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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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Messages - CrimsonPhalanx

Pages: [1] 2 3
1
Mods / Re: [0.95.1a] Tahlan Shipworks 0.7.5c - Hammerheadererer
« on: December 23, 2021, 06:20:17 AM »
Its alright, its just a minor issue with the description, nothing gamebreaking, no need to bother you further especially if its not on your end.

I just stripped my mods, leaving tahlan, lazy and graphicslib, and console commands(to spawn the thing in), started a new game
its still around
I think my game itself is cursed or something


2
Mods / Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
« on: December 22, 2021, 06:23:00 PM »
The output commodities are a combination of the base commodity and heavy machinery.

I'm wondering why would we even get the heavy machinery back, personally I'd glady pay all that heavy machinery as the cost of compression(heck I'll even accept a 10%-20% resource loss on compression). Having a cost will also give not compressing the stuff an advantage as well, turning compression into a decision, rather than the be all end all solution. I mean even 20% value loss is a cheap price to pay for what, 100 times more cargo space?


Makes sense, and since food is like one of the only things that get constantly dumped now, I like to imagine one of the crew members doing some large scale space HowToBasic whenever it gets dumped  :D
"Captain, what do with do with the ore?"
"refine it"
"How about the food?"
*starts recording while throwing food out the airlock screeching

Food is tricky. I agree that when you get it you get a ton of it and it has minimal value so I can see how a compression would sort of fall into what this mod is about. The thing is, you do not receive it as part of mining which is what I meant by it being outside the scope of the mod. I can see a way to making a, well let's call it a food processor or a baking oven :), but food is such a random acquire. A player may get a few hundred food in one loot but then not see it again for months (game time) so is it worthwhile to have yet another action button for it?

I wrote that as more of joke/personal reasoning about getting rid of food, since I'd imagine it being pretty funny for scavengers to find the cargo pods of only food and wonder who hates food that much.

I'm totally fine with not being able to compress food since its an exploration phase issue that gets less common as time goes by, because at that point, might as well compress everything for no reason, am I right? I didn't mean it as a "please add compression for food" message.

3
Mods / Re: [0.95.1a] Tahlan Shipworks 0.7.5c - Hammerheadererer
« on: December 22, 2021, 04:53:42 PM »

Update your mods. That bug was fixed ages ago

The version I'm using is Version 0.7.5c
version checker is green
I even redownloaded after you told me to, it's still there (unless my run is just cursed and its limited to me)
I have the Kfg.G variant just incase its somehow isolated to that one

4
Mods / Re: [0.95.1a] Ore Refinery v0.6 - 12/13/21
« on: December 22, 2021, 12:40:17 PM »
I am happy that you find it useful, so sorry I missed your post thus the delay in response. As to the salvage gantry scale, maybe with a hull size array modification, not sure but I'll look into it for the next update.


Its alright, just a suggestion in case the array thing does not work, would having the modifier be related to the fleets actual salvage bonus value(with a multiplier) be better? since salvage gantries already scale, not to mention it'll mean other potential hullmods from other mods that affect salvage will be counted as well. the player skill bonus could be minused off before the multiplier if they have the skill if you want it to not count. Only issue I see is reversing the diminishing returns, unless the raw undiminished values exist somewhere.

and if you could forgive me for digging up some older topic since a random haphazard idea popped into my mind.
I do not see a way to add an industry that does similar with the Palladium Platinum and Biophotovoltaics.

apart from the best solution to go under the hood and make the AI see the compressed goods as their uncompressed counterparts right after it enters the market,

A jury rigged solution that I'm not sure if its a good idea or not might work, attaching the conversion feature to something that exists in every colony/colony that uses the stuff, such as making the base "Population and infrastructure" not demand any compressed goods, but will convert them when available.
well I have no idea how the colony does calculations under the hood so there might be some weird supply and demand issue(like making a colony that normally does not produce ore suddenly produce an oversupply of it after dumping Platinum)
although the potential thing I can see is that it might mess with compatibility since it does sound quite destructive to blanket modify the base industries
then again I'm not sure if all that complication is worth the result


look forward to the next update!


