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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 - float

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1
Not sure how to diagnose the issue, but cybernetic augmentation isn't working for me with the bonus ordnance points.
Oh oops, there's a small mistake in the code that makes it not work if you've mastered 0 hull types. Fixed in dev, should start working if you master at least one hull type.

2
Possible for an option for uncapped mastery/smod limit option for lunalib?
No, not on lunalib, but you can customize the masteries yourself in data/shipmastery/mastery_presets.json and data/shipmastery/mastery_assignments.json.
For example, if you want to add 3 additional S-mod capacity masteries at levels 10, 11, and 12 for every ship type, you can find the "_DEFAULT_" property in mastery_presets.json, change "maxLevel" to 12, and add "10": "SModCapacity", "11": "SModCapacity", "12": "SModCapacity" to "levels".

I wanted to try the mod, but it keeps crashing as soon as I press R to enter the refit screen. Version: 0.9.1

Code
39172 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
39515 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getHullSpec()Lcom/fs/starfarer/loading/specs/privatesuper;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getHullSpec()Lcom/fs/starfarer/loading/specs/privatesuper;
        at shipmastery.campaign.RefitHandler.addMPDisplay(RefitHandler.java:265)
        at shipmastery.campaign.RefitHandler.injectRefitScreen(RefitHandler.java:315)
        at shipmastery.campaign.RefitHandler.injectRefitScreen(RefitHandler.java:305)
        at shipmastery.campaign.RefitHandler.injectRefitScreen(RefitHandler.java:301)
        at shipmastery.campaign.RefitHandler$2.perform(RefitHandler.java:331)
        at shipmastery.deferred.DeferredActionPlugin.advance(DeferredActionPlugin.java:51)
        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.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:748)
full log here https://pastebin.com/t4beiR1j
Thanks, Linux/Mac issue with FleetMember.getHullSpec returning an obfuscated class. Should be hotfixed.

OK, I've been able to reproduce this by getting a Hammerhead (D) (spawned via console commands) destroyed in combat. Turns out, it does restore to a Hammerhead (D), which then restores to a Hammerhead. I'm not sure if that's intended, or even if (D) (D) hulls in general are intended.

I've made a fix in dev that should allow (D) (D) hulls to share a mastery pool with non (D) hulls, even though they technically don't restore to the same hull spec. Thanks for the find!

Nice, good to know!

Another little question-suggestion: is there any way to see MP gained from knowledge constructs for the hulls that are not currently present in the fleet? I've right-clicked through them yesterday, returned to the core worlds next day, sitting at the big market and can't for life remember if I have the data for something new that I can buy, so it would be cool to see mastery at the market and/or in the tooltip of ship details, if that's possible.
Nope, the best I'd be able to do is show mastery level, similar to how it's done in NPC fleets. But I tried that just now and didn't like it. The MP display in the refit screen was done with a lot of reflection nonsense, hooking into the fleet member buttons, etc., and I'm not going to repeat that for every submarket.

Hello! Really enjoying the mod.

At the end game, unless I decide to S-modmaxx by going over the limit, most of my ships have tons of MP lying around.

So I've been thinking, would it be possible to implement a feature where you could re-roll certain columns effect using MP?
Definitely would like this. I got max mastery on an Ixon from Interstellar Imperium and it rolled buildin safety overrides, which is almost useless since the ships from that mod have their own safety overrides-like hullmod, and a flagship bonus for beam weaponry, when I'm not planning to flagship it and its basically a missile boat. So basically a wasted final tier of mastery which feels especially bad since that's where the most effective bonuses are at. Could make the cost the same mp as the tier you want to reroll so 10 mp for the last tier but only 2 mp for the first tier.

It's an interesting idea, and, believe it or not, something that I'd already considered. The reason I ultimately didn't go for this was because of the way that mastery effects are the same across player and NPC fleets. So a "reroll" ability would either have to affect all fleets in the sector, or I'd have to decouple player and NPC mastery effects. The first option is definitely kind of strange -- why should the player be able to affect NPCs in such a manner? -- but maybe it could be justified through the usage of story points. I'd like to avoid the second option altogether because it can seem random and unfair, plus there'd be no way to tell what mastery effects NPC ships had (outside of ones with obvious particle effects).

