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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 - meatball

Pages: [1] 2
1
Modding / Re: [0.97a] Combat Background Enhanced v0.1
« on: May 02, 2024, 11:15:05 PM »
to my modlist it goes

2
Mods / Re: [0.97a] Everybody Loves KoC
« on: May 02, 2024, 09:04:12 PM »
Finally, Pranker lore.

Also neat lore for what looks and probably plays like the midline Manifesto we never got from Vayra.

3
Mods / Re: [0.97a] Everybody Loves KoC
« on: April 14, 2024, 09:02:24 PM »
Finally got round to whipping out and having a play with the KoC:

UPDATED for 0.97a - 1.04.43b

changes
1.04.43c - TODO
    - Revisit descriptions
    - Revisit the (Angry) Periphery
    - Get [REDACTED] to create Bhilais nex profile for me...
    - Deal with complaints
    - Mbaye drones in need of servicing, need to contact local service centre.

1.04.43b
    - Added Eridani Nex profile - Thanks KMS
    - Added Coach Cannon (XIV)
    - Gizzard (LG) - Small mounts changed to pure energy
    - Bhilai Ship tweaks
        - Huginn - Removed KoC Mod - Escort Package + Damper
        - Muninn - Removed KoC Mod - Assault Package + Dynamic Stabliser
        - Geri - Removed KoC Mod - Escort Package + Damper
        - Freki - Removed KoC Mod - Assault Package + Dynamic Stabliser
        - Sleipnir - Removed KoC Mod - Escort Package + Dynamic Stabliser

1.04.43a - Clearing out the crud and adding the chud - (Update for SS 0.97a) pre-released on request for >>1645943
 - Added faces and names
 - New Weapon - AP Machine Gun
 - New Weapon - Streak MRM/Pod
 - Migrated Medium Atropos across from L&L - Increased cooldown (9)
 - Migrated Medium Hammer across from L&L - Increased cooldown (9)
 - Migrated Gizzard across from L&L - minor tweaks
            Gizzard (LG) - Added Coherer and converted 2x Medium Missile to Energy, increase shieled eff
 - Adjusted weapon rarity and blueprint packages
 - Reduced Strix Frequency and base Flux Dissipation (-30)
 - New sprites  - Pulse Cannon
                - X-Pulse
                - Hammer Pod
 - Ships System - Added desciption and reduced cooldown of Dynamic Stablisers (*unused vanilla system)
 - Replace Damper with Burndrive/Dynamic Stablisers on Bhilai ships
 - Coach Cannon - Increased minimum spread
                - Decreased spread per shot
                - Added small proximity detonation range (10)
 - Sleipnir - Removed Emergency Capacitors ship system
            - Replaced with Dynamic Stablisers
            - Added description for dynamic stablisers
            - Reduced shield arc to 90
            - Decreased TPC accuracy (Sleipnir only)
            - Decreased TPC RoF (Sleipnir only)

 - Removed KoC_Breaking industry
 - Reimplemented revised systems hullmod - removed no_auto_penalty from applicable ships *buggy*
 - Removed Ordinance Storage hullmod - Rolled into Eridani Commission
 - Removed Flux Capacitor hullmod - Rolled into Eridani Commission
 - Removed old/unused art assets
 - Pulse Drone IPDAI promoted to SMod
 - Removed Hardened Shields from Eridani ships - Shield efficency increased using new shieldEfficiency .skin tag (only works in RC10+)
 - Eridani - Yma - reduced size
 - Eridani - Yma - removed fuel production
 - Eridani - Yma - added waystation
 - Eridani - Battlestation - mid->high
 - _wings bugfix

#InDevHell
 - Truncheon
 - Ward
 - Parralax Experimental Frigate CPBF + weapon
[close]

I'll do a proper update of the main post and respond to your comments when I get a bit more time.

oh... it isn't save-compatible, is it? I saw it before you updated the main page and decided to use the previous version instead. Guess I'll have to restart the Diktat run.

4
Mods / Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« on: April 14, 2024, 08:56:51 PM »
Absolutely great mod, never start a new game without it. (Kakafoni my beloved)

Only one issue I, and others've had is that the CC bonus for PRV gives a neglegible bonus but a massive debuff.
Giving my officers schizophrenia for a 5% or 1% speed bonus is a downright terrible trade.

I was wondering if you could buff it to something like 10% more speed for officered ships and 5% more for officerless ships, if that seems fair. (it is)

5
Mods / Re: [0.97a] Lobster cruiser v3.0.0-rc1
« on: March 27, 2024, 08:14:58 PM »
lobter lobter yum yum yum

6
Mods / Re: [0.96] Scrapyard Armories
« on: January 02, 2024, 04:25:56 AM »
Really love this mod and its ships, especially the [REDACTED] pirate conversions that’ll always have a place in my fleet.
I was wondering if you could add a Nova pirate conversion to complete the set.
I understand if it’s currently not possible, for whatever reason, so you don’t have to take my suggestion too seriously.
After all, I’ll still love this mod, pirate Nova or not.

7
Mods / Re: [0.96a] Random Assortment of Things
« on: December 19, 2023, 03:51:05 AM »
I just realised, though being unable to play with RAT’s latest version, being halfway deep in my third playthrough, that the Exotech mini-faction’s probably the remnants of Altair Exotech.
(the company that made 90% of the midline ships)
Incredible mod overall, can’t wait to try the new features out.

