Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - JaeSunRyoo

Pages: [1]
1
Mods / Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« on: March 10, 2024, 03:10:34 PM »
Just had a question for the Wurgandal - is it still purchasable instead of going through the bounty board?

It's no longer purchasable, there's a mission:

Wurgandal
Spoiler


Be level  13 or higher
Have a powerful fleet
Go to a bar on an independent planet (size 4 or larger, like Nova Maxios)
Check the bounty board for a mission
[close]

Hm, I feared as much. Oh well. Thanks Nick!

2
Mods / Re: [0.97] Kon's Player Faction Bundles v.2.4
« on: March 10, 2024, 03:10:05 PM »
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!

So this one gets a bit tricky, first things first, I'll start with this.

The Illegal commodities seem to be set at the beginning of a save, they don't seem to be able to changed after you start your save. Other things edited in the player.faction file change too, but not all of them switch after you've already started. One such example would be the illegal commodities.

Now, you've changed the illegal commodities in your player.faction file. You're wondering why it didn't change anything. The answer to that one is actually quite simple. While you can specify what illegal commodies *ARE* illegal, you cannot specify what *AREN'T*. Why is that a problem? Because even though we remove them from ours, there's actually one more player.faction file that is messing with that.

In Starsector/starsector-core/data/world/factions/

There is the original player.faction file.

While ours does overwrite it, it's probably more correct to say that it merges it. That's why other mods can add portraits to the player faction without overwriting the rest of our changes. Since all we did was erase some illegal commodities, the other player faction, since it still had them merged the information in there with ours and that doesn't help us at all.

That player faction file we mentioned earlier, you can rename it, overwrite it, or delete it, and that should get rid of other issues. As long as you're using a player faction file, for instance, my mod's player faction file, the game will still run as intended.

And here I didn't even think about or realise that the player faction files would just be "merged" so to speak. That's definitely something I will need to go ahead and tinker with.

I suspected that the changes wouldn't be visible mid-save. Oh well. Thanks Kon.

I’m just glad it helped. If there was just a way to remove lines from the merging.. There would be a lot more than I could do. 

Before I forget, with the same vein of thought, if you take out the player.faction file in the place I mentioned, it means it won’t be able to merge the portraits from there. It could help if you wanted to have only specific portraits in your army as specified in your mod’s player faction file.

It's been very helpful, thank you. I went on a non-recommended route and decided to just edit the player faction file in the core file location to have the same illegal commodities as I have in your mod. Would that... work? I'll have to test it myself later tonight, but I've made one too many mistakes in the past with renaming or deleting files whilst tinkering with mods.

Short answer, yes, it should work.

Long answer, I think modifying it is pretty similar to deleting or renaming it in the sense it's generally not recommended. But it's what needs to be done in order to have everything tweaked exactly as we want it. To answer, yes, that should work just fine. Or rather, unless there is information disproving it, I should say I think that's one of the only ways it will work. I think it's completely understandable to not delete it.

Thanks Kon. I just made a new save to test (with all the edits etc), but it seems like it hasn't changed at all. Do I need to find EVERY player.faction file involved (across all other mods)? I wouldn't have thought, but it looks like I'm going to have to try...

To my knowledge, the mods I've seen rarely touch on that. Could you send your player faction file from starsector-core/world/factions? I could have a look.

Hi Kon, apologies for the late reply.
I went diving for other player.faction files and found that a certain portrait mod had kept in the unedited default illegal commodities lines in their code. Can't remember which one, but I did away with it. It works as intended now!

3
Mods / Re: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)
« on: March 08, 2024, 12:14:37 AM »
In before this also gets locked.

I've seen the drama unfold from the sidelines and wished to stay out of it, but this is a really new low. I want to see people enjoy the game, not try to engage in one-ups in this sort of manner. This sort of attitude is NOT what I'd want to be representing this wonderful game and community. If anything, I'd say this should warrant more stringent consequences for this kind of petty behaviour.

However, I am not anticipating much. Colour me disappointed.

4
Mods / Re: [0.97] Kon's Player Faction Bundles v.2.3
« on: March 07, 2024, 02:51:47 PM »
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!

So this one gets a bit tricky, first things first, I'll start with this.

