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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Topics - Inventor Raccoon

Pages: [1] 2
1
Mods / [0.95a] Internal Affairs v1.1 - One-Mission Minimod
« on: March 31, 2021, 11:48:23 AM »



Internal Affairs is a lightweight minimod that adds one new simple event found in Tri-Tachyon bars, that you can complete once per playthrough. You'll be tasked with tracking down a disgraced executive. Good hunting!

This mod was created using the new 0.95a method of creating quests and missions, and is primarily created as a proof-of-concept and an example for modders.
The source code is included and you're free to use it to better understand how to make your own campaign content. I've done my best to comment the mission's plugin thoroughly.

Click on the big banner above to download. This mod doesn't require any others. Should be save compatible.

Here's a screenshot:
Spoiler

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Please report any issues you find. I have no intention of expanding further on this minimod.

Changelog
Spoiler
v1.1
- Version of accumulated bugfixes - rule ID bugs, quest-not-ending bugs, mission appearing from contacts, etc

v1.0
- Release
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2
Bug Reports & Support / [0.95a-RC12] Impossible survey mission
« on: March 31, 2021, 09:23:12 AM »
Post made on behalf of someone without a forum account. PL issuing a survey mission for Alpha Site which
A. can't be surveyed
B. probably shouldn't be the target of survey missions considering its location
C. has the description repeat itself

Screenshot below
Spoiler
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3
Okay, admittedly, this could be because there's a line of code or a memory flag that needs to be in place that I've missed, but... Ships with an officer who is set as unremovable (through Misc.setUnremovable) still seem to be able to be set as your flagship, which causes your character to swap with them. They will then become "permanently assigned" to your old flagship.

If the ship is the only one in your fleet, they'll become unassigned. If you gain another ship after that, you can now freely assign the officer to a new ship where they'll be (not so) permanently assigned.

You can't transfer command to them before battle, so that's working as intended. Other officers cannot swap with an unremovable one, so that's also fine.

Before/after screenshots below.
Spoiler


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4
Suggestions / Add a tooltip for the d-mod display in the fleet screen
« on: August 06, 2019, 01:30:34 PM »
One of the most common questions I see from newcomers is "what do the orange bars in the fleet screen mean?" Might be a good idea to put a tooltip on that, with:

- A short list of the ship's d-mods (like in the hullmods section of the "more info" section, would be useful for veterans too to quickly see if any are deal-breakers)
- A description of what a d-mod is
- A mention that you can restore a ship in the refit screen

5


Secrets of the Frontier a work-in-progress mod that aims to contain both campaign-level content and campaign-level features,
along with connected combat-level features. When fully released, it will contain a significant number of handmade quests.

A prerelease intended for testing is available to download. It doesn't have any quests, but does contain some of the
more general features. It's spoiler-free, in case you're wondering about that sort of thing. It's effectively a mini-mod
that won't have too much of an impact on your campaign.

Click the big banner to download. Requires LazyLib AND MagicLib.

If you find any bugs, do mention them to me!

All campaign content in my other mod, Arsenal Expansion, will be removed in a companion update along with this mod's full
release, and much of it will appear in Secrets of the Frontier.

Secrets of the Frontier is currently my main modding focus but despite that, a release is most likely far off. Teasers
may end up posted here.



Modules
Secrets of the Frontier will, on release, be split into several modules that will come as one package and be individually turned on and off. Here's the current list:
Prerelease:
Tactical Expansion: Enhances the combat layer of the game.
-Adds two new objective types, the Emplacement Uplink and Hyperwave Transmitter, alongside their Remnant versions.



-Visual enhancements to battlefield backgrounds, including visible jump-points and multiple planets.

-Context-based battle generation. Some aspects of combat such as objectives change depending on where you're fighting.

Frontier Development: Adds a constructable orbital habitat to stable locations that grants a hazard reduction to in-system colonies.
-Can be upgraded into an outpost, which acts as a low-hazard colony but loses the hazard reduction and has a soft-cap on its growth.

Full release:
Watcher Beyond The Walls: A series of quests in the frontier. Make an unusual ally.

False Signals: Acts of trickery such as sensor ghosts.

Ko Combine: Establishes the Ko Combine as a one-planet faction and adds a one-off quest.