on a side note
As to food conversion, I get it but I think that goes outside the scope of this being a mining utility.
Makes sense, and since food is like one of the only things that get constantly dumped now, I like to imagine one of the crew members doing some large scale space HowToBasic whenever it gets dumped  :D
"Captain, what do with do with the ore?"
"refine it"
"How about the food?"
*starts recording while throwing food out the airlock screeching

5
Mods / Re: [0.95.1a] Tahlan Shipworks 0.7.5c - Hammerheadererer
« on: December 22, 2021, 11:09:14 AM »
Just asking about the Silberhertz core, I think it might just be a minor description issue.

it says that "the need for specialized maintenance equipment means supply use for maintenance is null" I assume this is supposed to be similar to the other lines about the penalty for not having support equipment

6
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.3.9
« on: December 20, 2021, 05:06:47 AM »
I'm getting a crash when trying to retrofit something using the mothership ability to convert a tarsus class to condor

Spoiler
107976 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at scripts.campaign.retrofit.Roider_BaseRetrofitManager.deliverShip(Roider_BaseRetrofitManager.java:275)
   at scripts.campaign.retrofit.Roider_BaseRetrofitManager.addToQueue(Roider_BaseRetrofitManager.java:267)
   at scripts.campaign.retrofit.Roider_ArgosRetrofitPlugin.confirmRetrofits(Roider_ArgosRetrofitPlugin.java:723)
   at scripts.campaign.retrofit.Roider_ArgosRetrofitPlugin.optionSelected(Roider_ArgosRetrofitPlugin.java:109)
   at com.fs.starfarer.ui.newui.W$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.new.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
107979 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
107979 [Thread-9] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
[close]

7
Just a minor thing not related to the skills, since I just started playing this mod while waiting for the majority of mods to catch up to the newest update.

Not sure if reported before but the front small hybrid turrets on the eagle have different angles.

8
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: December 09, 2021, 11:03:31 AM »
Game crashes when mousing over one of the Hullmods with this in the Logs
Spoiler
272471 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.cataphract.addPostDescriptionSection(cataphract.java:140)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


Any tips on how to resolve this?

I have a similar issue when mousing over the "Cataphract LSM" hullmod, just incase its limited to one, its on the Leynos for me

9
Mods / Re: [0.95a] Iron Shell 1.06
« on: December 08, 2021, 04:54:38 PM »
Hello,

So I've got this really weird bug that occurs under the following conditions:
Spoiler
Mods installed:
  • Iron Shell 1.06
  • Nexerelin 0.10.3g
  • (103+ other mods, but probably unrelated)

Bug occurs when:
  • New Nexerelin save, Iron Shell start with Super Frigate "Valorous (XIV)".
  • Press R to enter Refit screen, ogle at fancy "Zandatsu Subsystems" hullmod. Nothing wrong there.
  • Back out of Refit, pause the game immediately, then F5 quicksave.
  • Then F9 quickload after that, and press R again.
  • Refit screen does not load, game freezes...
  • ...then CTD due to NullPointerException. :o

Starsector.LOG says this originates from data.scripts.shipsystems.eis_zandatsu.apply(eis_zandatsu.java:71)

Had a peek at said CLASS file inside the JAR (using JD-GUI). Line 71:

Code
    if (this.engine.isPaused() || stats.getEntity() == null)
      return;

So... I guess for now, I should always unpause the game after quickload before I enter the Refit screen?
[close]

EDIT:
Spoiler
Tried again. Unfortunately, unpausing after a quickload doesn't prevent the Refit screen CTD from occurring.