The Illegal commodities seem to be set at the beginning of a save, they don't seem to be able to changed after you start your save. Other things edited in the player.faction file change too, but not all of them switch after you've already started. One such example would be the illegal commodities.

Now, you've changed the illegal commodities in your player.faction file. You're wondering why it didn't change anything. The answer to that one is actually quite simple. While you can specify what illegal commodies *ARE* illegal, you cannot specify what *AREN'T*. Why is that a problem? Because even though we remove them from ours, there's actually one more player.faction file that is messing with that.

In Starsector/starsector-core/data/world/factions/

There is the original player.faction file.

While ours does overwrite it, it's probably more correct to say that it merges it. That's why other mods can add portraits to the player faction without overwriting the rest of our changes. Since all we did was erase some illegal commodities, the other player faction, since it still had them merged the information in there with ours and that doesn't help us at all.

That player faction file we mentioned earlier, you can rename it, overwrite it, or delete it, and that should get rid of other issues. As long as you're using a player faction file, for instance, my mod's player faction file, the game will still run as intended.

And here I didn't even think about or realise that the player faction files would just be "merged" so to speak. That's definitely something I will need to go ahead and tinker with.

I suspected that the changes wouldn't be visible mid-save. Oh well. Thanks Kon.

I’m just glad it helped. If there was just a way to remove lines from the merging.. There would be a lot more than I could do. 

Before I forget, with the same vein of thought, if you take out the player.faction file in the place I mentioned, it means it won’t be able to merge the portraits from there. It could help if you wanted to have only specific portraits in your army as specified in your mod’s player faction file.

It's been very helpful, thank you. I went on a non-recommended route and decided to just edit the player faction file in the core file location to have the same illegal commodities as I have in your mod. Would that... work? I'll have to test it myself later tonight, but I've made one too many mistakes in the past with renaming or deleting files whilst tinkering with mods.

Short answer, yes, it should work.

Long answer, I think modifying it is pretty similar to deleting or renaming it in the sense it's generally not recommended. But it's what needs to be done in order to have everything tweaked exactly as we want it. To answer, yes, that should work just fine. Or rather, unless there is information disproving it, I should say I think that's one of the only ways it will work. I think it's completely understandable to not delete it.

Thanks Kon. I just made a new save to test (with all the edits etc), but it seems like it hasn't changed at all. Do I need to find EVERY player.faction file involved (across all other mods)? I wouldn't have thought, but it looks like I'm going to have to try...

5
Mods / Re: [0.97] Kon's Player Faction Bundles v.2.3
« on: March 06, 2024, 05:37:31 PM »
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!

So this one gets a bit tricky, first things first, I'll start with this.

The Illegal commodities seem to be set at the beginning of a save, they don't seem to be able to changed after you start your save. Other things edited in the player.faction file change too, but not all of them switch after you've already started. One such example would be the illegal commodities.

Now, you've changed the illegal commodities in your player.faction file. You're wondering why it didn't change anything. The answer to that one is actually quite simple. While you can specify what illegal commodies *ARE* illegal, you cannot specify what *AREN'T*. Why is that a problem? Because even though we remove them from ours, there's actually one more player.faction file that is messing with that.

In Starsector/starsector-core/data/world/factions/

There is the original player.faction file.

While ours does overwrite it, it's probably more correct to say that it merges it. That's why other mods can add portraits to the player faction without overwriting the rest of our changes. Since all we did was erase some illegal commodities, the other player faction, since it still had them merged the information in there with ours and that doesn't help us at all.

That player faction file we mentioned earlier, you can rename it, overwrite it, or delete it, and that should get rid of other issues. As long as you're using a player faction file, for instance, my mod's player faction file, the game will still run as intended.

And here I didn't even think about or realise that the player faction files would just be "merged" so to speak. That's definitely something I will need to go ahead and tinker with.

I suspected that the changes wouldn't be visible mid-save. Oh well. Thanks Kon.

I’m just glad it helped. If there was just a way to remove lines from the merging.. There would be a lot more than I could do. 

Before I forget, with the same vein of thought, if you take out the player.faction file in the place I mentioned, it means it won’t be able to merge the portraits from there. It could help if you wanted to have only specific portraits in your army as specified in your mod’s player faction file.