That said, I'll definitely revisit the idea. And I'm definitely open to hearing other ideas about what mastery points could be used for after reaching max mastery level, as I'm aware that they tend to accumulate once that happens.
I think the concern regarding knowing what npc ships have is a little strange. You'd have to go well out of your way to know what mastery effects they have in your current game. Even in vanilla game, there's tons of ships to master and mastery doesn't exactly come quick. At least for me, I don't change my fleet that much once I get around to the colony section. Maybe one final restructuring but after that only my flagship is going to change. Additionally, there are ships the player might not ever master, like AI ships or doritos. That exact scenario happened to me when I discovered a station and had enemy ships doing that damper field effect (and maybe some other effect that made my ship spin out? I'm not sure if that's a mastery effect or just some quirk mod interaction) and I think the enemy capital had regenerating armor but by that point I had barely half mastered my flagship. If it's really a sticking point, maybe you could add a pre-battle dialogue that tells you the opposing fleet has some mastered ships and give you the option to view their effects, similar how exotica technologies lets you scan the other fleet to see their upgrades and exotics.
As for what to do with accumulated mp points, hmm. Just throwing stuff out there:
Convert mp on one ship to mp on another ship, at a modified rate of course. Could be universally reduced, or based on hull size/DP of sending and receiving ship or if converting to/from civilian to combat ship, etc.
Spend mp to restore ships (maybe even unrestorable ships like the PK fleet) or possibly add specific dmods for derelict operations.
Spend mp to automate or de-automate a ship.
Spend mp to convert a ship from one skin to another, like legion to XIV legion. Might need a certain level of mastery in both skins.
Just straight converting MP to credits, useless as credits may be late game but it could be useful in early game to quickly generate some cash or make exploration more lucrative, especially when you are getting ready to setup a colony.
Convert MP to SP.
Spend MP as a wager in recorded sim battles (very cool feature btw) to buff the other side and get MP back if you win. For example, wager 10 MP and the other side gets like 50% shield efficiency buff. If you still win, you get back 20 MP (more or less, depending on how strong the other fleet was to begin with). If you lose, all you lose is your MP. You could even design special fleets for this purpose instead allowing recorded fleets.
Spend mp to remove a single smod as an alternative to no cost complete removal.
Ehh, part of knowing NPC fleet masteries is not just the knowledge but also the theoretical consistency. For example, vanilla ships have fixed level 9 masteries, so whenever you face an NPC fleet with a level 9 mastery in some vanilla ship, it will always have one of two effects. The same holds for modded ships, though for modded ships the level 9 masteries are randomized per playthrough, but the idea is that they'd always be the same throughout that playthrough.

Conversely, if you see an NPC ship with some unknown mastery effect, you can be guaranteed that were you to recover that ship and level up its mastery sufficiently, you'd also be able to have that effect.

IMO NPC fleets following the same rules as the player is very important, so if I were to add a reroll option to mastery effects, they'd also affect NPC fleets in the same way.

Of your suggestions, I do like the idea of using MP to restore damaged ships instead of credits. Would make it seem less mandatory to take hull restoration early game only to spec out of it once you're rich enough that losses don't matter.

3
OK, I've been able to reproduce this by getting a Hammerhead (D) (spawned via console commands) destroyed in combat. Turns out, it does restore to a Hammerhead (D), which then restores to a Hammerhead. I'm not sure if that's intended, or even if (D) (D) hulls in general are intended.

I've made a fix in dev that should allow (D) (D) hulls to share a mastery pool with non (D) hulls, even though they technically don't restore to the same hull spec. Thanks for the find!

4
Thanks for the detailed report.

I'll keep an eye out for this, but I've not encountered anything like it. It's possible that the (D) (D) designation is even a vanilla bug. Did you confirm that when you press "restore" on the (D) (D) Hammerhead, it restores to a normal hammerhead? Or does it restore to a (D) Hammerhead?

If you can reproduce the bug in a vanilla or close-to-vanilla playthrough, I'd love to have your save file. As it is though, you're running a few too many mods that I don't have / don't know about, so I wouldn't be able to use your save.

FWIW, the "build-in limit reached" message is using a base game function, Misc.getPermanentHullmods, which tells me if that isn't working, then it's possible the mastery effects aren't being applied properly even if the "L:x/9" is displaying correctly, which... I'm not sure how that's possible.

5
Hello! Really enjoying the mod.

At the end game, unless I decide to S-modmaxx by going over the limit, most of my ships have tons of MP lying around.

So I've been thinking, would it be possible to implement a feature where you could re-roll certain columns effect using MP?

