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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - lyravega

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1
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.
Spoiler
ERROR 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]
Progressive S-Mods was in modlist and the ship had a D-mod if it helps.

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 sort
Kinda "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.

2
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.6a
« on: October 31, 2023, 03:31:20 AM »
By god, they can't be stopped.

Muhahahaha!

Is there a way to make it so that the AI uses some of the experimental activated systems like Temporal Shell as often as possible whenever it's available? It seems like it will currently only use it if an enemy ship comes too close.

Reverse deployment doesn't have the same issue, the AI will always use it the second it's available.

I will take a look when I'm going over all of the system retrofits, but I don't think I can adjust it. The only thing I'm doing is changing the hull spec's system; ship will utilize it depending on the system's own AI parameters. Even if I can adjust it, it may have unforeseen ramifications. Anyway, I'll take a look as I've said =)

3
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.6a
« on: October 28, 2023, 12:06:29 AM »
Tiny update for 0.8.6:
- Changed engine cosmetic mods to apply the campaign engine changes immediately on install and/or when settings are saved

Engine cosmetics required a save/load to get applied in the campaign layer properly. With 0.8.6, the need to reload was eliminated, but they still required a reinstall in some cases like customizing the said cosmetic mods. Finally with 0.8.6a, the need to reinstall the cosmetic mod is also eliminated; any changes will be reflected in the campaign immediately.

4
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.6
« on: October 25, 2023, 01:01:48 PM »
Splendid! Ships not having cosmetics applied without a save/reload has been one of my only complaints about this mod. Been using it pretty much since you dropped it and I love to see that little pest swatted down. An excellent mod that just keeps getting better.

Thanks! =)

About cosmetics, engine changes on the campaign still require the hullmod to be reinstalled after you tweak their settings. Still better than a save/load, but I also found a way to solve this issue as well which I'll release as a WIP!

5
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.5
« on: October 23, 2023, 07:19:31 PM »
I just want to say this is a great mod and I'm having a lot of fun with it.

Thanks =) Have fun!

6
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.6
« on: October 23, 2023, 07:19:07 PM »
Version 0.8.6

Refactored and overhauled most of the stuff under the hood; initial changes begun on the previous version, which are now all completed. Most of the 0.8.x versions didn't offer much in terms of gameplay, but with all these out of the way, parts of the mod that needs attention may get some. Hopefully.

- Fixed phase cloak checks of certain hullmods reporting incorrectly and blocking installation
- Fixed "Logistics Overhaul" not ignoring the hidden modular hull modifications in its checks
- Fixed an issue on base hullmod installation that added fixed built-in dmods back to the ship
- Fixed experimental hull modifications creating ghost categories in mission mode even though they were hidden
- Fixed undo button not getting disabled visually when it was supposed to
- Changed system retrofits so that they will be hidden if a the system is not found, instead of crashing the game on install
- Changed engine cosmetic mods to apply the campaign contrails immediately instead of requiring a save/load
- Changed ship/module tracking completely, which comes with a few non-gameplay benefits:
   - All of the ships in the fleet will be tracked when the refit tab is open
   - "Play Drill Sounds - All" option will do so when a hullmod is installed on / removed from any ship
   - Modules will not spawn unnecessary trackers or get confused by duplicates and instead use their own
   - Officer and autofit menus will not cause the trackers to detect false-positive changes on the ship
- Combined some logging settings, suppressed most messages for default setting

Download here

7
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.5
« on: October 09, 2023, 02:46:38 PM »
Version 0.8.5

-Fixed a fatal issue caused by a change in 0.8.4 that lead to slot not found crashes
-Changed "Logistics Overhaul" so that it cannot be installed on module-ships (for now)

This issue completely escaped my radar, and it's extremely easy to reproduce. As it is a big issue, pushing this version as another fix

8
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.4
« on: September 25, 2023, 07:01:54 AM »
Version 0.8.4

- Fixed an issue with ship restoration that lagged the game if the ship had any activated slot shunts
- Fixed launch tube description

Ships with activated slot shunts were lagging the game when restored through the refit panel. This version is more of a fix aimed to address that.

