Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Wuorg

Pages: [1] 2
1
Hi, first time trying this mod and having a lot of fun with it!

I am a little confused by the Richardson Cannon. The description calls it "surprisingly flux efficient," but it uses 3200 (!) flux per second. It also supposedly does 6400 dps. Are these typos or what?

Thanks!

2
updated for 0.96a
updated again to provide better support for the PAGSM philip andrada gas station manager mod

You legend!

3
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: May 17, 2023, 06:03:09 AM »
Really neat mod, thanks for making it!

I thought it might be cool if only ships with powerful shields could get the hex effect. Short of whitelisting loads of specific ships, is there any way for us to set this up? Say, only ships with 360 shields, or only ships with omni shields, or ships of a certain shield hardness, etc.

4
Getting a CTD whenever I try to hover my mouse of any of the OVERLORD hullmods in the refit screen. This is the error that comes up:

"com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V"

And this is from the log file:

[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
   at data.hullmods.armaa_skyMindSuiteAlpha.addPostDescriptionSection(armaa_skyMindSuiteAlpha.java:210)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.R.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.V.oƒ0000(Unknown Source)
   at com.fs.starfarer.ui.V.processInput(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.privatesuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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.lang.Thread.run(Unknown Source)


Edit: I should also note that as long as I don't hover over the icon for too long (seemingly long enough for the tooltip to pop up), I can apply the mod and it works perfectly--so long as I never hover over it in the ships hullmod list.

5
Mods / Re: [0.96a-RC8] Machina Void Shipyards v. 0.61
« on: May 14, 2023, 07:21:28 AM »
Thank you so much for the update, really adore these ships!

I was wondering if the Arma Armatura add-on is still being updated?

6
The "enableTacticalExpansion - true" option causes a crash when I enter combat with the luddic path.
fatal null error

When I changed "enableTacticalExpansion" to false the error went away.

Code
48107 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:221)
at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
at com.fs.starfarer.ui.newui.W.startBattle(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelected(FleetInteractionDialogPluginImpl.java:1204)
at com.fs.starfarer.ui.newui.W$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.classnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.O00o$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
48198 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_luddite_encounter_02_hostile.ogg]
48200 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_luddite_encounter_02_hostile.ogg]

I was having the same issue and fixed it in the same way, only I was encountering it against more factions than just the LP.

7
Mods / Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
« on: May 13, 2023, 11:30:37 AM »
When I try to run this I get error: this mod requires a different version of the game.

It does not let me toggle it on. the client is 0.96a-RC8.

That's a safety feature of the game. Just edit the modinfo file's required game version, it just takes notepad.

To be even more clear, this file can be found here: ...\Starsector\mods\AdjustableSkillThresholds\mod_info.json

Even though it is a .json, you can open it using notepad (Though I prefer Notepad++). Got to the line with "gameVersion" and change its value to "0.96a". In this instance, it is line 7. In the launcher, this will cause it to be highlighted yellow, but it will still be activatable. If that bothers you, simply change it to whatever the current version of the game is, instead of 0.96a.

Again, all this does is allow the game to attempt to run the mod. It changes nothing about its underlying compatibility; if some future update of the game borks the mod, this method won't fix it!

8
1. Thanks for mentioning ships with modules -- been playing so much vanilla I totally forgot about them! So I just tested it out and modules aren't affected by the penalty because they don't receive the XP tracker hullmod (which is what applies the penalty). So technically "working as intended". But I'll probably make it so that the penalty for the base ship is also affected by modules with extra S-mods, by taking the maximum number of S-mods over the limit out of all modules.

2. If you miss the old way you can go into progsmod_settings.json and set "deploymentCostPenalty" to 0. The extent of configuration is that you can set the percent of base DP increase per additional S-mod (default is 8%, but you could set it to, say, 4% if you feel 8% is too steep, or 12% if you feel 8% isn't enough, etc). Doing something completely different (reducing max CR, max PPT, etc.) is not possible.

3. Show all button was removed mainly because if you have a lot of mods running, you could have something like 200 known hullmods, and "show all" would perform very poorly. Plus you'd still have to actually search through the list of 200 items (granted, it was sorted) to find the hull mod you were looking for. I don't intend to add it back. Keep in mind that the recent built-in list persists in your save file and is basically an LRU cache, so unless you're constantly building in more than 10 unique hull mods (I know I don't!), you shouldn't have to flip between the two screens very often.

