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Starsector 0.97a is out! (02/02/24)

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Topics - Harmful Mechanic

Pages: [1]
This came up the other day, and I realized there was a question worth asking that had two distinct, incompatible answers.

With more mods adding more modular hullmods, it's sometimes necessary to set up hullmod blocking (via script) for not just vanilla hullmods, but for modded ones as well. Currently, I've just been blocking any modded hullmod that resembles a blocked vanilla one (so, if Converted Hangar is blocked, Roider Fighter Clamps should also be blocked, etc) in the built-in hullmod of a given ship I don't think should have a given hullmod installed on it.

But this raises the question of how to make this obvious to the player. You can either:

1) prioritize immersion, and not list the names of blocked modded hullmods alongside vanilla ones, because this is confusing to people who don't have the relevant mod installed, or

2) prioritize mechanical clarity, and list the blocked modded hullmods, even if the player hasn't got those mods installed, doesn't know what the hell is going on with those hullmods, and might waste time looking for them when they're not present.

I'm pretty set on #1, so I'd like to hear someone articulate a genuine case for #2. I'm probably still not going to list hullmods that might not be present in the game, but pitch me.

Starsector has been around for long enough that there's a lot of stuff that's slipped between the cracks. If you remember a ship or weapon or anything else, but not the name of the mod it was from - ask here. Someone will answer you.

Suggestions / Off-axis campaign engine trails
« on: November 27, 2019, 11:17:42 AM »
Something I've noticed with one of my ships and several SRA ships; if a ship doesn't have a centerline or -180ยบ off-axis engine, it snags one of the angled ones (looks like the leftward one) and generates a trail from that on the campaign layer. This looks kind of odd; there's a trail swinging violently to the left of the ship's axis of motion.

In action

It seems like this would be fairly trivial to fix on either our end as modders or on your end, but I thought I'd point it out because it pushes for less delightfully weird engine arrangements.

Suggestions / More Active Moderation
« on: November 08, 2019, 05:21:13 AM »
Between the level of abuse some newer posters are directing at modders and other players, the spambots, and the increasing size of the community, I think it's safe to say that the current moderation team is not up to the task. As far as I can see, only Alex, Mendonca, and Gothars are active moderators on the forum.

I can provide cites of individual posters and incidents that I believe have been let slide and contributed to making the forum a more toxic place. I will also cop to being a bit short, snarky, and sometimes cutting with people, but I would happily apologize and accept greater restrictions on my own behavior to see the forum become more civil as a whole.

Modding / Bizarre loading error.
« on: June 07, 2019, 10:44:12 AM »
Crash to desktop on game load; progress bar makes it most of the way and then it pukes.

Posting the error log because it's a real stump-the-chump. Alterations to the ModPlugin itself don't seem to have helped; it's clearly more fundamental than that. I've narrowed it down to something I'm personally doing in this mod; just not sure what.

It seems like I made some sort of basic error that I can't track down. I've looked in CoreLifecyclePluginImpl but nothing jumps out at me. Best guess is faction-related, the game trying to verify something about the faction file it can't.

Any idea what I'm doing wrong? Or at least, where to look?

21981 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl]
java.lang.RuntimeException: Failed to find script of class [com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl]
   at Source)
   at com.fs.starfarer.settings.StarfarerSettings.for(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(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$ Source)

Modding / Minor 0.9.1 campaign stuff
« on: May 14, 2019, 07:02:17 PM »
I haven't found anything on:
- adding faction leaders to markets (Baikal Daud on Chicomoztoc, Artemisia Sun on Eochu Bres, etc)
- adding danger level text to custom warning beacons (would be slightly annoyed if this turns out to be a non-starter)

And I've done some looking.

Suggestions / Suggestion: Change the Unstable Injector penalty.
« on: April 26, 2018, 10:04:08 PM »
I was thinking about this for unrelated reasons (mainly a hullmod of my own that does something similar), and it occurred to me that a flat 15% range cut is a drastic penalty to both energy weapons specifically and short-ranged weapons generally that makes Unstable Injector less useful on precisely the ships and builds that could benefit the most from it.

