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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Topics - AtlanticAccent

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Mods / [0.97a] Auto-Continue-Inator 0.0.4
« on: February 15, 2024, 02:01:03 PM »
Behold! The Auto-Continue-Inator!
With this mod, I can automatically continue any game in the Tri-State area!

Immediately loads your last save, bypassing the main menu, as soon as you start the game (and it finishes starting up).

Note: Includes a terrible, terrible hack involving setting the CombatEngine manually avoid a NPE I occasionally experienced. If this concerns you, don't use the mod lol

DOWNLOAD HERE

2
Modding / Detecting installed Starsector version out-of-game
« on: November 02, 2021, 06:09:12 AM »
First off, this is probably more suited to the Modding Tools subforum but I'm not sure how to get posting rights for there.

In the course of developing my mod manager https://fractalsoftworks.com/forum/index.php?topic=21995.0, one thing I've wondered is if I could determine version compatibility between the Starsector version being managed, and the mods being installed/managed. So far though, there doesn't seem to be an obvious way to do so.

Is there a version file I'm missing, or some way to read out the version from the binary itself?

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MOSS: Mod Organiser for StarSector
Formerly known as Starsector Mod Manager



Features:
  • Mod installation from archives and existing mod folders.
    • This also includes the ability to install multiple mods at once. When using the `Install from Archive` function, you can select more than one archive/zip - all of the archives you select will be installed. This can be really helpful when setting up a Starsector install for the first time, as it removes the need to click constantly click through different files and folders to install them all.
    • The mod installing process is also automated, meaning that you don't need to worry about folder nesting or any other business - the app will find the correct folder containing your new mod and put it in the right place.
    • This is somewhat platform dependent (archive formats are complicated). All platforms support the same formats now, including 7z, tar, and both rar4 and rar5!
    • When installing a mod, the program will check that you don't have a mod already installed to a folder with the same name, or with the same mod ID - this effectively allows you to perform mod upgrades (though actual version checking isn't performed for this aspect - look for it in the future). If you're using symlinks (you know who you are) those are supported and preserved too!
  • Auto-updating for supported mods.
    • Thanks to the efforts of Timid and Histidine, auto-update support is now available for Iron Shell and Nexerelin.
    • This means that once you install these mods, from then onwards the Mod Manager will be able to download and apply updates to those mods at the press of a button, with no further intervention required
    • Hopefully, the list of supported mods will grow over time!
    • WARNING: UPDATING MODS IS ALREADY HAZARDOUS FOR YOUR SAVES. USING THE AUTO-UPDATE FEATURE MAY BREAK YOUR SAVE. YOUR WARRANTY WAS ALREADY NULL AND VOID BUT NOW IT'S NULLER AND VOIDER. NEITHER THE AUTHOR NOR ANY MOD AUTHORS TAKE RESPONSIBILITY FOR SAVES BROKEN BY USING THIS FEATURE. ANY BUG REPORTS ABOUT SAVES BROKEN BY THIS FEATURE WILL BE IGNORED.
    • Welcome to a bright new future of mod update management!
  • View currently installed mods.
  • Enable or disable mods, just as you would in the Starsector launcher.
  • Version Checking!
    • Perform version checking on mods that support it outside of Starsector. This means that you can check which of your mods are up to date without having to boot up Starsector. There's still some improvements that can be done here, which I hope to get out sooner rather than later.
  • Base game compatibility checking.
    • The manager can check what version of Starsector your mods were built for and inform you if they don't match the version you're playing on.
    • Just like in the vanilla launcher, it will warn you if the Release Candidate (RC) values are out of sync, and warn you harder if the patch, minor or major versions don't match.
  • Checks for its own updates!
    • Performs version checks on itself and links you to the latest release.
    • On Windows and Linux, updates after 0.6.0 will support self updating. One click and you'll have the new version.
  • Sort how your mods are displayed.
    • This allows you to sort your mods in the app such that they appear in alphabetical order of ID, mod name or mod author, or by whether they are enabled or not.
  • Filters.
    • Filter out which mods are visible according to a number of filters, including version checker support (or lack thereof), update availability, enabled status, etc.
  • Launch the game from the Manager.
    • Pressing the big "Play Starsector" button in the top right will open the vanilla launcher, letting you cut one more step out of your workflow!
    • See below for an advanced version of this feature.
  • Persistent settings.
    • Point the mod manager to your Starsector install once, and it will keep track of it even after it is closed. Wherever you put or move the app, it should still be able to read your settings. This means that the program is also entirely portable, and can be used from anywhere on your system.
  • Advanced (Windows only): vmparams editing.
    • This feature, found in settings, provides a GUI for editing your vmparams file to change your minimum and maximum RAM allocations to Starsector. I do recommend that you familiarise yourself with the RAM requirements of modded Starsector first though, and the terminology involved (gigabytes, kilobytes, etc)
  • Experimental (Windows only): Skip the vanilla launcher with direct launch functionality.
    • Enable this feature in settings, and from then on pressing "Play Starsector" will launch the game directly into the first loading screen, skipping the extra button press of the vanilla launcher.
    • Due to technical limitations, you must also set your preferred resolution when you enable this feature, and the game will be launched in borderless mode.
    • This feature is largely untested, and may not function as expected. Warranty, null, void, you get it.
  • Multi-platform support
    • Currently supports the big three of Windows, Linux and macOS. Two Linux versions are available: standard/dynamic and static/musl. Linux users on major distros (like Ubuntu) should have no issue using the dynamic version, though some may find that it does not launch, in which case they should try the static version. Windows and macOS users should just be able to plug and play.

Demos in the spoiler below:
Spoiler






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The entire program is written in Rust, and open source. You can find the sources/repository here: https://github.com/atlanticaccent/starsector-mod-manager-rust

Please do let me know if you find any issues, have any suggestions, or want to contribute to the project! I aim to provide some better compilation documentation soon, and will add contribution documentation if there is interest.


Most importantly of all, you can find the latest release here: https://github.com/atlanticaccent/starsector-mod-manager-rust/releases


Important final note: Whilst I've put plenty of love and care into this, no guarantees are provided (see license). There is the possibility that this may muck up your mods, their configs, or your vmparams file. A crash may leave your Starsector installation in an undefined state. Do post here or on GitHub if you encounter any issues, and I may be able to provide some assistance.

4
I have fairly extensive mod list, so I've decided to post in this subforum.

So far I've had three or four hard crashes as soon as I've tried to quicksave or save manually.

The first time I had Starsector installed in C:\Program Files(x86), the only change apart from mods being increased heap size.

Second and third times were both after I completely uninstalled and reinstalled into a non-UAC protected directory at C:\Games. I had also switched the game to compressing save files to see if that would change anything.

I'll attach my most recent starsector.log, as I  seem to have lost the others. I also have multiple hs_err_pidxxxx.log, all with the same EXCEPTION_ACCESS_VIOLATION error, which was what led me to moving my install to a non-UAC folder and running Starsector as an administrator.

Mod list:
Spoiler
Arsenal Expansion 1.3.7
ATX
Audio Plus
Autosave
Blackrock Drive Yards
Combat Alarm Sounds
Combat Chatter
Common Radar
Dassault-Mikoyan Engineering
Diable Avionics
Disassemble Reassemble 0.5
GKSec
GraphicsLib
Interstellar Imperium
LazyLib
Leading Pip
Lightshow with SWP
Neutrino Corp
Nexerelin
Omnifactory
ORA
Portrait Pack
Rebalanced Pilums
Save Transfer
SCY
Shadowyards
Ship and Weapon Pack
Templars
The Silent Armada
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