Screenshots - Spoiler Free
(the first three images are featured in the prerelease, the last two are not)

Spoiler









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Screenshots - Spoilers
(however, they are all heavily censored and some outdated, so chances are you won't get much out of them. Just to show that yes, there's stuff in the works)
Spoiler












... and that's about enough. For more, wait until the mod releases... eventually.
[close]



Credits
- Alex, David and Stian, duh
- Inventor Racccoon (me), for everything not done by someone else mentioned here
- Dark.Revenant for some bits of the battle creation plugin for cosmetics and battlefield sizes
- Gwyvern for sprite work currently not featured in the prerelease.

For Modders - Tactical Expansion mod support
Spoiler
Secrets of the Frontier's Tactical Expansion module now supports additions from other mods. At present, this means 2 things:
- Mods can add new objective spawns to SotF battle objective spawning. This can be used either to cause objectives to spawn due to specific system themes, or to spawn their own custom objectives.
- Mods can add new ship variants to the lists used by SotF's emplacement objective

All mod compatibility is handled by several mergeable .csv files, located at data/config/fronsec. SotF has examples which are used for its default objective spawning and has a modder_instructions.txt file included, which explains each spreadsheet's function and the requirements/effects of each column in detail.
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6
Okay, this is a pretty weird one. Posting this on behalf of a player who doesn't have a forum account. After fighting a pirate station, losing a ship and being unable to recover it, they then picked through the debris field and got a NullPointerException in the dialogue, but were able to escape by being in devmode. Game didn't crash but it did spit an error into the log: here's a pastebin of it: https://pastebin.com/KyHr6AzM

Relevant images below, showing fleet composition, mod list, and bug. 2 personal mods in use: a portrait pack and a minimod to adjust settings.json (changes are to battlesize, max ships in fleet, max player level, max person bounties, plus ship whiteout removed)
Spoiler





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7
At least, I think that's what's going on here. Issue happened to a user of a mod of mine - user was reportedly salvaging a wreck when they received a crash with the error: "Ship hull spec [reaver_single] not found!" For context, "reaver_single" was the wing ID for a fighter wing with 1 fighter per wing, and after looking at the error, I suspect it's because it tried making a blueprint for a wing that doesn't have a "_wing" suffix. Or maybe not. I've since changed it so that it does have that suffix, and am waiting to see if the issue persists, but I don't think it's a problem with the fighter itself as it works fine and its LPCs don't cause crashes of any kind. Here's the relevant part of the log:

Spoiler
Code
1412205 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate scout] at hyperloc Vector2f[4000.0, -15000.0]
1419466 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1420788 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
1424470 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1424706 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: O.R.A.
1427313 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Camillia to Culann
1427472 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1430238 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed freelance admin from suddene, 20 total available
1431643 [Thread-4] INFO  sound.public  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1431644 [Thread-4] INFO  sound.public  - Cleaning up music with id [Mobilization.ogg]
1431857 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [reaver_single] not found!
java.lang.RuntimeException: Ship hull spec [reaver_single] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.Object.renderShipWithCorners(Unknown Source)
at com.fs.starfarer.api.campaign.impl.items.FighterBlueprintItemPlugin.render(FighterBlueprintItemPlugin.java:95)
at com.fs.starfarer.campaign.ui.trade.Object.render(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderAtCenter(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoStackView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.G.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.o0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.U.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)
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8
Bug Reports & Support / Delivery missions causing crashes
« on: November 16, 2018, 12:11:41 PM »
Just ran into a crash that seems to be occuring due to something wrong with a delivery mission I accepted from a portside bar.

The relevant part of the error log.
Spoiler
23096 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.intel.bar.events.DeliveryMissionIntel.endMis sion(DeliveryMissionIntel.java:144)
   at com.fs.starfarer.api.impl.campaign.intel.BaseMissionIntel.advanceImpl(BaseMissionIntel.java:96)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
   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)
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My save. On my end, at least, it crashes moments after loading. I also noticed earlier that the game would crash upon clicking on the same mission in the intel tab.
https://www.dropbox.com/s/16c7pcr1fb3dfds/Inventor%20Raccoon%20Delivery%20Mission%20Save.zip?dl=0

9
Specifically it happens when the MIRV triggers while close to the target's shield. The projectile will travel a ways through the shield and if it isn't a 360 shield and the ship is small enough, potentially deal damage on the other side. Doesn't happen with an equivalent projectile that uses normal projectiles based on sprites, and doesn't happen firing the ballistic-as-beam projectile from a normal weapon. Image below demonstrating the effect. Tested using only my mod and a required library mod so I don't think that's the problem.






