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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Topics - SafariJohn

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Suggestions / Disabled Ship = Escape Pods, not Boom
« on: January 22, 2023, 03:59:06 PM »
I suggest when a ship is disabled it spews out escape pods/shuttles instead of exploding.

Pods flying out from under a ship and fading down like missiles should be about as flashy as an explosion. If capitals are too big for that to suffice, disabling all the weapons (along with the engines per usual) should make up the difference.

Suggestions / Simplify Missile Autoreloader
« on: December 28, 2022, 03:00:54 PM »
There is an interesting upcoming hullmod called Missile Autoloader ( It is intended to buff small missile weapons, particularly ships with only one or two of them.

I think that is a nice idea, but the implementation could be simpler. I suggest making it a flat or percent based ammo increase and count every slot that can mount small missiles.

A combat rated autoloader provides additional ammo to small missile weapons, with a greater benefit for ships with fewer slots for them.

Does not affect weapons that do not use ammo or already regenerate ammo. The number of extra missiles is not affected by skills or hullmods that increase missile weapon ammo capacity.

---Bonus Ammo---

Determined by ship size and its number of small missile, synergy, composite, universal, and medium missile slots, both filled and empty. Having fewer slots simplifies the task and increases the amount of extra ammo.

*table like in link, but with equivalent percent or flat ammo increases*

Bug Reports & Support (modded) / Entropy Amplifier AI Bugs
« on: October 05, 2022, 06:36:11 AM »
I did a copy of Entropy Amplifier with doubled range and the entropyamplifier AI seemed to think it still had vanilla range. It would not use it even though it was well within range. If I am right, this would also happen with vanilla EA when used with System Expertise.

Other bug is, if the player ship is on autopilot, Entropy Amplifier will frequently target fighters over bigger ships.

Suggestions / Active Flare Launcher Should be Used Earlier
« on: September 15, 2022, 04:10:17 AM »
Active flares are a good system, but the AI holds off using it until missiles are right on top of them. It would work a lot better if they used it at longer range.

Frankly, active flares should almost be spammed any time a missile might be launched. It is not like it costs anything.

Suggestions / Carrier AI for Support and 0-Range Wings
« on: September 08, 2022, 01:34:31 PM »
Could carrier AI send support wings with greater than 0 range out to escort allies again?

Also, if all fighter wings' range is modified to 0, can the carrier AI please keep them on regroup?

Bug Reports & Support (modded) / Cruiser with Module Loses PPT to Frigate
« on: September 04, 2022, 12:53:11 PM »
Seems like the "minor enemy presence" state does not happen for ships with modules.

User sandweed on Discord reported this error which appears to say something other than a number was used as a weight in a WeightedRandomPicker, but the Roider code section listed could not possibly do that. I have no idea what is going on.

3873856 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: 
 5  cannot be cast to java.lang.Flo
 5  cannot be cast to java.lang.Flo
    at com.fs.starfarer.api.util.WeightedRandomPicker.pick(
    at scripts.campaign.fleets.expeditions.Roider_TechExpeditionFleetRouteManager.pick TargetSystem(
    at scripts.campaign.fleets.expeditions.Roider_TechExpeditionFleetRouteManager.adva nce(
    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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$ Source)

Code: java
public static StarSystemAPI pickTargetSystem() {
    WeightedRandomPicker<StarSystemAPI> picker = new WeightedRandomPicker<>();

    for (StarSystemAPI system : Global.getSector().getStarSystems()) {
        if (Global.getSector().getPlayerFleet().getContainingLocation() == system) continue;
        if (system.getJumpPoints().isEmpty()) continue;
        if (!system.isProcgen()) continue;
        if (!system.hasTag(Tags.THEME_REMNANT)) continue;
        if (system.hasTag(Tags.THEME_HIDDEN)) continue;
        if (!Global.getSector().getEconomy().getMarkets(system).isEmpty()) continue;
        if (system.getType() != StarSystemGenerator.StarSystemType.NEBULA
                    && system.getStar() == null) continue;

        picker.add(system, getVeryApproximateSalvageValue(system) + 1); // getVeryApproximateSalvageValue() returns a float

    StarSystemAPI pick = picker.pick(); // Line 466
    if (pick != null) return pick;

    // ... etc.

Suggestions / Halve Maintenance Cost if BP is Known
« on: July 31, 2022, 05:57:56 AM »
To encourage using your own ships and discourage using captured enemy ships (without penalizing rare one-off ships like Ziggurat), I suggest halving the supplies per month of ships that you have the BP for.

This would also incentivize using civilian ships early on because most of their BPs are already known.

Another aspect I think would be beneficial is it would make it easier for new players to manage their supplies.

Only thing is I am not sure how to explain this bonus. Maybe add a new "BP Known" line to ship stat cards with a tooltip?

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.

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