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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 - cghhj

Pages: [1] 2 3 4
1
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« on: February 15, 2025, 07:44:36 PM »
Tested in game play, well this time I do have button.
Then there is other question: Did Sginal Masker one time use? Seems when I Remove it from The Unique Ship, it did not apear in cargo.
I cheacked the script, it should be return to cargo right?

2
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« on: February 15, 2025, 07:45:17 AM »
Got Report that there is no option button even you got both Signal Masker in cargo, and Unique Ship in fleet.
Tested by All English enviroment with newest version and console code to spawn item & ship, no button either.

3
Mods / Re: [0.97a-RC11] Station Augments 1.1.4
« on: February 13, 2025, 02:51:01 AM »
Really quick what do you think are the best augments for a low tech station and what skills does a level 7 alpha ai core have? I couldnt find anything online

In fact, only by Nexerelin that NPC faction's station will have commanders, including AI cores. In Vanilla game, only [RESTRICT] stations will have AI core commander in combat.
As for skills, station AI core’s skill is not randomed from all ship commander skills -- just by default queue.

4
Mods / Re: [0.97a-RC11] Station Augments 1.1.3
« on: February 12, 2025, 06:23:48 AM »
What does Ai uplink do? The desc. on the augment doesnt really explain much

Fighters & Drones deployed by Star Fortress will have Skills from Station's AI core

5
Mods / Re: [0.97a-RC11] Station Augments 1.1.3
« on: February 11, 2025, 06:56:05 PM »
Strange, I use modsetting.json to give IX Battlegroup (From Emergent Threats/IX Revival) some station Augments, but their High-tch Starfortress have only 32 MAX AP?
Some Trinity World's Battlestation have 30 AP, but one have only 22 Max AP, too.

Besides, if you add some markets in modsetting.json from mods you didn't activating, all NPC station augments will go missing.
For examplt: Give "eis_chitagupta" (from Iron Shell) "SA_heavyArmor" and play with Iron Shell, all is good. Then keep these setting and play new game without Iron Shell, every vanilla station Augments is lost.

6
Mods / Re: [0.97a-RC11] Station Augments 1.1.3
« on: February 11, 2025, 04:38:29 PM »
Code
        allAugments["SA_highResSensors"] = stationAugmentData(
            { market: MarketAPI? -> highResSensors(market, "SA_armoredWeaponMounts") },
            hashSetOf(Factions.TRITACHYON, Factions.DIKTAT),
            mutableMapOf(Pair("SA_augmentNormal", 10f))
I found this in src\niko_SA\augments\core\stationAugmentStore.kt
Is it right?

7
Mods / Re: [0.97a-RC11] Station Augments 1.1.2
« on: February 10, 2025, 05:26:06 PM »
I doubt if there is more than 1 station have HighResSensors, game will crashes when loaded the game.

8
Mods / Re: [0.97a-RC11] Station Augments 1.1.2
« on: February 10, 2025, 01:17:31 AM »
Code
139146 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Attempting to modify multiple stats with the same source [653bd]
java.lang.RuntimeException: Attempting to modify multiple stats with the same source [653bd]
at com.fs.starfarer.campaign.fleet.MutableFleetStats.getMod(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.MutableFleetStats.addTemporaryModFlat(Unknown Source) ~[port_obf.jar:?]
at niko_SA.augments.highResSensors.advance(highResSensors.kt:63) ~[?:?]
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignPlanet.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(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:1447) [?:?]
I edited modSettings.json file to add Augments for Mod faction markets.
Then both load old game save & using console order SA_generateAugments, or start a new game, if I saving and then loding it, pass a while game will crash.
Is the SA_highResSensors has any limitation?

9
Mods / Re: [0.97a-RC11] Station Augments 1.1.2
« on: February 09, 2025, 10:54:52 PM »
Will you add functions to add random Augments to Random spawn Stations? Like Pirate's & Pather's Bases.
Also add Augments to not self modified Mods Factions.

