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Messages - Lukas04

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1
Mods / Re: [0.97a] Random Assortment of Things
« on: April 24, 2024, 12:15:21 PM »
On another note, simplified the forum post since it got a bit to crowded, and most more in-depth info is on the wiki now.
I now also have a patreon again since otherwise il probs have to look for a small part time job instead. https://www.patreon.com/Lukas04

2
Mods / Re: [0.97a] Random Assortment of Things
« on: April 24, 2024, 11:32:39 AM »
So, I just stumbled upon a certain Biomod station and it's great, but i just don't really like penalty it gives.
I've tried removing it from the .kt file as that is where another file was pointing to, but it appears to remain unchanged.

I admit I have very little idea of what I'm actually doing (I'm essentially just poking around), but to me it seems that that .kt file is where all the changes it does are. Is my presumption wrong and is it possible to actually edit this mid-playthrough or does this bake itself into the save or something ?

Thats just the source code, it needs to be compiled.

So, I decided to just roll with it and did some light RTFM, and I tried to compile the .jar, but complications arose - which I currently don't know what to do with.

My .iml looks currently like this:
Spoiler
updating this, i will (hopefully) probably brute force my way thru this (i hope)
Code
<?xml version="1.0" encoding="UTF-8"?>
<module type="JAVA_MODULE" version="4">
  <component name="NewModuleRootManager" inherit-compiler-output="true">
    <exclude-output />
    <content url="file://$MODULE_DIR$">
      <sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
    </content>
    <orderEntry type="inheritedJdk" />
    <orderEntry type="sourceFolder" forTests="false" />
    <orderEntry type="library" exported="" name="starfarer.api" level="project" />
    <orderEntry type="library" name="KotlinJavaRuntime" level="project" />
    <orderEntry type="library" name="MagicLib" level="project" />
    <orderEntry type="library" name="Graphics" level="project" />
    <orderEntry type="library" name="LunaLib" level="project" />
    <orderEntry type="library" name="LazyLib" level="project" />
    <orderEntry type="library" name="RandomAssortmentofThings" level="project" />
    <orderEntry type="library" name="ExerelinCore" level="project" />
    <orderEntry type="library" name="CombatChatter" level="project" />
    <orderEntry type="library" name="me.xdrop.fuzzywuzzy" level="project" />
    <orderEntry type="library" name="secretsofthefrontier" level="project" />
  </component>
</module>
[close]

And i got (currently) 5 dependency/import 1 internal(?!) Kotlin related error (:

Spoiler
solved probably all ingame dependencies
-img deleted, prob not necessary-
(If [IMG] done goofed: https://i.imgur.com/NsnUjJb)
imports in order:
import com.sun.org.apache.regexp.internal.RE (this one made me most confused) (just commented this, did not look like it was used + appeared to be completely deprecated and removed in newer java versions)
import data.scripts.utils.SotfMisc (sotf)
import data.hullmods.SotfSierrasConcord (sotf, atleast it looks like it (keyword:sierra))
import me.xdrop.fuzzywuzzy.FuzzySearch (this i managed to solve (i think))
[close]

Pls, are there any dependencies I'm missing or am I just doing this wrong ?
(dis new) Is there a specific jdk version i have to use ?

Dont really have the time to help compiling mods over a forum thread, the USC Discord could probs help you more in the modding channels.

3
Mods / Re: [0.97a] Random Assortment of Things
« on: April 24, 2024, 03:37:15 AM »
So, I just stumbled upon a certain Biomod station and it's great, but i just don't really like penalty it gives.
I've tried removing it from the .kt file as that is where another file was pointing to, but it appears to remain unchanged.

I admit I have very little idea of what I'm actually doing (I'm essentially just poking around), but to me it seems that that .kt file is where all the changes it does are. Is my presumption wrong and is it possible to actually edit this mid-playthrough or does this bake itself into the save or something ?

Thats just the source code, it needs to be compiled.

4
Mods / Re: [0.97a] Random Assortment of Things
« on: April 23, 2024, 10:38:52 AM »
Like how there's an option to force hints to be off, would it be possible to make it so that it remembers what portrait you used last?

Probably theoreticly possible to modify that screen, but it would be annoying to do and take to much effort. The disabling of the hint stuff is simpler.

5
Mods / Re: [0.97a] Random Assortment of Things
« on: April 22, 2024, 10:28:04 PM »
for a beginner is it possible to just use the UI Enhancements features only for first few runs?

As the mod page says its fully configureable

6
Bug Reports & Support / Re: DEMs missing certain damage modifiers
« on: April 21, 2024, 08:45:47 AM »
Nice catch, thank you! Fixed this up. It was also affecting things like "damage to target engines" and "damage to target shields" and so on.