There's some crazy stuff going on with onslaughts being given beam range bonuses. We definitely need this feature.

This specific scenario shouldn't happen. The mastery effects that affect beam range first check that the ship type actually has energy slots, and if it doesn't, will never be randomly selected. I just checked and the Onslaught has no energy slots at all (the TPCs are energy weapons but don't count as energy slots). So if you're getting Onslaughts with that mastery effect, there's definitely something strange going on.

I'm aware about the possibility of mastery effects being useless in general. Modded built-in hullmods with incompatibilities are probably the easiest way to encounter one, as there's no way I'm going to manually go through every modded hullmod and write logic to invalidate certain mastery effects based on what other hullmods they're incompatible with.

6
Hello! Really enjoying the mod.

At the end game, unless I decide to S-modmaxx by going over the limit, most of my ships have tons of MP lying around.

So I've been thinking, would it be possible to implement a feature where you could re-roll certain columns effect using MP?
Hello! Really enjoying the mod.

At the end game, unless I decide to S-modmaxx by going over the limit, most of my ships have tons of MP lying around.

So I've been thinking, would it be possible to implement a feature where you could re-roll certain columns effect using MP?
Definitely would like this. I got max mastery on an Ixon from Interstellar Imperium and it rolled buildin safety overrides, which is almost useless since the ships from that mod have their own safety overrides-like hullmod, and a flagship bonus for beam weaponry, when I'm not planning to flagship it and its basically a missile boat. So basically a wasted final tier of mastery which feels especially bad since that's where the most effective bonuses are at. Could make the cost the same mp as the tier you want to reroll so 10 mp for the last tier but only 2 mp for the first tier.

It's an interesting idea, and, believe it or not, something that I'd already considered. The reason I ultimately didn't go for this was because of the way that mastery effects are the same across player and NPC fleets. So a "reroll" ability would either have to affect all fleets in the sector, or I'd have to decouple player and NPC mastery effects. The first option is definitely kind of strange -- why should the player be able to affect NPCs in such a manner? -- but maybe it could be justified through the usage of story points. I'd like to avoid the second option altogether because it can seem random and unfair, plus there'd be no way to tell what mastery effects NPC ships had (outside of ones with obvious particle effects).

That said, I'll definitely revisit the idea. And I'm definitely open to hearing other ideas about what mastery points could be used for after reaching max mastery level, as I'm aware that they tend to accumulate once that happens.

Playing with it for a bit and noticed that non-combat ships tend to accumulate MP way faster, to a point where I'm able to fit mostly 2 S-Mods (and that's unusual, on average it's 1) into combat ships from the beginning of the game with tutorial scenario start, but civilian and fuel transports are already can be maxed out by April c207, Mudskipper transport for example already at lvl9 and have 12 spare MP left. I'm playing what seem to be balanced in terms of XP source, my most "profitable" ones are bounty and big hyperspace fights, and still non-combat ships are way more efficient.

Settings changed: MP gain multiplier 1.5, always enable S-Mod removal. Scenario started from character level 8.

personal stats for current run
[close]

Also, what seems to b a little annoying, Hammerhead and Hammerhead (D) are not considered same for mastery. Since they both are obtained in the beginning of tutorial scenario, and are constantly in fights, it's a little unfitting to see that one have about 15MP total, and the other one is zero by the same April c207, both are "well-known" according to Starship Legends mod.


Yeah, MP gain is XP based and it's quite telling just how much more XP can be gained through combat than through other actions. I don't mind mastery levels being easy to gain on civilian ships, though, as their mastery effects don't affect the combat layer at all and end up being just some QoL stuff. Most exploration actions (finding and salvaging stuff) hardly give any XP, trade gives a decent amount of XP, but raiding seems to give a ton of XP, so if you raid a lot you'd end up getting a lot of MP on civilian ships. I'll maybe tweak the numbers a bit on the civilian side.

I'm surprised about the Hammerhead and Hammerhead (D) bit. I've basically just copied the D-hull restoration code from vanilla when choosing what ship type to use for mastery effects (so, for D-hulls, it *should* be using whatever hull you'd end up with if you restored it).  I'm not using the base hull because skins should have separate mastery effects as they can have different mount types, etc. As long as your Hammerhead (D) can be restored to a normal Hammerhead, they should have the same mastery points and effects.