9
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.3
« on: September 18, 2023, 02:10:16 AM »
Hmm, getting a crash related to the Castigator (LI) upon entering a system. It had some of its smalls upsized. Script conflict? Leaving the ship at home appears to suffice as a workaround.

Spoiler
109843 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_WS0001SM] not found on hull [tahlan_Castigator_P]
java.lang.RuntimeException: Slot id [CS_WS0001SM] not found on hull [tahlan_Castigator_P]
   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(Thread.java:748)
[close]

Are you using Quality Captains by any chance? Could you go to the luna options, scroll down to the bottom of EHM's General settings, enable debug info and then post base hullmod's description here? Discord would work better.

edit: Turned out to be outdated Quality Captains combined with this mod.

10
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.3
« on: September 15, 2023, 06:27:29 AM »
If you are using launch tubes, you might want to remove wings before updating. Otherwise they may get lost in the void. Now that most of the things are out of the way, I may finally be able to focus on some of the things that I've ignored since launching this mod... hopefully! Anyway, enjoy the game, and let me know if there are any issues.

Version 0.8.3

- Fixed a rare crash happened on load related to a listener
- Fixed Over-Engineered failing to refresh the ship display for any existing inert converters that it activated
- Fixed an issue that caused "Hull Restoration" skill to be more effective when "Quality Captains" mod was active
- Added OP cost to Over-Engineered (the OP cost matters only if "Progressive S-Mods" mod is installed)
- Added total flux capacity and dissipation bonuses (if any) to Mutable Shunt Activator's tooltip
- Added a new hullmod "Launch Tube Activator"; Mutable Shunt Activator no longer activates launch tubes
- Added a new hullmod "Logistics Overhaul"; strips the ship bare and repurposes it for pure logistics use
- Added "Hide Adapters/Converters" options; if enabled, the slot shunts will be hidden upon activation
- Added "Cosmetics Only" option; only cosmetic hull modifications will be available in the mod picker
- Added a "Debug Settings" section; enable/disable logging for certain items, display extra information on base hullmod's tooltip
- Changed "Play Drill Sounds" option; is now a selection with 'Experimental' (default), 'All' and 'None' options
- Changed how mutually exclusive mods behave; installation is not blocked anymore as the newer mod will remove the older one
- Changed slot retrofits to prevent installation and removal if there are wings or inert slot shunts present on the ship to prevent an issue
- Changed the OP bonus of Over-Engineered (back) to 20% (from 15%)
- Removed all experimental hull modifications from Missions; mission refit panel mod picker will no longer show any of these
- Removed all experimental slot shunt blueprints from known lists as it is redundant due to the ability

If you are using "Quality Captains", make sure it's up-to-date as there was an issue. Author of "Quality Captains" mod Dal has already made a change with "1.5.3" to ensure compatibility between the mods. Thanks Dal!

11
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.2
« on: August 25, 2023, 03:02:00 PM »
yep, so that's why it doesn't work on Mac.

Directory structure in the zip seems to be hardcoded as windows filenames.
All files extract as files named like `Experimental Hull Modifications\data\campaign\abilities.csv` instead of extracting into subfolders.

I'm not really sure what's going on, but I pack the mod through Windows Powershell. Googled a bit and found a few topics stating that it's a 3rd party archive tool installed on the Macs that might be causing a similar/this issue. I've packed an upcoming version of the mod using 7zip and attached it on the Unofficial Discord's EHM topic, see if it helps. Link to the discord post

12
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.2
« on: July 16, 2023, 08:07:47 AM »
edit3:
A brand new Onslaught works fine with adapters. The only mod I have that touches the Ziggurat is Konturga - BPs and Rebalance; maybe it's that? it makes changes to the hull's built in mods

edit4: And it turns out it *was* that mod. Removing it solved the issue entirely

I'm glad you solved the issue. I'd like to take a look at that mod if possible, could you post me a link to that mod? Wondering what it does that leads to the issue, and see if it can be avoided if that makes any sense. Thanks in advance, and sorry for the inconvenience!