Looks like it's occurring upon just any use of F9 quickload, period.
[close]


I'm loading normally and its causing the same thing
however opening up the fleet screen or something before going into refit does prevent it in the meantime while we wait for the update to fix it

10
Mods / Re: [0.95a] Automated Commands
« on: December 07, 2021, 04:57:51 PM »
Any chance you can make the hull mods not eligible to be built in?
I know I have to to be pretty dumb to build them in myself, but certain mods that interact with built in hullmods ocassionally build the automatic orders in. (the hullforge thing from Industrial Evolution, and I haven't tried it but I assume stuff on the lines of Gacha S mods might accidentally build in automatic commands)

11
Mods / Re: Machina Void Shipyards v. 0.48
« on: December 05, 2021, 12:32:31 PM »
I'm using the Atlas Mk.IIb and I realised the bottom 2 medium mounts are angled differently, the right one can aim higher than the left, is this a mistake or intended pirate certified OCD engineering moment? also there art seems to have 2 small mounts at the front of the thing, but there are no usable mounts.

12
Mods / Re: [0.95a] LowTech Armada
« on: November 25, 2021, 01:09:51 PM »
Not sure if its intended but the Tappah Drone Superiority Bomber's hammer torpedos have a 45sec reload, causing it to start manfighting stuff with it's vulcan cannon because the hammers are taking forever to reload after the initial attack run

13
Mods / Re: [0.95a] Junk Yard Dogs - V0.85 - 11/21/21
« on: November 25, 2021, 11:30:48 AM »
The flames for the thruster in the Continental Class Battleship are horribly misaligned in my game, with both trios of fire starting from the left thruster group and extending to space.

14
Mods / Re: [0.95a] Luddic Enhancement Mod 1.2.5i
« on: November 23, 2021, 06:56:38 PM »
I swapped over to experimental to see the difference and it does feel fresh, but after reading the other comments I felt like having minor changes would have been better, like how there's an XVI and pirate variants of certain ships (I forgot which mod it was from since it was from one of my previous version's playthrough, but I recall something on the lines of "more armour, more crew", because they replaced the automated systems as a "luddic refit")

However, I do like the the shieldless systems, and it could make for a fun, rare "elite forces" fleet/variant instead of being a direct change to the luddic standard fleet, maybe the oldest knight order or some extremists knight order that sees shields as "too high tech"

I only played around in simulation in my campaign though so I don't have direct battle feedback, personally I like picking up variants of ships and specializing them, so I would love having some minor differences in a luddic dominator vs a normal or XVI one.

that being said apparently I can't swap back to the official version after going shieldless (I'm an idiot for not backing up my save), but since I only have like 1-2 of them, I'll just put it in my headcannon that the normal luds use the normal shielded variants and I picked up some elite variant.

On a side note, I was testing out the suicide bomb craft in simulation(not very intensive testing though so take it with a grain of salt) and it felt weak, like even with the big prometheus it seems like the only thing I can kill is an atlas, not to mention the suicide speed boost occasionally pushing lighter ships so fast that they just outrun 80% of the explosion from the momentum of being pushed away. It's even worse with the dram, since it just slams into larger craft so hard it dies from the impact before it can explode. It just feels a little underwhelming at the cost of a whole ship, I expected the large Prometheus to be like a siege weapon, softening up stations for the rest of the fleet, or crippling a formation of lighter craft, while the dram was basically torpedo XXL, a nice tactical punch to larger craft, or take out high priority light craft. I understand that the explosions are weaker since with the boost its much harder to avoid compared to last time.

For now I feel like they have become a "oh the problem will settle itself" situation compared to the old version's "Oh lawd he comin" situation when a suicide ship closes in. Maybe it'll fare better in actual battle after some armour gets stripped, but it'll be quite hard to position them without lots of friendly fire.

Maybe have a small close range explosion that isn't fragmentation to crack nearby armour and shields before the usual fragmentation wave hits? or build in some sort of armour damager in the front (I know I can put guns on them but they have a tendency to get shot at and stop working)

however if I am just using them wrongly please do tell me.

15
Mods / Re: [0.95a] Ore Refinery v0.55 - 11/20/21
« on: November 20, 2021, 09:54:03 AM »
This mod makes mining so much better, although I wish the salvage gantry buff scaled with ship size.

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