Edit: just tested this. Hammerhead (D) and Hammerhead do in fact share the same mastery pool. Are you using some other exotic mods like EHM that modify/generate new hull specs?

7
I would like to try this mod but unfortunately I always get an error:

Spoiler
22756 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [sms_ConcealedStationInteraction] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
shipmastery.campaign.rulecmd

com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [sms_ConcealedStationInteraction] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
shipmastery.campaign.rulecmd

   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.RuntimeException: Command [sms_ConcealedStationInteraction] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
lunalib.backend.cmds
org.magiclib.bounty.rulecmd
shipmastery.campaign.rulecmd

   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getCommandClass(Unknown Source) ~[port_obf.jar:?]
   ... 9 more
[close]

In this example I had MagicLib, LunaLib, LazyLib and GraphicsLib and the required Particle Engine enabled, nothing else. But I get the error even without any mods (except this one and Particle Engine). I tried reinstalling StarSector as well. I also tried different Java Versions, the default JRE7, JRE8 and JDK23 from mikohime, always the same issue.
Hi, and welcome!

This generally means that a file is missing. I'd try the following steps, in order:
- First, try deleting the entire "Ship Mastery System" mod folder and downloading it again.
- If this doesn't work, make sure your anti-virus hasn't picked up the jar file, which should be located at "jars/ShipMasterySystem.jar." If the jars folder is empty, there's a chance that it was quarantined by an anti-virus, as anti-virus programs tend to place great weight on file obscurity and recency in their heuristic algorithms.
- If the jar file is intact, make sure you didn't also download the source code and extract it to the mods folder. The source code zip doesn't contain the jar file, and if you downloaded that and placed it in the mods folder, it would override the actual download.

Let me know if any (or none) of the steps worked for you.

8
It would be great to have console command to add MP for all hull types at the same time (testing purposes). Adding them manually is a bit tedious.
Also, config to set credits cost to install stuff would be cool too.
For now, I like it more than Progressive S-Mods, mainly because it's native outfit button! But also it feels like more balanced approach. Need some time to actually play with it.
It's a great mod but sometimes the hullmod costs are too stupidly high. My brave blade, a 2m superfrigate, has to pay 300k (early game) to 500k credits PER hullmod. Now imagine the endgame superdreadnought at 150-200m worth, each hullmod would be 40m. I suggest you change the prices to be based on the hullmod itself, between OP and original hullmod cost.
Ok, I added a bunch of settings that should allow people to fine-tune their gameplay experience, similar to PSM. FWIW, the build-in cost being proportional to ship value is intended, similar to restoration costs. I think, Xhaldor, your scenario is more hinged on the fact that the frigate is valued at 2m. That means you'd also have to spend something like 2.5m-3m to restore it, were it damaged.
v0.9.1 changelog
- Added setting to always enable clearing of S-Mods regardless of if it's been unlocked by a mastery effect.
- Added setting to enable clearing S-Mods to refund a fraction of credits and MP spent; default is still no refund.
- Added setting that multiplies all MP gain from actions that also grant XP.
- Added setting that multiplies the credits cost of building in hullmods.
- If dev mode is enabled, upgrading mastery level and building in hullmods no longer checks if you have the required resources.
- Fixed S-Mod autofit option not showing up for modules
[close]
Please note that the refund setting keeps track of what you actually paid at the time that you installed the S-mod, so you can't cheese it by e.g. setting cost multiplier to 0, building something in, setting it to 5, and then refunding it. This also means that it won't retroactively work for S-mods that you already installed prior to updating to 0.9.1.

Oh wow, this is amazing! I imagine there's no way to switch from Progressive S-Mods to this, but just disabling the Progressive S-Mods features and enabling this won't have any odd interactions, right? Any more so than adding Ship Mastery to a save with existing S-Modded ships in your fleet?
Yeah, that should work. I briefly tried both mods together and there's nothing really game-breaking about it -- PSM prevents the usage of this mod's refit interface and forces you, like normal, to go through the PSM dialog. Though it's a bit much (and maybe redundant) to have both ship SP and MP systems working at once.
There are plenty of fleets with S-mods already installed, e.g. Nexerelin special task forces. If you recover them with S-mods intact, they'll remain intact, but you won't be able to add any additional S-mods. You'd see something like "built-in: 3/0."