Ah, thank you for pointing me in the right direction with regards to (2)! Turns out I was looking in the wrong place. That's a fair enough point for (3), I suppose I have a pretty high tolerance for scrolling through lists (or maybe I just don't have that many hullmod mods). I also tend to try weird things all the time with my ship builds, so end up building in all sorts of different mods, but I reckon that that is pretty far from the norm, so I understand your reasoning completely. Thanks again, mate!

9
Real 0.96a compatibility patch added. Supports enhancing default built-ins. Adds a DP cost penalty to having more S-mods than normally allowed. Also fixes a couple of longstanding bugs.

Changelog:

Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. Default is 8% of base DP per additional S-mod. Doesn't affect maintenance or recovery costs. Also applies to NPC fleets that exceed their limit.

Add support for enhancing existing built-ins

"no_build_in" is no longer ignored by default in the mod settings

Change XP costs to be based on default deployment point values rather than modified ones

Add support for ships that start with more s-mods than usually allowed, setting the initial limit accordingly

Replace "show all" with "show recent" that shows the last 10 recently built-in hull mods (on any ship)

Show s-mod bonuses and penalties in the build-in and remove screens

Reduce default base XP cost to increase S-mod limit by 20%, but increase the scaling by 25%

Fix issue with "Maximum of 2 non-built-in 'logistics' hullmods" preventing build-in

Fix issue where default fleet inflater would ignore average s-mods parameter due to no_build_in rule being added to every hull mod

Amazing, thank you for the update! I have a couple of quick questions, if that is alright:
1) How does the stacking DP penalty function on ships with secondary modules, like the Solvernia and other dreadnought sized ships?
2) For those that might miss the old way, or feel they'd like a different modifier, is there any way we could adjust the value of the DP penalty ourselves, such as choosing to make the penalty one-to-one with the bonus from Derelict Operations? Alternatively, perhaps instead of DP, it affects peak operating time, %cr to deploy and so forth, making it just like vanilla high performance hulls (like the Hyperion). Or some combination of the two. I hope giving such suggestions isn't coming off as rude or anything like that; I just really like the mod and like imagining ways it can further evolve!
3) I really like the new "Show Recent" button, but also genuinely miss the Show All button. Is it out of the question to have both? (Needing to go back and forth between the refit menu and the build-in menu to add non-recent mods might be too tedious after a while).

Again, thank you, and I really appreciate all your hard work :)

10
Mods / Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
« on: May 11, 2023, 08:12:10 AM »
Does this still work in the .96 ?

I can confirm that, at the very least, it does still properly modify the values it says it does. Since this is a very straightforward, lightweight mod I would be surprised if it caused any major issues, but if you encounter anything odd, you should probably start with any mods you are using outside of their intended version, regardless.

11
This appears to still work with a version change to .96.

This is good to hear. Though, I really hope someone picks this up at some point, because this mod is too awesome to just let die.

12
Mods / Re: [0.95.1a] Tahlan Shipworks 0.9.1
« on: May 11, 2023, 03:27:36 AM »
[SPOILERS AHEAD]Hello, I'm coming here to ask Nia something if thats okay...

So I've tried playing as Legio infernalis and during my playthrough, I noticed an option to talk to a Legio officer. It was an interesting character, member of the Blackwatch and seemed interested in me but all my options inevitably led to me calling them crazy and telling them to fck off...is there something more to this officer? Can I someone persuade her? Please help.

It is a storyline that just isn't finished yet, as far as I am aware. I assume it will be more fleshed out as time goes on.

13
Awesome, been dying to play with this again, thanks for the fast comparability update! I look forward to being able to use this to s-mod built-in hullmods like in vanilla soon ^.^

14
Mods / Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
« on: May 07, 2023, 10:08:38 PM »
Hi, ya I know, I didn't fix any bugs since the current dev version is a tad too far gone to be usable as stand-in, so I just ran off the release, which didn't allow for much fixin'

thanks for the report :)

edit - also getting +50 speed for being drunk sounds about right for the spirit of the mod

Hah, fair enough. I appreciate all the work you do! In the meantime, yo ho drink up me hearties...

15
Mods / Re: [0.96a] Substance.Abuse 1.1.a - Consumable Alcohol
« on: May 07, 2023, 01:24:28 PM »
Thank you for the update, one of my favorite mods!

Just wanted to give a heads up that I am still encountering that bug with Reaper's Blood, where it allows the zero-flux boost at any flux level, regardless of effect buildup or anything else. It should also be noted that I am working on a fresh install, with only this mod, LazyLib, LunaLib, MagicLib, and Condole Commands mods on top.

I mean, not that I mind my entire fleet getting +50 or more speed 100% of the time in every battle, but surely it isn't intended, right?

Pages: [1] 2