8
Mods / Re: [0.96a] Pirate Mini Mod (1.6.0)
« on: December 11, 2023, 06:52:14 AM »
This is beautiful.

A balanced, subtle, and clever solution to let the pirates punch above their weight in modded games.
I especially like the Scarab(P) with its flexible loadout options.
A great mod overall.

I have one (or two depending on how you look at it) suggestion(s) though.
Maybe at least a pirate Medusa (and maybe a pirate Aurora), mostly because the Med’s description states how a system’s trade convoys are screwed if a pirate somehow gets their hands on one.

9
Mods / Re: [0.96a] Emergent Threats v0.2.6
« on: October 23, 2023, 05:15:04 PM »
Oh, okay, that’s why. Good to know it’s just me not having progressed far enough in the bounty quest chain rather than a bug.
Thanks for the info!

10
Mods / Re: [0.96a] Emergent Threats v0.2.6
« on: October 23, 2023, 06:13:51 AM »
Awesome mod! I’m definitely going to use this in my current playthrough.
I’m wondering what the triggers for all six bounties are, because I’ve seen/done half of them, but Gaining Vantage, A Diamond In The Dark, and Cleaning Up a Mess never seem to show up for me.
Are there any reasons for their (perceived) absence from the bounty boards?

11
Modding / Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
« on: October 16, 2023, 05:11:41 AM »
I've tested it out and they don't cause a crash in my campaign at all.
(I can have my flux capacitors back yay)
Thanks for all the help!

12
Modding / Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
« on: October 16, 2023, 02:08:52 AM »
So do you mean that they won’t crash the game in the campaign?

13
Modding / Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
« on: October 15, 2023, 07:51:14 PM »
It happened while I was trying to refit a ship in a main menu mission, and yes, I am playing on the latest version of SS.

14
Modding / Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
« on: October 15, 2023, 12:03:42 AM »
 I have installed the current version of your mod. My modlist is below.

"PAGSM",
  "yunrutechmining",
  "pantera_ANewLevel30",
  "AAZ_arrus_hullmods",
  "Adjusted Sector",
  "A_S-F",
  "Angry Periphery",
  "ARSWP",
  "aod_core",
  "ash",
  "raccoonarms",
  "arulite_starworks",
  "AttunedDriveField",
  "battle_music",
  "timid_admins",
  "BSC",
  "bricky",
  "HMI_brighton",
  "ORK",
  "CaptainsLog",
  "CFT",
  "CJHM",
  "Csp",
  "clearCommands",
  "combatactivators",
  "CAS",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "timid_cum",
  "Diktat Enhancement",
  "dex",
  "EmergentThreats_Vice",
  "Everybody loves KoC",
  "exoticatechnologies",
  "lyr_ehm",
  "fast_engine_rendering",
  "fluffships",
  "forge_production",
  "sun_fuel_siphoning",
  "GrandColonies",
  "HMI_SV",
  "HMI",
  "hostileIntercept",
  "illustrated_entities",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "interestingportraitspack",
  "timid_xiv",
  "JYD",
  "kadur_remnant",
  "kazeron",
  "keruvim_shipyards",
  "lost_sector",
  "LTA",
  "lw_lazylib",
  "lobster_proliferation",
  "lockedAndLoaded",
  "luddenhance",
  "luddenhanceied",
  "lunalib",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "MoreBarMissions",
  "niko_moreCombatTerrainEffects",
  "MoreMilitaryMissions",
  "ness_saw",
  "nexerelin",
  "sun_nomadic_survival",
  "luddandlions",
  "officerExtension",
  "JYDR",
  "PirateMiniMegaMod",
  "wisp_perseanchronicles",
  "planet_search",
  "wyv_planetaryShieldAccessControl",
  "portrait",
  "progressiveSMods",
  "QualityCaptains",
  "assortment_of_things",
  "roider",
  "rotcesrats",
  "scalartech",
  "sclskl_scalingskilllimits",
  "Scrapyard",
  "Seafood",
  "secretsofthefrontier",
  "holdsforall",
  "swp",
  "spacetruckin",
  "mayu_specialupgrades",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "StopGapMeasures3",
  "scf",
  "timid_supply_forging",
  "supportships",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "thong",
  "thongredacto",
  "TORCHSHIPS",
  "TTSC",
  "vesships",
  "underworld",
  "uaf",
  "US",
  "unthemedweapons",
  "UGH",
  "vayrasector",
  "vayrashippack",
  "whichmod",
  "yunruhullmods",
  "unpackblueprints",
  "yunrucore",
  "prvExtra",
  "prvPath",
  "prv",
  "shaderLib"

 Here's the tail end of my .log file:
Code
310228 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.ZDA_Sup_Diag.addPostDescriptionSection(ZDA_Sup_Diag.java:53)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.oÒ0000(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.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)


 These hullmods are 100% confirmed to cause a fatal:null error when moused over in the main menu mission's refit screen, as well as the upgrade packages themselves. (I think)

 - Crew Diagnstics
 - Supply Diagnostics
 - Fuel Diagnostics

Thanks for offering your help to me, as I am but a humble meatball.






15
Modding / Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
« on: October 14, 2023, 01:55:04 AM »
I apologize, but can i submit the details to you over Discord instead if the part of the .log I post isn’t enough to diagnose the problem?
 (if you want the entire .log file as I’m not sure whether you want the end of it or all of it)

The forum isn't letting me post them due to a "host error".

Thanks for responding so quickly!

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