10
Since ITU is a strict upgrade to DTC for cruisers and capitals, if the player selects a variant that normally has DTC, there should be a checkbox to instead install ITU if the player has it. Just a quality of life sort of thing.

11
Suggestions / Display missile health on the mouseover menu
« on: March 09, 2018, 11:13:28 AM »
Might be useful for people to know how much health their missiles have. Would probably be displayed under "Tracking".

12
https://youtu.be/Aza4ofwDLBM

Odd bug I noticed with a fighter making use of a modified Phase Teleport. Since it's a fighter, normally its weapons will not deal any friendly fire damage to allied ships. But during the chargedown for the teleport, it'll hit and damage allied ships. It's not really something that affects gameplay often (I was messing around with devmode when I discovered it) but it's weird.

This also applies with fighters using teleport systems based off Phase Skimmer.

13
Suggestions / Nav Buoys and Sensor Jammers should be more worthwhile
« on: December 28, 2017, 06:54:03 PM »
Since their benefits are also provided just by deploying ships in this update (whereas before their bonuses were unique and you could only get them by capturing objectives), they've become less important and often you can completely ignore them with little consequence.

One idea to make objectives more worthwhile in large-scale combat, when the player might have either ECM or co-ordinated maneuvers maxed and are hitting their cap, is to allow the bonus from objectives to add to ECM and extra speed past the player's cap but only up to a hard cap of 30% (just slightly higher than the player's own cap of 25%).

E.G If I'm deploying a lot of ships and are getting the 25% bonus, usually capturing a nav buoy will provide zero benefit. Now I would gain an extra 5% from capturing a nav buoy and maxing at 30% (and capturing any more would result in nothing). If I was missing a rank in the relevant skills I'd max at 20% and be able to capture 2 buoys to get to 30%. Same with ECM.

Another idea to make objectives more relevant against fleets that don't have ECM would be to make the ECM bonus from sensor jammers affect the actual value of the range decrease itself and not the ECM value.

E.G If I'm fielding a lot of ECM ships and have 30% ECM with a 25% cap, the enemy capturing a sensor jammer does nothing (30%-5%=25%). In this case, it'd be 25%-5%=20%, and their capturing of the jammer has an effect on the battle.

14
Yep. Shameless self promotion. I have delved down to those depths.

Mods include all of ye olde Vanilla+ mods like SSP, SWP, Dynasector, Underworld, and a couple of things that DarkRevenant didn't make, like Arsenal Expansion (is there a rule against playing with your own mods? It feels weird), Disassemble Reassemble, Hegemony Expeditionary Auxiliary, The Silent Armada (or at least the weapons and fighter wings), and yeah that's actually all of them.

Video quality isn't the best, but it should be watchable on 720p or 1080p. I don't do commentary but I sprinkled in some text occasionally to give my thoughts and make ... jokes? Close enough. It's roughly an hour of footage but I sped up all the bits where I just fly between systems, and some of the longer shopping/refitting sprees (all chipmunkified). Roughly 1 hour of gameplay condensed into 35 minutes. I've got another hour and a quarter of footage for another episode.

https://www.youtube.com/watch?v=Msx1wCEcinQ

15
Mods / [0.8] Useable [REDACTED] 1.0
« on: April 21, 2017, 04:50:59 PM »
Spoilers, by the way. List of features below. Essentially, allows you to use [REDACTED] ships. You know, those ones.

Spoiler
This mod allows you to salvage Derelict and Remnant AI ships. All Derelict ships no longer have built-in D-mods. The Rampart-class (Derelict cruiser) has a lower maintenance profile. Does not affect their stations. Derelicts are pretty garbage but might be useful in hordes, while Remnants are genuinely useful, as they do not use crew and have way too many Synergy mounts. This mod will probably conflict with anything that changes any of the AI ships.
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Download!

Screenshot:

Spoiler
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