Instead, I'd like to suggest that the penalty be changed to 50% beyond 600 range, the same way Safety Overrides works; this would both trim more range off longer-ranged weapons (1000>800 instead of 1000>850, for example) while leaving shorter range weapons less affected, and as a side bonus the math is cleaner and more intuitive to the player - many more round numbers and multiples of 50, as opposed to the 800>680 or 450>382.5 values it produces now.

With this change, weapons at 600 range and under would be untouched, encouraging players to take a second look at weapons like the Pulse Laser and Heavy Blaster on ships that will be rigged up for close-range combat. As well, short-range weapons like the AM Blaster, Assault Chaingun and Heavy Machine Gun that need every last bit of range they can get wouldn't be touched either; you'd have viable uses for those in builds that didn't rely on Safety Overrides.

Modding / Miscellaneous Starsector Assets
« on: November 05, 2016, 08:49:19 PM »
Freebies from my pile of scraps and sketches. As long as you don't use them in anything you're charging money for (donation links don't count), go nuts. Just credit me, link back here, and it's all good. That goes for non-Starsector projects as well - as long as it's free-as-in-beer and you credit me, you're good to go.
AI Core Template

"Become an Alpha Core! Shed the shambling confines of your greasy meat casing for
the smooth, cold elegance of our latest and greatest dedicated processing unit.
You won't believe what a difference it makes as your thoughts transform from the sluggish
wandering of electrical impulses through a wrinkled slice of decaying ham, into
a swift and precise lightning intellect! Reserve your core today!"

(AI core template is posted with David's permission. Only for use in a Starsector context.)

Have been doing running lights, and after setting up a pretty nice sensor mast that rotates properly, thought I was all good to go. Instead I'm getting Fatal: 6554 errors, and as far as I can tell, it's for no meaningful reason.

Any idea what I'm doing wrong?

34922 [Thread-6] DEBUG  - Loading [graphics/istl_dec/weapons/decorative/istl_blinkerB_blue/istl_blinkBblue00.png] as texture with id [graphics/istl_dec/weapons/decorative/istl_blinkerB_blue/istl_blinkBblue00.png]
 34951 [Thread-6] INFO  com.fs.profiler.Profiler  - ID                                                                                      Calls   Duration    Percent
 34952 [Thread-6] INFO  com.fs.profiler.Profiler  - -------------------------------------------------------------------------------------------------------------------
 34954 [Thread-6] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 6554
 java.lang.ArrayIndexOutOfBoundsException: 6554
   at Source)
   at Source)
   at Source)
   at Source)
   at 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$ Source)
AL lib: (WW) FreeContext: (0x7ffcc0e8e6f0) Deleting 74 Source(s)
AL lib: (WW) FreeDevice: (0x7ffcc11a7400) Deleting 487 Buffer(s)
Saving session...
...copying shared history...
...saving history...truncating history files...

[Process completed]

Modding / Editing the simulator list
« on: July 03, 2015, 12:30:06 PM »
Hopefully this is a quick and easy one.

So, I slapped together a new and improved simulator list (vanilla ships organized by tech, more frigates and fighters, added Thunders, Herons, Falcons etc.) and ran into a problem, which is that I can either tack the new list on the end of the old list (which sort of defeats the purpose of having a more organized simulator list), or I can replace it completely... which removes mod ships from the list. Is there a better way to do this?

General Discussion / Why does the Warthog exist?
« on: April 08, 2015, 09:31:28 PM »
As long as we're airing fundamental ship- and fighter-wing design questions, I feel like this one tops the list. It's a brutally slow fighter design that, while tough, is not quite tough enough to compete with the Gladius' turreted LMG/IR Pulse combo in a dogfight, nor powerful enough to replace the Piranha as a low-cost ship-mangler. If it were shielded and lost the machine guns for another assault gun, I could see it as a dive-bomber type, but as is, it's just not enough of a threat to either other fighters or larger ships.

I don't think it's a design that needs to be removed from the game, but it does really highlight that midtech lacks a dedicated dive/torpedo bomber (although Thunders, in quantity, are very good if fragile fighter/bombers). Giving the Warthog Burn Drive and Annihilators in place of the Light Assault Gun might give it more mobility and a clear attack role.

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