ignifera -5000, 2500

[Hiigaran Descendents]
Polaris: -8000, -8000
Halcyon: -6200, -6500
Solitude: -7000, -4500

[The Instrumentality]
Issa: 200, -5000
Gao: 350, -4400

[Junk Pirates]
Breh'Inni: 1000, 7500

[Kadur Theocracy]
Kadur: 1332, 14495
Mirage: -2623, 10823
Oasis: 7121, 7723

[The Mayorate]
Rasht: -2200, -3500

Corona Australis: -17500, -2500

Nur: 18000, -900

[P9 Colony Group]
P9 Colony Group Starsystem: -6000, -500

[Patrian Principate]
Patria: 10000, 2000

Canis: -12500, -2500

[Qualljom Society]
Holotis: 10000, 15000
[Sector Xplo]
Xplo: 25000, -25000

[Shadowyards Heavy Industries]
Anar: -4000, 6000

[Tore Up Plenty]
Iota: 7500, -7500

[United Aurora Federation]
Dimensional Drift Gate: -12500, 7500

Corvus: 1000, 1000
Askonia: 4500, 3000

Zorg Zeta: 10000, -10000

Getting pretty cool out there in the infinite void of space.

Keep 'em coming, let me know yours!

Argue amongst yourselves if someone has taken the spot in the universe you wanted!

Modding / Explain Your Greebling
« on: September 10, 2013, 01:07:20 AM »
There has been a few comments recently in the Spriters Judgement Thread, as well as more recently a cool schematic diagram from Valk (in Blackrock thread, I think), all around the function of the sprites as drawn.

Ravendarke is arguing, essentially, that greebles for greebles sake should be avoided.

I have to say, I tend to agree, although I'm probably a bit guilty of falling foul of this from time to time.

So, I ask you to explain, as best as you can, what the greebles within your sprites actually do :)

I'll kick off with a simple one - the Langoustine:

Hopefully if people find it fun to contribute, it will keep some of us entertained by explaining your thought processes, and may even encourage the indiscriminate greeblers from greebling for greeblings sake (not that I am saying this is necessarily a bad thing - the intention is that this topic should be fun and entertaining :)).

A couple of details not shown in the above sketch:

- A high level walkway / cover by the side of the medium front-facing energy mount.
- Underside armour plating (visible near the reactor)


Mods / [0.6.2a] P.A.C.K. v0.17 [ShaderLib support with Normal Maps]
« on: July 26, 2013, 07:13:33 AM »

PLEASE NOTE: This mod has been integrated with the Junk Pirates mod, single faction support has been discontinued going forward:


Post-Anarchist Canis Kollective


Non-standard signals have been detected emanating from Canis 3 (Gas Giant).

The planet is confirmed resource non-viable as recorded within the current quarter-cycle assessment, ratified by guidance note X2.13.6a.

All Hegemony Fleets and those supporting our cause, with encryption access level 6a or above, who are scheduled to pass through the Canis system within the next quarter-cycle should report to your nearest Hegemony Station for a detailed itinerary of instructions.

Any Tri-Tachyon contact in this area should be treated with added vigilance. Additionally, contact with non-standard technology should be reported immediately.


(Requires ShaderLib)

The Fleet
Bedlington class frigate. Harasser.

Wirefox class frigate. Glass jawed with a nasty jab.

Schnauzer class frigate. Agile frigate with excellent flux dissipation, but again - very lightweight under fire.

Samoyed class frigate. All purpose freighter.

BRT class destroyer. Guard dog.

Pitbull class destroyer. Giant killer.

Komondor class destroyer. All round ass-kicker.

Shar Pei. Capable of wrinkling through p-space.

Ridgeback and Ridgeback X. Jack of all trades.

Mastiff, heavy hitting light cruiser.


About the P.A.C.K.
The P.A.C.K. are a group of like-minded individuals who fractured from the Domain of Man at some point during the Expansion Epoch, as a sociological experiment in Anarchy as a valid method of governance. After intermittently rising and falling, with minor successes punctuated by spectacular failures, over many cycles, a step change in engineering knowledge and technological brilliance allowed them to subsist entirely from the matter within the inhospitable atmosphere of Canis 3, a corrosive gas giant.

The technology allowed them to harvest matter from the elements within the atmosphere, from where they were able to synthesise many types of matter and energy, to a point where they became able to retreat from the rest of the Domain. Slowly the technology became more advanced, and they fell in to hiding to refine their ideals outside the corrupting influence of the Domain. The Anarchy (eventually) settled in to a well balanced, but insular, society, where capital became redundant and equality thrived.

The P.A.C.K., as they were then, were forgotten - and generally speaking - this society forgot about the Domain.

With time, the synthesis plants are becoming less and less efficient, and the dangerous by-products of these processes are becoming more and more prevalent in the atmosphere. The slowly-floating arcologies where the P.A.C.K. have lived out their lives, under the protection of the acid blanket of Canis 3, are starting to be smothered.

Some eminent sociologists amongst the group preach a do-nothing agenda, declaring their social and technological experiments a success - and asking for acceptance of death - leaving an archealogical testament to their brilliance.

Those with a more practical bent accept a need for action.

Design Philosophy
The P.A.C.K. fleet are formed by smaller, light craft - the core based around frigates and destroyers. They are typically light on OP, but generally have reasonable armament capability if operated by high level characters. A beginner will have to compromise on what to fit in those mounts, and may struggle to operate them at their capacity. With additional OP, higher level weaponry and increased flux management come in to play - the medium mounts become more flexible - and the craft become more deadly in combat. The P.A.C.K. fleet are generally in line with Expansion Era craft, and the available technology reflects this.

The principal design decision has been to try and create a complementary fleet who are pretty awful when considered on their own (probably only the Pitbull can stand as a sole operator), but far more dangerous when encountered in a group. The Bedlington is fast and manouvreable, with a 'free' ion-cannon courtesy of its drone - great for harassing and causing a nuisance, but needs the support of a well-armed Wirefox to finish off targets. The Pitbull is great for sustained pressure on shields with the Ripsaw, and delivering a mixed ordnance via the extensive missile mounts, but again without support is liable to become stranded. All of these pretty much need a variant of the Ridgeback to support them outside Battle.

A P.A.C.K. fleet will be quick to recover outside of battle, they carry a lot of crew - enabling them to recover CR quickly, but all those ginnels, tunnels and life support systems mean that once armour is compromised, there is very little in the way of hull integrity to protect these crew from the harsh void of space.

Credits / Thanks
xenoargh - spriting help and input, direct credit to the Pitbull sprite
LazyWizard, of course, for the implementation tutorials for 0.6a

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