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Messages - ColdComfort

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1
Mods / Re: [0.95a] Roider Union 1.2.2
« on: October 21, 2021, 07:43:42 AM »
Any plans to give the Roiders a ship with ore/fuel processing capabilities, or their own superfreighter? Playing as Roiders I find it challenging to find Atlases in the field, and just end up running a big swarm of vanilla Collossi. (I know their focus is refits, but something purchaseable there would be really nice.)

Some kind of fleet-level carrier would also be nice. (Maybe a converted Prometheus? Lots of empty internal space, right?)

2
Mods / Re: [0.95a] Roider Union 1.2.2
« on: October 14, 2021, 06:59:11 PM »
Hello! Unsure if this is the right place to post this - I'm getting a crash to desktop when I try to retrofit hulls.

Fatal: Hullmod with id [hmi_fighteritu] not found
Check starsector.log for more info.


Here's the log except just before the crash:
14655737 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector Update\starsector-core\..\mods\Roider Union]
14699388 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector Update\starsector-core\..\mods\Roider Union]
14723788 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod with id [hmi_fighteritu] not found
java.lang.RuntimeException: Hullmod with id [hmi_fighteritu] not found
   at com.fs.starfarer.loading.specs.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.isDHull(Unknown Source)
   at scripts.campaign.retrofit.Roider_BaseRetrofitPlugin.updateText(Roider_BaseRetrofitPlugin.java:326)
   at scripts.campaign.retrofit.Roider_BaseRetrofitPlugin$3.pickedFleetMembers(Roider_BaseRetrofitPlugin.java:748)
   at com.fs.starfarer.ui.newui.oOOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


In all fairness to SafariJohn, I have crammed my game questionably full of mods, so hard to say if it's conflicting with something that's not referenced in that log sample.

Any suggestions would be greatly appreciated!

3
Mods / Re: [0.9.1a] Sylphon RnD 1.0
« on: October 13, 2021, 11:48:10 PM »
Ok so, I really like this mod, its one of my essentials for modded Starsector.  Since it's not the author's primary focus at the moment, I wanted to try and update it for 0.95a like I did for Hiigaran Descendants. 

Here's a barebones update to 0.95a.   The only things changed were the OnHit functions for all the various unique weapons were updated to the newer version, adding a new memoryMap to the bar dialog system, and I had to change the "alwaysAccelerate=true" value to false in the "SRD_nullspace_entry.system" file to accommodate the changes to the Maneuvering Jet AI.  This is of course released under the same license as the original, which is what lets me do this update. All credit of course goes to Nia Tahl and co. for making this amazing mod in the first place.

This release is provided AS-IS.  I won't be doing any updates beyond compatibility, such as if there's a major gamebreaking issue.  I tested it in game, and the systems spawn, ships work, and combat works, but I haven't put a full playthrough into it in 0.95a, so let me know if there are any serious issues not present in the original version.

Thanks for this! Allowed me to play the mod in my latest run, and honestly would have missed out on his masterpiece otherwise.

Just a quick note to say how much I loved playing this mod. Super impressed with the aesthetic of the ships (love the exhaust and shimmer effects), purple lasers, all that. And then there's all the unique hull mods, ship systems, and abilities. So well done. chef's kiss/10. All that cool stuff left me wanting more lore though!

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