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

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Messages - SteelSirokos

Pages: [1] 2
1
Modding / Re: [0.96a] Epitaph Frost
« on: September 25, 2023, 10:14:50 AM »
Getting this crash when making a new game, starting faction was Neutrino if it matters

Edit: this seems to happen on all new games

Quote
1197774 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.voidsuper.getWeaponType()" because "<local4>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.voidsuper.getWeaponType()" because "<local4>" is null
   at com.fs.starfarer.loading.specs.HullVariantSpec.getModuleSlots(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getModuleSlotsFor(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at org.hatter.epitaphFrost.campaign.procgen.customThemes.VerglasThemeGenerator.gen erateBase(VerglasThemeGenerator.kt:344)
   at org.hatter.epitaphFrost.campaign.procgen.customThemes.VerglasThemeGenerator.gen erateMirrorCopy(VerglasThemeGenerator.kt:272)
   at org.hatter.epitaphFrost.campaign.procgen.customThemes.VerglasThemeGenerator.pop ulateMain(VerglasThemeGenerator.kt:116)
   at org.hatter.epitaphFrost.campaign.procgen.customThemes.VerglasThemeGenerator.gen erateForSector(VerglasThemeGenerator.kt:96)
   at org.hatter.epitaphFrost.campaign.procgen.EFSectorThemeGenerator.generate(EFSectorThemeGenerator.java:69)
   at org.hatter.epitaphFrost.campaign.procgen.EFSectorProcGen.generate(EFSectorProcGen.java:328)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(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.base/java.lang.Thread.run(Unknown Source)

2
Modding / Re: [0.96a] Epitaph Frost
« on: September 21, 2023, 02:10:15 PM »

alright, having finally encountered some of these bastards, they're ... a little bit overtuned. like, getting focused by half my fleet and the boxy frig is barely getting scratched level of overtuned. Still very cool to fight, but whew, *** they're tough little ***.
Yeah, the temporal shell is a bit silly when combined with what is effectively armor regen. I thought the lack of shield would mean EMP eats them alive. Admittedly, their custom damper gives high EMP resistance for the duration.

Anyways, update. Mod now has graphiclib and lunalib reqs. Not save compatible.
-Nerfed Sepulchre: less hull, armor, and speed.
And some other stuff I guess
-Copied RAT Chiral system and recolored a bunch of stuff for this (thanks Lukas!)
-Added Verglas faction, itsy-bitsy lightning drones with their own system. You can find a unique battleship orbiting the star.
-Spun Vestige off into their own little system, a bar message should point you towards them.
-Blowing up the stations do not give any reward and will stop them from spawning, cutting off the supply of weapons.
-Stations spawn a couple tesseracts on death. Unfortunately they don't drop weapons.
-Added some ships - Borealis high-tech cruiser + Floe, Glaciator, Lamina, and Neve Verglas frigates
-Added some weapons - small / large lightning guns + reloading harpoons. And a PD lightning gun.
-Added the Graviton Breaker, anti-shield lightning orb thrower you can get from the Verglas.
-Nerfed Corpreality- shield arc through chance
[close]

Crash on startup:

Quote
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [ef_neve_Armorbreaker] not found!

3
Mods / Re: [0.9.1a] Concordance of Protection Syndicate (COPS) v.2.0b
« on: August 17, 2023, 07:58:06 AM »
I'll go ahead and post my sanctioned 0.96a update here so it isn't confined to my Discord server.

https://cdn.discordapp.com/attachments/1118366817342201976/1141747657916813475/Concordance_of_Protection_Syndicate_2.1.1.zip

4
This isn't exactly a modding question, but this seems like the most relevant place to ask it.

What exactly was changed with the launcher rendering code in 0.96a? I had managed to get an Adoptium release of JRE 19 (specifically Temurin-19.0.2+7) working smoothly with 0.95a, but when I set up the same exact environment in my 0.96a installation the launcher instantly crashes with nothing but a blue rectangle rendered when I run starsector.bat.



5
Mods / Re: [0.9.1a] Concordance of Protection Syndicate (COPS) v.2.0b
« on: March 04, 2023, 12:08:20 PM »
FYI to all who miss this great mod - SteelSirokos obtained permission from J0hn Shm0 to make an unofficial update - it is posted on the Starsector discord which I have linked to below. Ty you so much SteelSirokos for doing this, I am not a fan of high tech ships but this was my go to mod for them and personally I appreciate you making it once again available.

https://cdn.discordapp.com/attachments/825068217361760306/1080833140655915139/Concordance_of_Protection_Syndicate_v2.1.zip
Just a heads up, that link is now outdated. I just released a patch to fix an issue with the Rhodan's customizable drone.

https://cdn.discordapp.com/attachments/825068217361760306/1081659871235145748/Concordance_of_Protection_Syndicate_v2.1.zip

6
Modding / Re: Aardwolf & Zenith: ARRUS Hullmods
« on: January 29, 2023, 12:05:27 AM »
Very cool mod, I look forward to playing with it!

However, I would highly recommend nullifying the Starship Legends level checks if the player doesn't have it installed, as you are currently artificially isolating the part of your audience that doesn't play with Starship Legends.
Maybe you could replace it with some other requirement instead?

