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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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Messages - Hexxod

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1
Clown car ship when?

2
Mods / Re: [0.96a] Exotica Technologies v1.8.5 - updated Jan 21st
« on: March 07, 2024, 09:27:36 PM »
Given the mod he's striking out against, I can understand his reasons. The issue though is that he's going out of his way to add in malicious code with the express purpose of nuking saves.

If he doesn't want his mods, or even mods he has taken over maintaining, then simply preventing those mods from loading when it detects the TNP fork is more than sufficient. Pretty sure thats what Dragn's mods do for NGO.

It's not the first time we've seen a modder strike out against other mods - Anyone remember the "balancing code" that Nia added to Tahlan? - but this code goes well beyond that. It's something that in other communities - Minecraft, for example - would see the developer getting banned.

3
Mods / Re: [0.97a] SEEKER - Unidentified Contact v0.6.2
« on: March 07, 2024, 08:49:54 PM »
I'm getting genuinely concerned over whether the other mods you've been working on, including this one, have malicious code in them. And no, even if you remove them now, that doesn't make it any better.

I've looked over the other mods he's maintaining and haven't found anything.

I did, however, find it in a recent commit for Exotica Technologies. Line 15 down.

https://github.com/scardwell15/ExoticaTechnologies/blob/333f3201b3a4246fa5b612696ce5af1365171585/src/exoticatechnologies/modifications/upgrades/ETUpgrades.kt

4
Modding / Re: Trade Info Mod
« on: February 22, 2024, 05:37:55 PM »
Sounds a lot like what Stellar Networks does. Does a bit more than you were looking for, but Jaghaimo did open source his stuff - Maybe spin off your own version?

https://fractalsoftworks.com/forum/index.php?topic=20836.0

5
Modding / Re: [0.96a] Epitaph Frost
« on: August 10, 2023, 11:40:47 PM »
Mods crashing on load, with just this and its pre-reqs. Looks like the download is missing some of the needed files?

4558 [Thread-3] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [data\weapons\ef_gelid_small.wpn]
4558 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Users\Roy\Desktop\Starsector\ss.96\starsector-core\..\mods\EpitaphFrost-main (data\weapons\ef_gelid_small.wpn)]
4669 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.N.setProjectileSpec(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

6
Mods / Re: [0.96a] Amazigh's Ship Foundry v0.12
« on: August 05, 2023, 02:24:43 AM »
So, uh, I get the feeling you might have added a few to many zeros to this weapon?

https://imgbox.com/Bt0md2dh

7
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: July 20, 2023, 10:03:09 PM »
All of Yunru's mods were updated last month actually, though they're being distributed on the SS Discord now.

As for this mod in particular though, it was merged with Yunru Industries for the .96a update.

8
Mods / Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« on: May 03, 2023, 05:20:42 AM »
That bugs been around since... V .3 I think.

Oddest bit about it is that it seems to be random on what building it effects. Three buildings, one works right. Others don't. New game, and now it's a different building that works. Another new game, and now nothing works right. And in case that isn't weird enough, sometimes you can capture one of the pre-placed research buildings and it'll work just fine. But build it yourself, and it's broke. Goes the other way too - Build one, it works, capture one and it's broken.

The Marines were, iirc, added in as a loot drop as a interim solution for the buildings production scripts not loading properly. Rather than the game crashing when the building tried to output a whole lot of nothing each month, it would instead drop marines. But now that's breaking to.

9
Skills and levels are disconnected for admins. SN does show a level for them on the search screen - L1, which I'm assuming means Level 1? - but that's shown for every admin. With a skill, with no skill, doesn't matter.


10
Could you add in additional filtering options for the market searches? Shield type for ship searches, and sort by skill for staff? Or more specifically, a option to filter out skilled/unskilled admins?

11
Got a Qol request for mining. Given the amount of mods with weapons that can be used for mining, would it be possible to have a option in the show mining weapons/ships tab to output a trimmed down list of stuff? Like, say, top 3 items per weapon type and mount size? And maybe another option that gives the best per type/mount but have it checked against whatever blueprints you currently have unlocked?

12
Does this allow you to capture generic crew members or just the officers?

13
Mods / Re: [0.95.1] Yunru Core +
« on: January 21, 2023, 10:32:52 AM »
Random question on a couple hullmods, but is their any difference to how the bonuses are calculated on Inverted Reverse Thrusters and Ramburn Engines? Because Ramburn Engines are giving me a smaller bonus than I'd expect, when compared to IRT's.

https://imgur.com/a/egSmfGh

14
Mods / Re: [0.95.1a] Gundam UC Mod v0.4.0 Thunderbolt Expansion!
« on: January 10, 2023, 05:19:39 AM »
so quick question, where can you obtain the blueprints for the ships and the Mobile suits. do they come from the faction capitol ?

You can get blueprints by the usual methods - Raiding heavy industry/orbit yards owned by whatever factions blueprints you want, random drops by tech mining, or from salvaging arsenal stations/research stations.

Assuming the building worked properly, I'd imagine that the MS research labs would have a small chance to generate a blueprint in place of a LPC or weapons.

15
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
« on: October 25, 2022, 08:45:56 AM »
Ok, so, I noticed this issue with another mod (Special Hullmod Upgrades), but the same thing is happening here.

I'm having cores 'appearing' to be eaten, but it looks like they're just not actually being removed from the ship? I pull a core, lose the bonuses, check inventory, no core. But then I try installing a new core, and guess what shows up in my inventory? The old core.

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