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Mods / Re: [0.96] QoL Pack 1.2.0
« on: April 15, 2024, 12:10:02 AM »
if anyone knows a fix for this that works for java 23 please let us know.
thanks
thanks
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
A piece of feedback: some of these weapons make a lot of noise, and it becomes tiring pretty quickly.Thanks for the feedback,
I'd really tone down the sound to make the experience more enjoyable.
I don't use SMOL but I've had a user mention because my mod .zip has two separate folders containing two related but standalone mods, it will merge both into one folder with one mod_info.json, which doesn't load the second folder's modPlugin. Is there a workaround for this besides using two separate zip files?I also have the same issue, some mod authors have two folders, then SMOL will merge them both in a single folder and result would be a mod that you can enable at launch but will result in corrupted saves down the line.
there seems to be a crash related to anex weapons. This crash happens when I tried to enter into combat with a pirate convoy raider. Appreciate if this could be fixed.A fix is in the works
16350337 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.graphics.SpriteAPI.setColor(java.awt.Color)" because the return value of "com.fs.starfarer.api.combat.WeaponAPI.getBarrelSpriteAPI()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.graphics.SpriteAPI.setColor(java.awt.Color)" because the return value of "com.fs.starfarer.api.combat.WeaponAPI.getBarrelSpriteAPI()" is null
at data.scripts.weapons.utility.anexweapons_hide_on_lowAmmo.advance(anexweapons_hide_on_lowAmmo.java:31) ~[?:?]
at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.if.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.systems.G.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.systems.G.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.ai.admiral.oOoO.if.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.ai.admiral.oOoO.Òo0000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.ai.admiral.oOoO.Õo0000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatFleetManager.advance(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:1575) [?:?]
Much obliged! Looking forward to trying out the new (audibly-dampened) Pinaka PDs...
C:\Program Files\Java\JDK7
Starsector\mods
Starsector\mods\MyMod
{
"java.project.sourcePaths": ["src"],
"java.project.outputPath": "out\\vscode\\bin",
"java.project.referencedLibraries": [
"lib/**/*.jar",
"d:\\Starsector\\starsector-core\\starfarer.api.jar",
"d:\\Starsector\\starsector-core\\lwjgl.jar",
"d:\\Starsector\\starsector-core\\lwjgl_util.jar",
"d:\\Starsector\\starsector-core\\xstream-1.4.10.jar",
"d:\\Starsector\\mods\\LazyLib\\jars\\LazyLib.jar",
"d:\\Starsector\\mods\\MagicLib\\jars\\MagicLib.jar",
"d:\\Starsector\\mods\\zz GraphicsLib\\jars\\Graphics.jar"
],
"java.configuration.runtimes": [
{
"name":"JavaSE-1.7",
"path":"C:\\Program Files\\Java\\JDK7",
"default": true
}
]
}
${workspaceFolder}/${workspaceFolderBasename}.jar
${workspaceFolder}/jars/${workspaceFolderBasename}.jar
${workspaceFolder}/jars/mymod.jar
Welcome back!
Say, did you ever get around to converting all of your sounds to mono?Very cool weapon pack, altough, one thing that bothers me after couple of days of testing it is one, I feel like the weapons are too common for how good they are and two, the sounds seem to have no volume fall-off - which is really unpleasant if you've got let's say, a couple of ships with Pinakas anywhere on the battlefield and the entire soundscape becomes Pinakas.