It's been very helpful, thank you. I went on a non-recommended route and decided to just edit the player faction file in the core file location to have the same illegal commodities as I have in your mod. Would that... work? I'll have to test it myself later tonight, but I've made one too many mistakes in the past with renaming or deleting files whilst tinkering with mods.

6
Mods / Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« on: March 06, 2024, 05:35:10 PM »
Hey Nick, thanks for continuing the maintenance/updating of this mod!

Just had a question for the Wurgandal - is it still purchasable instead of going through the bounty board?
I remember in previous older versions that you could purchase it for 25 million and at a certain level (can't recall which level, was it 15 or something?) And that it was accessible (sometimes) through events at bars on markets with ED presence. I'm currently lvl 13 on my current run, have maxed out rep with independents and have accured sufficient credits. I've been waiting for a cycle and going between ED submarket locations to no avail.

Any help would be appreciated. Thank you!

7
Mods / Re: [0.97] Kon's Player Faction Bundles v.2.3
« on: March 06, 2024, 03:11:38 AM »
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!

So this one gets a bit tricky, first things first, I'll start with this.

The Illegal commodities seem to be set at the beginning of a save, they don't seem to be able to changed after you start your save. Other things edited in the player.faction file change too, but not all of them switch after you've already started. One such example would be the illegal commodities.

Now, you've changed the illegal commodities in your player.faction file. You're wondering why it didn't change anything. The answer to that one is actually quite simple. While you can specify what illegal commodies *ARE* illegal, you cannot specify what *AREN'T*. Why is that a problem? Because even though we remove them from ours, there's actually one more player.faction file that is messing with that.

In Starsector/starsector-core/data/world/factions/

There is the original player.faction file.

While ours does overwrite it, it's probably more correct to say that it merges it. That's why other mods can add portraits to the player faction without overwriting the rest of our changes. Since all we did was erase some illegal commodities, the other player faction, since it still had them merged the information in there with ours and that doesn't help us at all.

That player faction file we mentioned earlier, you can rename it, overwrite it, or delete it, and that should get rid of other issues. As long as you're using a player faction file, for instance, my mod's player faction file, the game will still run as intended.

And here I didn't even think about or realise that the player faction files would just be "merged" so to speak. That's definitely something I will need to go ahead and tinker with.

I suspected that the changes wouldn't be visible mid-save. Oh well. Thanks Kon.

8
Mods / Re: [0.97] Kon's Player Faction Bundles v.2.3
« on: March 05, 2024, 02:39:49 PM »
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!

9
No support is provided for previous Nex versions. But try updating to 0.9.8x2, that's the last version for 0.9.1a.

I understand. I'll try out that version, thanks for replying!

10
Hi all,
I posted this previously in the Starsector unofficial discord, but it got ignored/buried under other queries, so I thought I'd try here. Don't know if people would bother with 0.9.1 anymore, since it's outdated now.

I've been in the midst of fighting off a pretty large Ascendancy saturation bombardment fleet, but I keep running into this problem:


Followed by this error log:
Code
621300 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.utilities.ExerelinUtilsFaction.addFactionNamePara(ExerelinUtilsFaction.java:232)
at exerelin.campaign.intel.agents.LowerRelations.addBulletPoints(LowerRelations.java:199)
at exerelin.campaign.intel.agents.CovertActionIntel.createIntelInfo(CovertActionIntel.java:543)
at com.fs.starfarer.campaign.comms.ooOO.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.super.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at exerelin.campaign.intel.agents.CovertActionIntel.reportEvent(CovertActionIntel.java:517)
at exerelin.campaign.intel.agents.LowerRelations.onFailure(LowerRelations.java:104)
at exerelin.campaign.intel.agents.CovertActionIntel.execute(CovertActionIntel.java:340)
at exerelin.campaign.intel.agents.CovertActionIntel.advanceImpl(CovertActionIntel.java:403)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
at com.fs.starfarer.campaign.CampaignEngine.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

At first I thought it was to do with one of my agents lowering relations with other factions, so I aborted all three assignments and went to see what would happen. Nope, still CTD's.

Another thing to note is that this happens at the end of Aug. 1, after the new month cycle has occurred.