Eventually, random-spawn bases will haev augments, and I may extend that code to an off-by-default setting that randomly applies augments to other markets.

Glad to hear that, will keep waiting for upgrate.
Though so many deffirent dependences makes localization with IDEA lots of trouble, edit jar with Recaf is simple but hard to keep version upgrate. Need to figure out a better way.

10
Mods / Re: [0.97a-RC11] Station Augments 1.1.2
« on: February 09, 2025, 05:48:56 PM »
Will you add functions to add random Augments to Random spawn Stations? Like Pirate's & Pather's Bases.
Also add Augments to not self modified Mods Factions.

11
Mods / Re: [0.97a-RC11] Station Augments 1.1.2
« on: February 09, 2025, 05:35:09 AM »
It's fixed now.
So new version will desable custom AI in combat if station has Shield Shunt? This will avoid game crash for sure.
Will Stations without module damper do the same?

12
Mods / Re: [0.97a-RC11] Station Augments 1.1.1
« on: February 07, 2025, 09:09:02 PM »
Yes, deactvate AI Tweaks can enter combat without problem, actvate AI Tweaks and booms.

13
Mods / Re: [0.97a-RC11] Station Augments 1.1.1
« on: February 07, 2025, 08:57:43 PM »
Code
125703 [Thread-2] ERROR niko_SA.SA_debugUtils  - java.lang.NoSuchFieldException: threatEvalAI
125806 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
at niko_SA.ReflectionUtils.get(ReflectionUtils.kt:135) ~[?:?]
at niko_SA.ReflectionUtils.get$default(ReflectionUtils.kt:123) ~[?:?]
at niko_SA.augments.shieldShunt.applyInCombat(shieldShunt.kt:60) ~[?:?]
at niko_SA.scripts.effectApplierScript.advance(effectApplierScript.kt:33) ~[?:?]
at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.A.new.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(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:1447) [?:?]
Conflics with AI Tweaks https://fractalsoftworks.com/forum/index.php?topic=28428.0
Crashes when entering battle.

14
Mods / Re: [0.97a-RC11] Station Augments 1.1.0
« on: February 07, 2025, 06:57:25 PM »
Code
159680 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/utilities/niko_MPC_marketUtils
java.lang.NoClassDefFoundError: data/utilities/niko_MPC_marketUtils
at niko_SA.augments.hydroponics.checkDeficits(hydroponics.kt:44) ~[?:?]
at niko_SA.augments.hydroponics.apply(hydroponics.kt:34) ~[?:?]
at niko_SA.MarketUtils.addStationAugment(MarketUtils.kt:104) ~[?:?]
at niko_SA.MarketUtils.addStationAugment$default(MarketUtils.kt:92) ~[?:?]
at niko_SA.SA_settings.applyPredefinedAugments(SA_settings.kt:55) ~[?:?]
at niko_SA.niko_SA_modPlugin.onNewGameAfterEconomyLoad(niko_SA_modPlugin.kt:66) ~[?:?]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(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:1447) [?:?]
Caused by: java.lang.ClassNotFoundException: data.utilities.niko_MPC_marketUtils
at java.base/java.net.URLClassLoader.findClass(URLClassLoader.java:349) ~[?:?]
at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:557) ~[?:?]
at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:490) ~[?:?]
... 21 more

Crashes when starting new campain. Almost nake game crashes either.

15
Mods / Re: [0.97a] Ship Mastery System (+Miscellaneous Features) (1/19/25)
« on: February 03, 2025, 10:42:43 AM »
Someone have found MP construct from ship hulls not inside default_ship_roles.json (Like Practice Target meat ships) by salvage, is this fixed or not? I'm not sure they are using newest version.
It's not parsing default_ship_roles.json, it's using tags/hints to filter, similar to e.g. ship blueprints. A ship is eligible for knowledge constructs if it's not a station, it's not unboardable, and it's not a fighter. Maybe I should be doing more filtering, but in this case it sounds like the Practice Target should be unboardable.

Well they have no tags at all, since they will never apear inside campaign anyway...

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