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Mods / Re: [0.96a] Experimental Hull Modifications 0.8.6a
« on: December 04, 2023, 01:21:49 PM »Having tonnes of fun with the agency this mod gives in ship design. Great work!
I am getting a crash though while loading a save after salvaging and modifying Matriarch from Imperium.Progressive S-Mods was in modlist and the ship had a D-mod if it helps.SpoilerERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Slot id [CS_AS_WS0005RSM] not found on hull [ii_matriarch_default_D]
java.lang.RuntimeException: Slot id [CS_AS_WS0005RSM] not found on hull [ii_matriarch_default_D]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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)[close]
Yeah, it's something I did wrong while updating stuff underneath. You need to use Discord WIP version and enable a debug option that allows you to load. Adapted slots aren't meant to be converted. https://discord.com/channels/187635036525166592/1115980328415268884/1171483227375018057
why cant i stuff my converters on top of my adapters that would be sick is it because balancing issue or coding issue that cause crash or some sortKinda "balance" (tm) issue. Gotta stop somewhere :d
hey lyravega, hey is this mod meant to only allow one mod of certain types? as at the moment i can only install one exp mod at this time, is there some notes i missed somewhere or am i just bad at the game? love your mod!
oh! also was wondering if it is possible for a hullmod request? apex design collective mod has a built in hullmod for one of their cruiser class carrier craft called expanded wings, basically doubles the amount of craft per wing, is that something that could get added? im a huge huge sucker for carriers, nothing comes close for me haha, hopefully im not nagging.
Considering I add launch tubes, such a hullmod would be way overkill I think. I'll investigate when I'm able though. As for the other thing, one mod of certain types; only one shield/engine cosmetic, shield retrofit and mass weapon retrofit.
So I might want to report a small bug here.
There are certain mods out there that has ships and hullmods in them that costs 0 OP. For example, the Mayasuran Navy adds the Skysplitter (M) variant ship to the game. It has two 0 OP hullmods that can change the ship's system, and the ship's built-in weapon, like a railgun or a pulse laser gatling gun. When I apply the Experimental Hull Modifications hullmod on that ship, one of the Skysplitter's hullmods disappears forever, but this is only the case when I apply an autofit to the Skysplitter with the EHM hullmod installed
That kinda sounds like those hullmods change the hull spec. Not compatible with those ships in that case. Aside from that, I'll take a look.
PS: I'm 99% more active on Discord. I just come here to drop new versions and read stuff once per month or something. If urgent, contact me on Discord.