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

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Messages - jvaler

Pages: [1] 2
1
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 11, 2023, 02:03:09 PM »
I think Domain-era artifacts have a high market value individually relative to other commodities, right?

Their value as an item is high, but their global market value as a commodity is extremely low relative to other commodities

The primary purpose of the Domain Archaeology building is not to generate income through exports. In vanilla, the maximum available amount of Domain-era artifacts produced by NPC colonies is only four, whereas many of the more powerful buildings in TASC require more than that. The player having a large colony with Domain Archaeology is meant to be a sort of "gate" to the late game content in TASC.

Oh okay, this makes sense. Sort of like how most of AoTD's resources are extremely unprofitable (aside from rectifates and biotics) and act as a sort of secondary tech tree?

2
I just tried to reproduce the crash after having changed my mod list and started a new save since I posted that, and I thought I was unable to now until I set the heavy ion blasters to alternating while leaving the plasma cannons on linked. I think this may be the cause of the crash.

Edit: Further testing with all vanilla weapons reproduces this consistently with it happening and not happening depending on whether one group is set to alternating or not.

I didn't install all the mods from your modlist, as that is a rather chonky modlist, though. Do you by chance happen to know if any of the other mods you installed somehow modify weapon groups or weapon autofire AI?
From a quick glance, I didn't see any...

I can't think of any mods I have enabled that specifically change weapon groups or autofire ai though

3
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 11, 2023, 01:01:28 PM »
Domain-Era Artifacts have a global market value of 8,000, making it incredibly unprofitable to build the Domain Archeology industry and take up an industry slot.

Are there any thoughts on somehow increasing this to make ruins a more valuable market condition and Domain Archeology a viable industry? Or is the extremely low market value purposeful?

4
Modding / Re: Is there a mod that shows fleet points ingame?
« on: August 03, 2023, 01:57:50 AM »
I'm so stupid, TMI shows you fleet points.

If a mod could delete this that'd be great, I don't see a delete button like with replies.

5
Modding / Is there a mod that shows fleet points ingame?
« on: July 31, 2023, 07:30:53 AM »
Is there a mod that shows fleet points of fleets/stations/invasions ingame? Not knowing which and how many ships to deploy in autoresolve is annoying, as well as running back to your colonies to defend them from scary invasions that are actually easily mopped up by your stations.

As far as I know this doesn't exist but I just want to be sure.

6
Got a reproducable crash when using the merge feature from this mod.

I set 2 plasma cannons in firing group 1 and 2 modded heavy ion blasters (https://fractalsoftworks.com/forum/index.php?topic=11018.0) in firing group 2 to have the merge property.
I toggle merge on while either fire group is selected.
I switch to the other fire group, if it was 1 I switch to 2 and vice versa.
The game crashes.

Switching to any firing group that isn't a part of the merge set does not cause this issue.
There are some other factors that also seem to prevent it from happening, like being paused, but I'd have to crash and load starsector too many times to find them all.

Log:
Spoiler
3832694 [Thread-9] INFO  sound.H  - Playing music with id [battle_ambience_01.ogg]
3832812 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(ArrayList.java:659)
   at java.util.ArrayList.get(ArrayList.java:435)
   at com.fs.starfarer.combat.systems.oOoO.new(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.õO0000(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.select(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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(Thread.java:750)
[close]

Mod list:
Spoiler
{
  "enabledMods": [
    "$$$_lightshow",
    "A_S-F",
    "advanced_gunnery_control_dbeaa06e",
    "Angry Periphery",
    "assortment_of_things",
    "automatedcommands",
    "BSC",
    "chatter",
    "cleaner_apogee",
    "combatactivators",
    "Cryo_but_better",
    "DetailedCombatResults",
    "Everybody loves KoC",
    "fleet_journal",
    "fleetsizebydp",
    "GrandColonies",
    "hostileIntercept",
    "IndEvo",
    "largerZoomOut",
    "lobstercrew",
    "lobstermarines",
    "lockedAndLoaded",
    "lost_sector",
    "lunalib",
    "lw_autosave",
    "lw_console",
    "lw_lazylib",
    "lw_radar",
    "MagicLib",
    "nexerelin",
    "objects_analysis",
    "ORK",
    "particleengine",
    "planet_search",
    "presmattdamon_takenoprisoners",
    "pt_qolpack",
    "PT_ShipDirectionMarker",
    "secretsofthefrontier",
    "shaderLib",
    "ShipCatalogVariantEditor",
    "simpleplayerflags",
    "speedUp",
    "star_federation",
    "stelnet",
    "sun_hyperdrive",
    "sun_nomadic_survival",
    "swp",
    "tahlan",
    "TAR",
    "Terraforming \u0026 Station Construction",
    "timid_tmi",
    "underworld",
    "unthemedweapons",
    "US",
    "variants_lib",
    "WEAPONARCS",
    "whichmod",
    "whichtmi",
    "wisp_NeutrinoDetectorMkII",
    "wyv_decolib",
    "wyv_mirror"
  ]
}
[close]

