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Messages - LeoSCfan

Pages: [1]
1
Mods / Re: [0.96a] Tri-Tac Special Circumstances - V 0.5 11/07/23
« on: November 16, 2023, 08:17:03 PM »
hi i keep having problems loading this mod i get:
Fatal Error loading [data.scripts.TTSC_modPlugin]
Cause:1 error while compiling unit
from log:
722906 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.TTSC_modPlugin]
java.lang.RuntimeException: Error loading [data.scripts.TTSC_modPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: 1 error(s) while compiling unit "data/scripts/TTSC_modPlugin.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: 1 error(s) while compiling unit "data/scripts/TTSC_modPlugin.java"
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:326)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
and  data.scripts.ttsc_modPlugin is:
package data.scripts;

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.PluginPick;
import com.fs.starfarer.api.campaign.CampaignPlugin;
import com.fs.starfarer.api.campaign.econ.MarketAPI;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.impl.campaign.ids.Skills;
import data.scripts.world.TTSCGen;
import exerelin.campaign.SectorManager;



public class TTSC_modPlugin extends BaseModPlugin {
   

   public void onApplicationLoad() {
        {
            boolean hasLazyLib = Global.getSettings().getModManager().isModEnabled("lw_lazylib");
            if (!hasLazyLib) {
                throw new RuntimeException("Tri-Tac Special Circumstances LazyLib!"
                        + "\nGet it at http://fractalsoftworks.com/forum/index.php?topic=5444");
            }

            boolean hasMagicLib = Global.getSettings().getModManager().isModEnabled("MagicLib");
            if (!hasMagicLib) {
                throw new RuntimeException("Tri-Tac Special Circumstances requires MagicLib!" + "\nGet it at http://fractalsoftworks.com/forum/index.php?topic=13718");
            }
        }
    }
   
}
i assume either public class TTSC_modPlugin extends BaseModPlugin {
or
import exerelin.campaign.SectorManager;
is the problem, does work with nexerelin , this is a problem a bunch of mods had and this mod also had an solved i think
so you could revert partly to an earlier version or try to use a solution from forums https://fractalsoftworks.com/forum/index.php?topic=5061.4890 has it
maybe just add nex to the requirements? along with lazylib and magiclib, i mean it does in fact just not work wihout nex, maybe ask for help in the discord? i assume making your mod work wihout nex is common knowledge between modders since there are a bunch of mentions but no clear fix

2
Stopgap measures:
Its taking a while to update this. why not take matters into your own hands?
While OP bakes a a nice mod cake, we want , no ,NEED , our max level power fantasy simulator right NOW.
So
Do it yourself.
It probably will end the equivalent of mod butter but butter tastes so nice.
instructions:
Level 15 faster-er progression:
Go to:
Fractal Softworks->Starsector->starsector-core->data->config->settings
open settings.json with notepad
use search skill down (or up if you are at the end of file)
change: "skillPointsPerLevel":1,
for "skillPointsPerLevel":3,
this is the safest and easiest way to do it, and will "probably" not crash your game

Level 20 fast progression:
change: "skillPointsPerLevel":1,
for "skillPointsPerLevel":2,
and change
"playerMaxLevel":15,
for "playerMaxLevel":20,
this might crash something but is also probably fine

3
Mods / Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
« on: August 26, 2022, 10:25:01 PM »
Hi! Would you kindly add the tactical drill +50% raid efectiveness to edit?, the other 5% damage from all ships is nice but gets diluted pretty quickly, could be used for roleplay purposes, and to lower your marines atrition rate
edit: also the marine casualty rate

4
Acidic is burned deep in my mind and i doubt it'll ever go away
whom made it i need to know if there is more

5
Modding / Re: [0.95a-RC15] Trophy s-mods [0.4.0]
« on: July 15, 2021, 10:21:43 PM »
Does this mod add extra S-mods?
Also what is an S-mod?

6
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: May 12, 2021, 12:35:08 AM »
(Heavy breathing)

7
Modding / Re: [0.9.1a] Exploration Ships (1.0.1)
« on: May 12, 2021, 12:27:06 AM »
does this works on 0.95a (interrogation sign mykeyboardisfailingiwanttodie)

8
Mods / Re: [0.95a] Audio Plus 1.1.3
« on: May 11, 2021, 11:31:56 PM »
Is there a way to add my own absolutly legally obtained music to the track list?, id like to know how

9
Modding / Re: [0.95a] Take any skills from skill tree
« on: May 01, 2021, 11:54:43 PM »
Dude, thank you
Can you put this on  Mod Index??

10
Mods / Re: [0.95a] Adjusted Sector
« on: April 10, 2021, 01:47:24 PM »
Is there a way to get more planets per star?
can that be a future feature?

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