Mod list:
Activate Gates 1.0.0
Adjusted Sector 0.2.2
Another Portrait Pack 1.2.0
Appro-Light Council [ApproLight] 0.8.6-RC1
Arsenal Expansion 1.5.3i
Artefact 1.9.1f
Autosave 1.1b
Better Colonies 1.5
Blackrock Drive Yards 0.9.5
Boardable Unboardables: Vanilla 1.0
Capture Officers and Crew 1.0.3
Celestial Mount Circle 1.3
Combat Analytics & Detailed Combat Results 4.6.1
Combat Chatter 1.10.1
Common Radar 2.5b
Console Commands 3.0
DIY Planets 1.0.12
Dassault-Mikoyan Engineering 1.18a
Diable Avionics 2.54
ED Shipyard 2.1.2
Fuel Siphoning 1.1.4
Galactic Markets 1.0.1
Hazard Mining Incorporated 0.3.3c
Hiagaran Descendants 2.0.2
Hostile Intercept (and Autopause!) 1.3.1
Hyperspace Network 1.6.2
Industrial. Evolution 1.8c
Interstellar Imperium 2.4.0
Junk Pirates/ASP/PACK (release) 3.4.0
Kadur Remnant 3.2.1
LTA 0.5.5
LazyLib 2.4f
Legacy of Arkgneisis v1.8.4
Logisitics Notifications 1.3.2
Luddic Enhancement 1.2.4b
MagicLib 0.29
Mayasuran Navy 8.3.2 RC2
Neutrino Corporation 1.86-RC3
Nexerelin 0.9.7c
Outer Rim Alliance 0.91
Planetary Shield: Access Control 1.2
Player Faction Flag Pack 1.0
Portrait Pack v1.2.4
Sanguinary Anarchistic Defectors 1.0.1f
ScalarTech Solutions 0.6
ScyNation 1.61
Seeker - Unidentified Contact 0.407
Shadowyards 0.9.1-rc3
Ship/Weapon Pack 1.12.0
SkilledUp 1.0
SpeedUp 0.6.1
Starship Legends 1.4.3
Supply Forging 1.3
Sylphon RnD 1.0
Tahlan Shipworks 0.4.1
Terraforming and Station Construction 5.4.6
The Exalted 1.2
Tiandong Heavy Industries 1.2.1a
Transfer All Items 1.1
Underworld 1.5.0
Unknown Skies 0.42
Varya's Sector 3.2.0
Varya's Ship Pack 1.2.0
Weapon Group Controls 1.1.0
Xhan Empire 2.1 Whatever is out there
ZZ GraphicsLib 1.4.3
prv Starworks v18.1

Final note: Game never crashed beforehand in this run, didn't add or remove mods to my knowledge.
Any help would be greatly appreciated, I don't want this run to end! I'm already in cycle 239, want to keep going.

11
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: August 21, 2021, 05:39:52 AM »
Hi boggled! Firstly, really appreciated the mod, it's great, thank you.

I'm still playing on the previous version of the game (and thus an older version of the mod), but I ran into a situation where one of my worlds is "too close" to the system's sun/star to be able to build an Astropolis station.

Do you happen to know how to configure this, or is it harder than simply changing a few things? Is it based in the code? I'm not very well-versed in that sort of thing, so I'm rather clueless haha. Just a bit annoying that I was planning on building an astropolis, only to find out that it wasn't possible because of its proximity to the sun.

Thank you!

There's a setting in the latest version of the mod to disable the checks for location suitability (proximity to stars, etc.), but I don't think it exists in the old 0.9.1a version. I can upload the source code for the old version of the mod, but making changes won't be trivial if you're not familiar with SS modding. Sorry!

I understand, looks like I'll have to make the transition to 0.95 in the future. Thanks for the reply!

12
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: August 19, 2021, 05:39:55 PM »
Hi boggled! Firstly, really appreciated the mod, it's great, thank you.

I'm still playing on the previous version of the game (and thus an older version of the mod), but I ran into a situation where one of my worlds is "too close" to the system's sun/star to be able to build an Astropolis station.

Do you happen to know how to configure this, or is it harder than simply changing a few things? Is it based in the code? I'm not very well-versed in that sort of thing, so I'm rather clueless haha. Just a bit annoying that I was planning on building an astropolis, only to find out that it wasn't possible because of its proximity to the sun.

Thank you!

Pages: [1]