9
Modding / Re: [0.97a] Ship Mastery System (4/4/24)
« on: April 17, 2024, 02:57:12 PM »
I'm quite happy with Progressive S mods but I'd love to haev the ship recovery system from this mod. Many times I've known a battle is lost but don't want to retreat because I know I won't be able to recover lost ships. How hard would it be to have just this feature of this mod?

Ok, added a (partial) setting to disable the mastery system from this mod if you'd just like the miscellaneous stuff. You'll still have to manually disable the skill changes, though, as trying to programmatically do that would just be a pain considering how little of skill stuff isn't obfuscated. Instructions can be found in LunaLib settings.

On that note, full 0.9 changelog:
Spoiler

- Added "Replay Battle" feature
- Added option to disable mod's main features
- Removed VariantLookup stuff from save file
- Improved consistency of post-inflation sequence, everything is now seeded based on the commander's id
- Refactored LunaLib settings, this will reset them if you modified them
- Reduced the effectiveness of the "less DP if only ship of that type in fleet" mastery effect for frigates, destroyers, and cruisers
- Greatly increased the chance that a mastered ship with lots of MP will still gain MP when competing with other ship types for MP
- Mastery effect that grants range if no other bonuses are affecting range now works with ballistic mastery and gunnery implants
- Mastery effect that grants additional ammo if EMR and expanded magazines are both installed is now multiplicative
- Fixed minimum CR mastery effect causing auto-retreat when deployed
- Fixed converted hangar effects being randomly selected for phase ships
- Fixed adding S-mods to modules not subtracting MP
- Fixed issue where recovered ships would maintain enemy commander's mastery levels and selections until game load
- Minor optimizations
[close]



10
BUG: Cannot increase S-mod limit when you have exactly the amount of SP needed. Always need to have at least one more than the stated SP cost.
Thanks, fixed in dev.

11
Mods / Re: [0.97a] Ashes of The Domain
« on: April 16, 2024, 08:09:12 PM »
Very cool research UI!

I've noticed a couple of things that this mod does that are easy to overlook but may be unintended:
- It saves some obfuscated UI stuff to file. Fortunately, this doesn't seem to propagate far and is only limited to several "com.fs.starfarer.settings.new" instances, but this is enough to cause the game to crash if you try to save with devmode on and the game detects this.
- The Orbital Skunkworks facility is adding S-mods to *every* fleet in a faction, not just routine patrols, and it doesn't check for existing S-mods. I believe the relevant class is AodAdvancedHeavyIndustryApplier. This can cause some interesting behavior, such as Tri-Tachyon special task groups having up to 5 S-mods on each ship, due to that faction having a skunkworks industry and the fleet inflation listener adding S-mods to ships that already had 3 S-mods.

Edit: no source code provided for this mod, so I can't be sure, but it also seems like the S-mod applier isn't seeded properly if at all, causing different S-mods to be applied to the same fleet if you reload the game and interact with the same fleet, for example. Maybe not the biggest issue, but definitely noticeable when the fleet's inflater is seeded and returning the same variant on every inflation instance.

12
Modding / Re: [0.97a] Ship Mastery System (4/4/24)
« on: April 11, 2024, 08:33:49 AM »
I think the author of BBPlus should be using getMemoryWithoutUpdate() instead of getMemory(), but again, I don’t have access to the source code, so it’s just a guess.

13
Modding / Re: [0.97a] Ship Mastery System (4/4/24)
« on: April 11, 2024, 08:18:53 AM »
Looks like a blade breakers plus issue with whatever the “catastrophe core” hullmod is. No source code is provided for the bootleg of that mod so that’s as far as I can help you.

14
Modding / Re: [0.97a] Ship Mastery System (4/4/24)
« on: April 11, 2024, 07:32:30 AM »
That looks like the sort of error you’d get if you started a save in 0.95/0.96 and tried to continue in in 0.97. The different Starsector versions aren’t compatible with each other.

Edit: If not, is there some sort of stack trace underneath the error message in starsector.log? I’d like to see that. Though this mod doesn’t touch anything to do with pirate bases so I’m having a hard time imagining how it could be related.

15
I still can't reproduce this with the Castella (LP), with or without the Best of the Best skill enabled. Can you try going to the refit screen for the ship that you're having the issue with, then going back to the S-mod interface? There is a stat mod that is being applied by the XP tracker hull mod that should be applying when you increase the S-mod limit of the ship, but maybe it isn't for you for some reason. Opening the refit screen should force that stat mod to apply if it hadn't already applied.

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