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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Topics - SafariJohn

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Suggestions / More PPT Status Icons
« on: July 04, 2022, 10:25:56 AM »
All the combat status messages for PPT on the left side of the screen show the same icon. I suggest adding more icons for different cases.

For example:
- PPT ticking down vs holding steady
- degrading CR
- danger of malfunctions
- danger of critical malfunctions

Color changes would also help.

Suggestions / Add Sound to Transmitter Trap
« on: May 25, 2022, 02:17:35 PM »
The Transmitter Trap salvage special should play the Distress Call sound when it activates.

Suggestions / Torus Battle Map
« on: May 22, 2022, 10:51:28 AM »
To remove corners from the battle map and the problems they cause, I suggest that the map be made toroidal - i.e. go off any side, come back on the opposite side.

I added a normal hullmod as a non-s-mod built-in via ShipVariantAPI.addPermaMod("hullmodId", false). Everything seems fine, but when the s-mod build-in menu is opened, the perma mod can be de-permafied. Even if the player doesn't interact with the mod, it is still de-permafied when they close the build-in menu.

Roider Union Linux players are getting a crash on app start because I have a skin of a skin. Linux loads in the opposite order from Windows, so the skin-skin gets loaded before its base skin - crash.

I had a crash on game start with the version 1.3.13 until I change "baseHullId":"roider_gambit_p" to "baseHullId":"roider_gambit_p_base" in file.
Can you please post the log message for that crash? It works fine as-is for me.
I am running Starsector on linux (I know that it can be usefull to know as system is case sensitive).
Here is the log, but I am afraid there is not more information than in my previous message:
7994 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/]
7994 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/[REDACTED]/.jeux/starsector/./mods/Roider Union (data/hulls/skins/]
8000 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [roider_gambit_p] not found!
java.lang.RuntimeException: Ship hull spec [roider_gambit_p] not found!
at com.fs.starfarer.loading.oO0O.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)
Thank you. Replicated - looks like skins of skins are sensitive to load order. Windows loads in one direction, Linux in the opposite, so what is safe on Windows crashes on Linux and vice versa.

Suggestions / Emphasize Active Ballistic Rangefinder Bonus
« on: January 26, 2022, 03:23:31 PM »
While a careful reading of Ballistic Rangefinder's description tells you exactly how it works, a casual glance can be confusing. It would be helpful if the active bonus for a given ship was always the first paragraph. And maybe grey out the inactive bonus.

Bug Reports & Support (modded) / Skin with Modules Shenanigans
« on: January 19, 2022, 04:30:50 AM »
I've encountered several bugs using skins of ships with modules.

I have a ship with a module, a skin of that ship, and a skin-skin that removes the module (but not the slot) and swaps a built-in hullmod.

The first skin should break autofit compatibility with the base ship because it modifies a weapon slot, but the base autofits are still available. Adding one of these ships using Console Commands fails to give it its module (base ship does get module) - did not check markets but probably same thing.

The second skin is set to restore to the first skin. It also has the base ship's and first skin's autofit variants available. The module is not added back when restored (sad, but not surprising). The swapped-out hullmod is added back like it is supposed to be, but the swapped-in hullmod is still there as a non-built-in hullmod.

At any point a ship is missing a module, selecting an autofit variant that does have the module will cause a crash when it tries to save the refit.

Bug Reports & Support / Bounty - Pather Mission Not Tagged Luddic Path
« on: January 02, 2022, 07:53:07 PM »
I noticed a bounty I got from a faction contact on a "pather" was not tagged Luddic Path in the intel screen. The fleet was in fact the Luddic Path faction.

I imagine the other Bounty - X missions are similarly not tagged with the target's faction.

When I was offered an underworld trade fleet bounty mission to Anargaia, a special moving system from Legacy of Arkgneisis containing a huge starship with market, the star marker was in the right spot, but the arrow from me to it flailed around pointing at random spots.

I think this is a bug in VisualPanelAPI.showMapMarker().

Bug Reports & Support / Rule With No Id
« on: January 01, 2022, 11:59:50 AM »
Immediately after gaATGtalkToCoureuseBlocked there is a rule with no ID. It just has a script section:
,,,"AddTextSmall ""Received Janus prototype"" highlight
$global.gaATG_useJanusPrototype = true
Call $global.gaATG_ref updateStage",,,

Probably doesn't do anything, but given that it isn't actually commented out...

Suggestions / Make Asteroid Impact Code Accessible
« on: December 27, 2021, 02:15:05 PM »
I want to do an insurance program that covers when your ships get damaged by asteroid impacts for my Roider Union mod, but the code for asteroid impacts is such a closed mess that I literally can't. It's barely even possible to detect individual hits.

Please revisit and make it possible to interact with the asteroid impact code.

I would like to see:
- modify chance of impact
- modify chance of damage
- modify damage
- modify impact force
- modify impact duration
- report (damaging) impact to listener
  - what ship was affected and how much damage it took
- probably more that I've forgotten

Suggestions / Lion's Guard S-mod Solar Shielding
« on: December 21, 2021, 03:43:06 AM »
Every ship in Lion's Guard fleets should have Solar Shielding as an s-mod.

Suggestions / Unintended Rapid-Fire Asteroid Impacts?
« on: December 15, 2021, 08:10:22 AM »
The chance of an asteroid impact is
Code: java
hitProb = expire / durPerSkip * probPerSkip;
which means the chance of an impact is greatest right when the impact cooldown expires. I think this is a problem because it can make impacts seem much more frequent than they really are by causing several damaging impacts to occur in a row, only a quarter second (0.5 * time speedup) apart.

On the flip side, impacts become less likely the longer its been since one happened, which might set players up for a rude surprise when one of the rapid-fire impact groups occurs.

I think a double bell curve (or capped sine wave) would be optimal for the probability of an impact: very low chance right after cooldown expires, highest at the desired interval, drop down low again, then rise up as time increases until another impact becomes certain.

Suggestions / Additional Ways to Cancel Ship System
« on: December 12, 2021, 06:00:38 AM »
It would be nice if raising shields or by venting would cancel Burn Drive. It seems so natural that several times I have gotten myself into trouble because I expected it to already work that way.

If you try to use the $marketFaction token in a market condition's description, the "$market" part gets replaced by the market's name.

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