I'm not able to add a different requirement atm, however I did just update the version with an alternate data folder you can use instead which removes the starship legends requirement. It does how ever increase the purchase price of Notable, Superior and Exceptional upgrade packages by 5 fold.

Should you want to, you can perform a very simple check to see if the player has Starship Legends installed via
Code
boolean hasStarshipLegends = Global.getSettings().getModManager().isModEnabled("sun_starship_legends");
From there, you can use that boolean in if/else checks to determine what the player's requirements should be.

7
Is it possible to close a CustomDialogDelegate via code? I created a fancy custom panel that allows the player to easily select a weapon or fighter wing from their cargo, and it works entirely as it should, but I haven't found a single way to close the panel without the player pressing Confirm or Cancel. As the item selection is handled via buttons, I'd like to have a way to close the custom panel when the button is pressed (without closing the parent interaction dialog).

In addition, please add a getBarrelSpriteName() function to the WeaponSpecAPI. It's currently impossible to render the barrels of weapons in a custom panel without manually entering the ID (which is infeasible if you're dealing with thousands of modded weapons).

Edit: a way to render missiles in their launchers would be nice too.

8
Modding / Re: Aardwolf & Zenith: ARRUS Hullmods
« on: January 28, 2023, 10:06:29 PM »
Very cool mod, I look forward to playing with it!

However, I would highly recommend nullifying the Starship Legends level checks if the player doesn't have it installed, as you are currently artificially isolating the part of your audience that doesn't play with Starship Legends.
Maybe you could replace it with some other requirement instead?

9
Is it possible to close a CustomDialogDelegate via code? I created a fancy custom panel that allows the player to easily select a weapon or fighter wing from their cargo, and it works entirely as it should, but I haven't found a single way to close the panel without the player pressing Confirm or Cancel. As the item selection is handled via buttons, I'd like to have a way to close the custom panel when the button is pressed (without closing the parent interaction dialog).

10
Not having enough crew can reduce max CR.
I consistently end up with 21% CR regardless of how many crew members are in my fleet (I've even added code to add the minimum crew of each ship before running the CR call)

11
What could explain a ship.getRepairTracker().getMaxCR() call returning 0.21f?

ship.getRepairTracker().setCR(0.7f) properly sets the ship's CR to 70%, but ship.getRepairTracker().setCR(ship.getRepairTracker().getMaxCR()) sets the ship's CR to 21%, so I have to assume that there's something weird going on with the getMaxCR() function. This has remained true for every ship I have tested.

12
Modding / Re: [0.95.1a] Blue Friend Balls v1.0.0
« on: December 08, 2022, 08:10:02 PM »
Can you allow me to translate it into Chinese and update it to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.
Unfortunately, almost all of the dialog in this mod is located in the code itself due to the fact that I needed to write my own option condition. Translating it would require recompiling the mod.

13
Modding / Re: [0.95.1a] Blue Friend Balls v1.0.0
« on: November 23, 2022, 10:59:55 PM »
This is awesome, it’s always really annoying that I can’t move alpha AI cores around after a while.

A possible idea, have some sort of regular check for the alpha core and if it’s not in a ship/colony or inventory the betrayal event happens?
As it is, it seems like you could have the automated ship and then just immediately throw out the core. I haven’t checked this though so if you’ve already done it  :D

The automated ship requirement is mainly there to lend credence to the idea that you're actually able to get an Alpha Core to trust you. Even with a Plot Armor Influence Token (a.k.a a Story Point), I think a being as complex and intelligent as an Alpha Core would require more than just your silver tongue to be swayed.

I did initially think about having some form of repercussion if the player didn't actually put the core in a ship/colony, but pretty quickly realized that such a feature would be counter-productive to the actual purpose of the mod.

14
I do love this mod, but the Minotaur weapon line is busted:

The Mini Minotaur cannon has WAY too much range and damage for a small mount (it would even still need to be nerfed if it were a medium mount), to the point where I get annoyed every time I see it on an enemy ship.

The regular Minotaur cannon outperforms most large weapons in all aspects except flux cost. As with the Mini Minotaur, it deals too much damage and has way too much range. Using these weapons feels like cheating, and seeing them on enemy ships makes me want to pull my hair out.

Other than that, great mod.

Edit: The Cygnus is busted too. There are very few weapons that should have 1500 range and 400 dps; a small energy cannon is not one of them.

15
Modding / [0.95.1a] Blue Friend Balls v1.0.0
« on: November 22, 2022, 08:36:11 PM »
Blue Friend Balls v1.0.0
Convince your AI cores that you're not out to get them
Safe to add to and remove from saves

Download



What is this mod?

Blue Friend Balls is a lightweight mod that gives you the option to use a story point to convince your Alpha Core administrator that you're not planning on throwing it into the sun, allowing you to move it to a different colony or into a ship without triggering nuclear war. The option requires a story point to use and will only be available if you have a Cruiser or Capital Ship with the Automated Ship hull mod in your fleet. I may add more Alpha Core interactions in the future, and am open to suggestions here and in the Discord.


This mod is theoretically incompatible with any other mod that modifies this specific event, but as far as I'm aware no such mod actually exists at the moment


Changelog:
Spoiler
v1.0.0:
 - Initial Release
[close]

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