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Messages - Raine

Pages: [1]
1
Mods / Re: Cebby Ship Pack [V 1.1.1]
« on: January 05, 2022, 05:51:48 PM »
is there ever going to be a version without the little fursona creature on the midline hulls?

I would like to second this question.

Edit: I didn't want to double post, so I'm just going to edit this. Most of the blueprints don't work. The only ones that let me build it are the Paradusa and the Epitome Carrier. Missile variant didn't work, and none of the midline hulls worked. I found one of the midline hull blueprints normally while exploring, then found out that I wasn't able to build it. After this, I Console commanded all the blueprints to see if any of them worked at all, only to discover what I have described.

I have been having the same issue. After getting the blueprint for the Wyvern Nest, I tried to build it at my colony, but it gave me fuel, heavy machinery and supplies instead. Was really excited to try out the ship but that one seems to not be working, and my fleets seem to only be able to build the Epitome Carrier.

alright so basically this is because the variant files are missing for those hulls. i noticed it the hard way as well but it's a pretty easy fix.

i've attached a zip file to this post with some very hastily made variant files (basically just some copy and pasting, changing the names etc). should work now

open up the zip and drag the variants folder to starsector>mods>cebby-ship-pack-1.1.3>data

you don't need to overwrite the variants already in there, but it won't hurt anything as i haven't changed the originals

[attachment deleted by admin]

2
Mods / Re: [0.95a] Forge Production v1.0.3
« on: January 05, 2022, 05:34:50 PM »
i like this mod a lot, especially after i tweaked the config file to make it a bit more sustainable with my extended forays into the unknown

just have one minor bug to report:

Spoiler
2651982 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.forge.campaign.ForgeConditionChecker.getPlayerCargo(ForgeConditionChecker.java:38)
   at data.forge.abilities.conversion.support.ForgeConversionGeneral.getMachineryAvai lability(ForgeConversionGeneral.java:53)
   at data.forge.campaign.ForgeConditionChecker.hasMinimumMachinery(ForgeConditionChecker.java:33)
   at data.forge.hullmods.ForgeManufactureModule.addPostDescriptionSection(ForgeManufactureModule.java:80)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.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.Q.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.Q.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.Q.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.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.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.Q.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.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(Thread.java:748)
[close]

in the missions on the main menu, refitting a ship and hovering over a forge hullmod fails to create a tooltip and crashes the game (presumably because it's checking for my fleet info, which doesn't exist in missions?)

3
I have noticed that the large size of this mod is slowing my development and as such decided to split existing functionality into two mods, with the third mod adding another functionality I have started working on, but have not yet released:

  • Stellar Logistics - courier services (back to original scope, mod that links vanilla storages via Courier Services)
  • Hyperspace Network - information services (overhaul of StellNET, market queries and providing intel)
  • Galactic Bounties - bounty manager replacement (former unreleased DarkNET content, new bounty types)

All mods are independent of another. I am mostly done with Hyperspace Network and Galactic Bounties, now rewriting Stellar Logistics.

Fantastic news, I'll be using all of them lmao. I also like the planned changes, it's a good workaround to the limitations of submarkets and still makes sense from an immersion perspective. With regards to blueprints, yeah it's definitely a small QOL thing I can wait for (can probably count on my hands how many blueprints get sold in markets anyways, modspecs are much more prevalent and are already included in the search function of your mod).

Seriously great work, you should see about getting your mods put up on the Mod Index once you split this mod.

edit: also maybe check out the unofficial discord, not sure if you use discord but most mods post update notifications there and there are thousands of members https://fractalsoftworks.com/forum/index.php?topic=11488.0

4
Mods / Re: [0.9.1a] Concordance of Protection Syndicate (COPS) v.2.0b
« on: October 07, 2020, 05:30:17 PM »

5
Hey there, I made an account just to show some appreciation for this fantastic mod. Seriously, I can't tell you how amazing it is to pay some hard cash to avoid traveling all the way back to the core just to drop off my exploration finds.

It's also incredibly convenient to refit my ships from any station with a logistics warehouse, and to access my rare ships on the fly.

All this and the ability to search for ships/weapons/modspecs/officers is balanced well by the costs involved; early on I would avoid unnecessary storage or searches to save money, but late game my colonies can begin to cover the hundreds of thousands of credits per month necessary to store my entire planet-leveling collection of weaponry and ships.

I'm interested to see where you take the mod from here, I saw that you want to make the courier aspect more literal, and I have a couple of suggestions (depending on how easy they would be to implement).

First is adding blueprints to the search, for factions like XLU (Blue) that have a station blueprint hiding in their markets.

Second, and probably most important, is to somehow integrate the logistics warehouse with the player's personal weapon counter. I used to buy weapons by mousing over and seeing how many of that weapon I have in my storage, but with this mod currently, every weapon I mouse over says I have 0. I can still refit my ships just fine with weapons in the warehouse, but when I loot an enemy fleet out in space, or peruse a black market, etc, I'll never know how many of a particular weapon I have in the warehouse.

Again, thanks for your hard work on this. Can't recommend this mod enough.

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