7
Mods / Re: [0.96a] Everybody Loves KoC
« on: July 23, 2023, 04:43:47 PM »
The Lagan and Nergal system names aren't capitalized

Knomoore is spelled differently in it's description and name.

8
Mods / Re: [0.96a] Bultach Coalition v1.1.3
« on: July 23, 2023, 02:08:00 AM »
The Bultach blueprint pack seems to drop very frequently, I've found it 3 times after having only explored 2 dozen systems. Not that I'm complaining (effectively infinite blueprint points at prism freeport feels great), but that seems a bit powerful given it's worth 500k credits

9
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: July 17, 2023, 06:29:00 PM »
The Nadir is hands down my favorite ship of any mod, it's beautiful and creative with an actual spinning hab ring.

My feedback though is that both Nadir variants have 6 unallocated ordinance points, and the combat variant has the frontal shield conversion hullmod despite already having a 360 frontal shield.

10
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: July 17, 2023, 05:51:42 PM »
Accepted a water delivery mission from a dockside bar. One unit of water actually requires 10 units of storage. 4680 units were given to me for delivery. So that's 46,800 units cargo capacity.

Water is an Ashes of the Domain commodity, completely unrelated to Terraforming and Station Construction.

Is this a bug or supposed to be something you just know? The info on water in the game doesn't say anything specific on this.

Its description also states it is a pain to transport due to the incompressable properties of water.

11
Hmmm. All Mercenary fleets appear to be literally nothing but dromedaries, donkeys and crooks, even ~200k bounty ones.

I'm guessing this is unintended?

Having this same issue, big problem in my opinion and might end up just disabling HMI sadly.

Examples: https://imgur.com/a/RA09kPb

No clue what's causing it, when spawning fleets from both the mercenary and independent factions with the console commands mod they both have normal compositions. Spawning scavenger faction fleets shows the issue though, where every ship is either a Vidit, Donkey stripped miner, Khorkoi, Barber, or Whiskey Priest. They're also very limited in size no matter how many fleet points you assign it in the spawn command.

12
Mods / Re: [0.96a] Everybody Loves KoC
« on: July 11, 2023, 06:27:59 PM »
There's a conflict with your mod and the base game:

The barrel sprites for the Mark XII Coach Cannon are overriding the vanilla barrel sprites for the Mark IX Autocannon.

I noticed they share identical file names and it may be the culprit, but I don't know as I'm not a modder.

13
Hi jvaler!

That is indeed the intended behavior, as ships tend to turn their shields off when they are at high flux and you shoot them with anti-shield weapons. You can tweak the threshold, though. Open the Settings.editme-file in an editor of your choice, search for "targetShields_threshold" and change the value from 0.1 to e.g. 0.02. That means those weapons will shoot until enemies have ~98% flux rather than ~90%. 0.02 is probably the lowest you should go, as some edge-cases are treated as 0.01.
Personally, I feel like 0.1 strikes a good balance, but maybe I'll change the default to 0.05 in a future update, since that might be more in line with what people expect.
Hope that helps =)

That helps a lot, thanks!

14
Is it possible to make a weapon avoid armor but still target shields beyond ~90% enemy flux with existing options, or is that just how the settings work? I tried AvdArmor but that carries over the "Will stop firing against enemies with very high flux" behavior.

Related question, why is that a behavior? I can't think of a use case for a weapon that wants to target shields to stop firing at ~90% enemy flux instead of trying to overload them.

15
Mods / Re: [0.96a] Bultach Coalition v1.1.3
« on: June 29, 2023, 01:45:44 PM »
Making the Bultach system compatible with Industrial Evolution could be nice. I really wanted to get a Bultach ambassador in my playthrough, but it's not integrated from what I can tell.

Love the mod though!

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