Pretty sure I got it from the discord? Can't otherwise find it around here anymore (or have forgotten the topic name)
https://fractalsoftworks.com/forum/index.php?topic=25040.0
found it! It's from this pack of mods

Thank you. It seems it replaces the base hull, I haven't been able to investigate it properly but I'll get to it whenever I can!

all i can really say is thank you for this mod. even if its got issues like you hint at in the op its made of pure awesome. wanna make the salvage rig spray phase mines? now you can... this is the kinda fun i envisoned when i read the bulit in hullmod update back in the day and more!

Heheh, enjoy!

0.8.2

- Added a new setting for slot shunt availability, both options* rely on the ability
- Added a new setting to control deployment point penalty for the hull modifications
- Unused slot points from hull modifications will no longer increase deployment point cost
- Missile Slot Retrofit suppresses built-in HBI if present
- Adjusted some icons and text colours, fixed a few tooltips
- Fixed a vanilla issue with the weapon groups
- Prevented a potential problem with a listener

* "Always" (new, default) option makes slot shunts available whenever refit tab is opened
* "Submarket" (old) option makes slot shunts available only when docked at a port

If anyone is experiencing a crash that says something like this in the log (at the bottom), please use this WIP version. There are no gameplay related changes in this WIP version, just many under-the-hood stuff, and a fix for this issue
Code
com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
    at lyravega.listeners.lyr_tabListener.attach(lyr_tabListener.java:29)
    at lyravega.plugin.lyr_ehm.attachShuntAccessListener(lyr_ehm.java:133)
    at lyravega.plugin.lyr_ehm.onGameLoad(lyr_ehm.java:40)

13
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.1
« on: July 05, 2023, 04:09:11 PM »
edit3:
A brand new Onslaught works fine with adapters. The only mod I have that touches the Ziggurat is Konturga - BPs and Rebalance; maybe it's that? it makes changes to the hull's built in mods

edit4: And it turns out it *was* that mod. Removing it solved the issue entirely

I'm glad you solved the issue. I'd like to take a look at that mod if possible, could you post me a link to that mod? Wondering what it does that leads to the issue, and see if it can be avoided if that makes any sense. Thanks in advance, and sorry for the inconvenience!

14
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.1
« on: July 04, 2023, 12:27:44 PM »
Failure in 'commitChanges()', possible hull restoration

Need more info about the ship (and possibly other mods) though the code shouldn't be ending up there at all under normal circumstances

Hello, this mod looks very cool, thank you for your hard work. I'm getting the following error when I try to launch the game. I think this is the correct mod with the problem, as deactivating it solves the problem. New to modding this game so excuse my ignorance, but any help appreciated!

Could you post the full log?

Better yet, if you both contact me on discord (it's Lyravega, the same) I may be able to help better

15
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.1
« on: June 22, 2023, 03:34:12 PM »
CorrectionAny attempt to reasign weapons to first group fail.

Hmm... I clean up weapon groups but I only remove those that shouldn't be there at all (like activators and converters). Which weapon do you mean by the chain gun? I tested a similar case on an Onslaught and I cannot reproduce this issue; added 2 weapons on vanilla slots, put them on first group then enlarged a slot and added a weapon there then moved it to the first group, did it in different order, etc... no idea why that happens. Do you mess around with autofit stuff beforehand? Edit: Messed around with autofit then tried assigning weapon groups, no issues. I'm not sure if I can solve it unless I can reproduce the issue.

By the way, if you can contact me on discord (it's lyravega - the same), it'd be better. If you want, you can even add all of your mods and your savefile, host it somewhere and send me the link - I'll take a look eventually. I have little to no time for proper additions these days, but I'll spare what time I have for any fixes - I need to be able to reproduce the issue first though =)

edit2: I think I'm onto something. I tested with another ship instead of Onslaught (Paragon), and experienced the very same crash. My test ship is Onslaught in most cases, but since it has a built-in weapon I think it was somehow making me avoid the issue. Will be investigating it!

edit3: Nah, I cannot reproduce it reliably. I tried all sorts of things but managed to crash a whooping two times, and I haven't a clue what I did. Do you have any reliable way to reproduce this issue?

edit4: MikroPik was kind enough to upload a save where I could test the issue. I'm not sure if it's my mod causing it or if it's an extremely rare vanilla issue, but such a crash won't occur in the future!

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