(If you're curious btw, the fix is copying a bunch of these stats over to the fake DEM drone that actually fires the beam weapon. It was already doing that for energy/ballistic/missile damage modifiers but I guess all these other ones just didn't occur to me at the time! Going to have to remember to modify this when/if I add any more stats like this to the game.)

Spoiler
After line 282 in DEMScript:
demDrone.getMutableStats().getDamageToCapital().applyMods(ship.getMutableStats().getDamageToCapital());
demDrone.getMutableStats().getDamageToCruisers().applyMods(ship.getMutableStats().getDamageToCruisers());
demDrone.getMutableStats().getDamageToDestroyers().applyMods(ship.getMutableStats().getDamageToDestroyers());
demDrone.getMutableStats().getDamageToFrigates().applyMods(ship.getMutableStats().getDamageToFrigates());
demDrone.getMutableStats().getDamageToFighters().applyMods(ship.getMutableStats().getDamageToFighters());
demDrone.getMutableStats().getDamageToMissiles().applyMods(ship.getMutableStats().getDamageToMissiles());
demDrone.getMutableStats().getDamageToTargetEnginesMult().applyMods(ship.getMutableStats().getDamageToTargetEnginesMult());
demDrone.getMutableStats().getDamageToTargetHullMult().applyMods(ship.getMutableStats().getDamageToTargetHullMult());
demDrone.getMutableStats().getDamageToTargetShieldsMult().applyMods(ship.getMutableStats().getDamageToTargetShieldsMult());
demDrone.getMutableStats().getDamageToTargetWeaponsMult().applyMods(ship.getMutableStats().getDamageToTargetWeaponsMult());
[close]

Yeah i found the issue by a user refering to an issue within my mod where a ship that has decreased damage but other benefits, appears to not have the damage reduced on DEMs, went to check the DEMScript code and noticed that it just wasnt applying the stats i modified. Funnily enough i have looked at the DEMScript multiple times before for other reasons and havent noticed the issue either so i really cant blame you on this one haha.

7
Mods / Re: [0.97a] Random Assortment of Things
« on: April 21, 2024, 07:36:38 AM »
Did the requirement for hull alterations requiring an S-mod slot get removed?  I vaguely remember in an older version they functioned like an S-mod and filled an S-mod slot on the ship, now they seem to be letting me install 3 S-mods and an alteration for no downside.  I'm using version 2.0.9 part 1 so my apologies if this got fixed back to how it used to be in the current version
Yes, that was changed in version 2.0

Thanks!  I see it in the changelog for the mod now I must have missed it last time I updated, x3 s-mods and one of these seems extremely strong, but I guess it lets you experiment more freely with different builds because they get refunded on removal.  I believe on the older versions the alteration got destroyed when you removed it.

I changed it as it increased the need for the skill that increases the smod count a bit to much, and i often saw people only loot the abyss after they already put two smods on their favorite ships. The Alterations can also be gotten back as i over time realised its more fun to be able to freely experiment around with them.

FWIW for the weird exo-tech ship behavior, I can throw in that I use AI Tweaks and Advanced Gunnery Control but I don’t have any AI settings from AGC enabled on them and AI Tweaks has the fleet cohesion algo that only affects cruisers and capitals. Also the weird behavior seems to have started with recent versions (I see there is a hot fix version now, will see if that still happens).

Yeah not quite sure if my hotfix will really fix it, the issue appears to come from another fix i made for the tylos and leanira, theres a trend wherever i fix one of their issues another one appears, so thats fun. Might need to revert that fix and think of another if the hotfix doesnt patch it. Please tell me if you get it again, since i couldnt replicate it myself.

8
Bug Reports & Support / DEMs missing certain damage modifiers
« on: April 21, 2024, 07:01:47 AM »
DEMs currently adjust for the stat changes to ballistic/energy/missile mods, but the "damageToX", X being the hullsize, stats are not currently being applied to DEMs.

This means that if a hullmod adjusts this stat, it does not apply to the DEMs damage.
This can make DEMs both much worse or much better on certain types of ships that adjust for these stats. This also means that skills like Wolfpack tactics have no effect on DEM damage.

9
MusicPlayer definitely is pretty finicky!

From my earlier post in this thread, I think this issue has to do with probably a mod playing and pausing a bunch of tracks, and the game runs out of buffers to play a new track and hangs infinitely waiting for one to become available. I've bumped up the buffer pool size to 10 (from 5) so that may help unless some bit of code just keeps opening and pausing a bunch of music until it runs out of buffers. I'm not sure how this would be related to Java 23, though, that's odd.

The freeze can happen from entities that just let the game handle the music loading, i.e music key in a .faction file and it just loading the music relevant to that entities faction, or from an overwriten musicsetkey on the entities memory, so i dont think its because of how a certain mod handles the music playing.

