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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - nocluewhatimdoing

Pages: [1] 2 3
1
Modding Resources / Re: [GUIDE] Setting up Visual Studio Code to mod
« on: August 08, 2021, 07:46:40 AM »
Could this maybe get updated for JDK 16.0.2 as that changes the file name to jre1.8.0_281 also how very bottom do I need to paste the code

2
But I've been unable to meet similar success on a different planet

<st>planet</st>
</tags>
<angle>-114.84036</angle>
<cloudAngle>0.0</cloudAngle>
<radius>60.0</radius>
<type>lava</type>
<diff z="56208">
<j>{"atmosphereColor":[223,99,72,60],"tilt":-59.85403823852539,"planetColor":[247,246,243,255]}</j>
</diff>
<layers z="56209" enum-type="CaEnLa">PLANETS,ABOVE</layers>
</Plnt>
<CampaignTerrain z="56210" type="asteroid_field" radius="0.0">
<loc z="56211">-3650.9875|182.30934</loc>
<vel z="56212">0.0|0.0</vel>
<j0>{"f6":90,"f0":"Delta Sivassa I L5 Asteroid Field","f2":[255,200,160,255],"f4":"7de6"}</j0>
<ow ref="69"></ow>
<orbit cl="COrbt" z="56213" r="3655.5364" op="170.79529" ca="177.14136">
<e cl="CampaignTerrain" ref="56210"></e>
<f cl="Plnt" ref="56108"></f>
</orbit>
<cL cl="Sstm" ref="56100"></cL>
<ls cl="Plnt" ref="56108"></ls>
<me z="56214">
<d z="56215"></d>
</me>
<sc z="56216"></sc>
<tags z="56217">
<st>terrain</st>
</tags>
<plugin cl="AsteroidFieldTerrainPlugin" z="56218" tid="asteroid_field" n="Delta Sivassa I L5 Asteroid Field" nTCA="false">
<entity cl="CampaignTerrain" ref="56210"></entity>
<params cl="AsteroidFieldParams" defined-in="BaseRingTerrain" z="56219" bWIE="704.53906" mR="352.26953" minR="609.26434" maxR="709.26434" minA="14" maxA="14" minS="4.0" maxS="16.0" nA="14"></params>
<params ref="56219"></params>
</plugin>
</CampaignTerrain>
<Plnt z="56220">
<loc z="56221">-3650.9875|182.30934</loc>
<vel z="56222">0.0|0.0</vel>
<j0>{"f6":0,"f0":"Delta Sivassa I-L5","f2":[255,200,160,255],"f4":"system_7dd6:planet_0_L5"}</j0>

I tried deleting everything from plnt to plugin to remove the field but it always throws up errors no matter how I try and sort it, even changing the location of the field doesn't work

3
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: August 05, 2021, 11:11:50 AM »
Me when I mod an ungodly amount of IV and V rank planets into the sector

4
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: August 04, 2021, 06:02:47 AM »
Adding a number to the end of an add item no longer seems to work, no matter what number I add to the end of an additem command, it only ever gives me one, and I'm unable to add multiple of the specials in one go either, as that just adds data to the item

5
Modding / Re: [0.9.1a] SSMS Controller
« on: July 28, 2021, 02:24:46 PM »
That's pretty shocking that there's no vanilla controller support, it'd work quite nicely

6
How are you this bad at counting

7
Started editing the planets to save me the hassle of using the survey all command and then shifting through upwards of 1000 systems for an ideal system every couple of minutes in a new game, but it came up with an error after editing a few planets

Modded with adjusted sector, console commands, grand colonies, graphics, lazy and magic lib, industrial evolution, missing ships, SCY and superweapons arsenal

---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :
class               : java.util.HashSet
required-type       : java.util.HashSet
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number         : 210908
class[1]            : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.CampaignPlanet
class[3]            : java.util.ArrayList
class[4]            : com.fs.util.container.repo.ObjectRepository
class[5]            : com.fs.starfarer.campaign.StarSystem
class[6]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[7]            : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[8]            : com.fs.starfarer.campaign.Hyperspace
class[9]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :
class               : java.util.HashSet
required-type       : java.util.HashSet
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number         : 210908
class[1]            : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.CampaignPlanet
class[3]            : java.util.ArrayList
class[4]            : com.fs.util.container.repo.ObjectRepository
class[5]            : com.fs.starfarer.campaign.StarSystem
class[6]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[7]            : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[8]            : com.fs.starfarer.campaign.Hyperspace
class[9]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------

8
I've been playing for nearly a week and I exclusively use alpha cores

Also get *** rid of that second line it holds no water

9
Because the visual editor for the ship & weapons editor is the penultimate in editing for starsector, but there's nothing like that for star systems and planets, I'm instead stuck with directly editing json and csv files, which my autistic ass does not cope well with at all, I work much better with visual feedback, but just text plus making sure you edit in the right 'column' and have to back and forth between entries to make sure the right thing gets changed is too much

10
What file do I edit and where in the file is the line to give the alpha core the proper bonuses, because I think I read a tooltip that said gamma and beta cores give bonuses that the alpha core doesn't, which is absolute horse-***

11
General Discussion / Re: how to increase battle size past 500?
« on: July 27, 2021, 05:36:41 AM »
I shouldn't really be surprised that StarSector is heavily single-threaded, but that's extremely disappointing, no wonder the game tanks when there's a decent battle going on

12
Mods / Re: [0.95a] Adjusted Sector
« on: July 27, 2021, 03:49:40 AM »
Would I be better off using the built in large preset or modifying the settings json?

13
It doesn't seem like it's possible to load files for modded ships and weapons

14
Should something like that not come with the mod, or at least be standalone

15
I shouldn't have to it's not a requirement

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