For the transition in my bosses Phase2, the moment the transition starts i pause the music that Phase1 started:

Quote
Global.getSoundPlayer().pauseCustomMusic()

A few seconds later i call a resume and tell it to play the phase 2 theme.

Quote
Global.getSoundPlayer().resumeCustomMusic()
Global.getSoundPlayer().playCustomMusic(1, 1, "rat_abyss_genesis2", true)

Neither of the code can ever be called twice. I do call "resumeCustomMusic()" before starting the new track as it otherwise appeared to crash, so i asume that is the correct useage.
But anyways it freezes either when called like this, or from the standard way entities do music.


And yeah, it being a Java23 (or the kit) issue is pretty weird, but i am pretty sure that it is part of the issue, since how i mentioned the issue hasnt exited before there was a in-dev version of the conversion kit & somebody used it, and only really became more common after people started using the kit, with everybody reporting it so far mentioning that they use Java23.

10
Some more information in case Alex sees it, as it may concern the Java17 upgrade aswell.
Taking a look at the pattern of this freezes coming up, it seems it only happens to people using the Java23 conversion kit.

The freeze happens at the exact moment music is told to start playing. From reports and other observations ive seen it happen in:

1. 0.5-1 second after opening an interaction dialog with an entity or fleet, which feels around the same delay that it takes for music to start playing usually.
2. Someone playing my boss fight, and freezing on the transition to phase 2, at the moment the music started loading.

Both of those freezes tend to come after extended play sessions and after reloading saves a few times.
For most users either increasing the allocated RAM either stops it from happening, or reduces how often the freeze happens.

More importantly it appears to only happen for people using Java23. Avanitia was the first person ive seen have this crash multiple months back, and they were using a test version of the Java23 conversion miko made at that time. After them, nobody reported the issue for multiple months. Now that there is a public version of the conversion, the issue appears every few days in the bug reports channels on the discord, and Niko, Avanitia, Tranquility and the person ive seen crash during my boss fight are all using the conversion.

So while not definitive, i think its likely that the issue comes from having ram useage close to your allocated maximum, likely due to modded memory leaks as is usual while using Java23 and then having music start playing. I dont really have any knowledge beyond this point, so im not sure if this is more of an issue on the conversions side, or if its a problem from the Musicplayer, which to be honest, always seemed a bit finicky and fragile when i had to use it, haha. There also arent many people using Java17 in the community itself, so i dont know in which version the issue would be introduced.

11
Mods / Re: [0.97a] Random Assortment of Things
« on: April 19, 2024, 01:00:23 AM »
I wasn't able to track down why, or find a solution, but the automated ships skill seems to prevent abyss cores from appearing in salvage. This was tested with a clean mod install and with only RAT, dependencies, and console commands enabled.

This is an issue with the Quality Captains mod

12
Mods / Re: [0.97a] Random Assortment of Things
« on: April 15, 2024, 01:10:39 AM »
got quite a few mods running, but this is the only one affecting galaxy creation. i got it set to 200% galaxy size, but i notice i find a LOT of completely empty systems. there is a star, and absolutely nothing else. a couple few i couple write of as rng, but it seems a good 1/3 of the systems i explore have nothing at all.

That is just how starsector generates systems.

13
Mods / Re: [0.97a] Random Assortment of Things
« on: April 13, 2024, 02:11:41 PM »
Finaly released version 2.1.0, it adds a boss to the abyss, a little bit of other new content, more variety and lots of QoL.
The wiki is already updated in case you wanna browse all there is in the mod right now: https://randomassortmentofthings.wiki.gg/wiki/

Changelog: https://github.com/Lukas22041/Random-Assortment-of-Things/releases

14
Mods / Re: [0.97a] Random Assortment of Things
« on: April 11, 2024, 09:49:57 AM »
Morning. Something with Beta6 seems to be borked, missing files it seems. Version 2.1.0 Beta 6
33376 [Thread-2] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [rat_charybdis_head_system] not found in ship_systems.csv
33790 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.new.super(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) [?:?]

You installed the mod wrongly, do not drag & drop an updated mod in to your mod folder and then click "replace files". Always delete the old mod folder first, or it will cause crashes with mods like the one you posted.

15
Actually, I was told and experienced the opposite.

I was told by Mikohime that if you experience something like this, you need to DECREASE the RAM you allocate, because what matters is system RAM. And I can confirm it happens a lot less to me if I kill a bunch of tasks that are using some system RAM, like my IDE, or discord, or firefox.

likely just an issue with ram in general, as Tranquility said he only allocated 3GB of ram on the discord, which for the mods he used (RAT & KOL & More) can be rather little.

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