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Messages - pipai

Pages: [1]
1
Mods / Re: [0.97a] Guarantee Rare Items 0.3
« on: March 02, 2024, 06:14:38 PM »
Updated for Starsector 0.97a.

You could also just bump the version numbers yourself, looks like no code changes were needed.

Download link here.

2
Modding Resources / Re: [0.97a] MagicLib v1.4.1 (2024/03/01)
« on: March 02, 2024, 06:07:22 PM »
Minor report, I found a warning. Didn't see any major gameplay issues yet, but I'm just doing some mod testing right now so I haven't actually played properly.

Code
16627 [Thread-3] WARN  org.magiclib.util.MagicSettings  - unable to read content of MagicLib in modSettings.json
org.json.JSONException: JSONObject["subsystemInfoKey"] is not a number.
at org.json.JSONObject.getDouble(JSONObject.java:451) ~[json.jar:?]
at org.json.JSONObject.getInt(JSONObject.java:468) ~[json.jar:?]
at org.magiclib.util.MagicSettings.getInteger(MagicSettings.java:150) ~[?:?]
at org.magiclib.subsystems.MagicSubsystemsManager.reloadSettings(MagicSubsystemsManager.kt:147) ~[?:?]
at org.magiclib.subsystems.MagicSubsystemsManager.initialize(MagicSubsystemsManager.kt:31) ~[?:?]
at org.magiclib.Magic_modPlugin.onApplicationLoad(Magic_modPlugin.java:77) ~[?:?]
at com.fs.starfarer.loading.ResourceLoaderState.init(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.o00000(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) [?:?]

A quick grep shows:
Code
data/config/modSettings.json
112: "subsystemInfoKey": "I",

src/org/magiclib/subsystems/MagicSubsystemsManager.kt
147:            infoHotkey = MagicSettings.getInteger("MagicLib", "subsystemInfoKey") ?: 23

3
Mods / Re: [0.95.1a] Guarantee Rare Items 0.2
« on: March 08, 2023, 02:13:32 PM »
Update for mod compatibility (in particular Industrial Evolution) and JSON configuration.

Version 0.2 link here: Link

Main post updated.

4
My save broke. Not sure exactly what caused it - but I for the first time talked to an AIM Representative, and I was also doing the vanilla Galatian Academy Gargoyle quest, and the error logs seem related.

EDIT: I fixed the load error by completely removing all the <exerelin.campaign.intel.merc.MercContractIntel> nodes in my save file manually.
Well that's an odd one. Just to quickly check: You're on Starsector 0.95.1a and haven't modified the game's core .jar files, I suppose? (Or are you running on Mac?)

I'm on Starsector 0.95.1a, running on Arch Linux. I did use JRE8 from discord, but a swap back to JRE7 still ended up the same. Also I've confirmed talking to the AIM Representative causes the problem, I'm guessing that triggers it to generate the data.

I started a new save with only Nexerelin and its dependencies, loading this file causes the bug. Save file here: https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing

5
Mods / [0.97a] Guarantee Rare Items 0.3
« on: March 03, 2023, 05:57:35 PM »
Guarantee Rare Items

Download
Github

Requires LazyLib and MagicLib

This basically ensures that there is one of every special colony item in the whole sector. They'll be scattered across Research Stations, Mining Stations, and Orbital Habitats.

Now comes with Industrial Evolution compatibility and JSON configuration. You can now also add specific items and additional salvage types into modSettings.json.

Roadmap:
  • Config for extra amounts of certain items
  • Configurable additional salvage locations (like vast ruins)

6
My save broke. Not sure exactly what caused it - but I for the first time talked to an AIM Representative, and I was also doing the vanilla Galatian Academy Gargoyle quest, and the error logs seem related.

EDIT: I fixed the load error by completely removing all the <exerelin.campaign.intel.merc.MercContractIntel> nodes in my save file manually.

Loads cause the following error to show up:


21394 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NoSuchMethodError
cause-message       : com.fs.starfarer.campaign.Faction.getSpec()Lcom/fs/starfarer/loading/J;
method              : exerelin.campaign.intel.merc.MercContractIntel.readResolve()
class               : exerelin.campaign.intel.merc.MercContractIntel
required-type       : exerelin.campaign.intel.merc.MercContractIntel
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 181386
class[1]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.rules.Memory
class[4]            : com.fs.starfarer.campaign.econ.Market
class[5]            : com.fs.starfarer.campaign.CampaignPlanet
class[6]            : com.fs.util.container.repo.ObjectRepository
class[7]            : com.fs.starfarer.campaign.StarSystem
class[8]            : com.fs.starfarer.campaign.CustomCampaignEntity
class[9]            : java.util.HashMap
class[10]           : indevo.utils.trails.MagicCampaignTrailPlugin
class[11]           : indevo.utils.trails.MagicCustomCampaignTrailEntityScript
class[12]           : com.fs.starfarer.campaign.CircularOrbit
class[13]           : com.fs.starfarer.campaign.CircularOrbitWithSpin
class[14]           : com.fs.starfarer.rpg.Person
class[15]           : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$ImportanceData
class[16]           : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$StageData
class[17]           : com.fs.starfarer.api.impl.campaign.missions.academy.GAKallichore
class[18]           : com.fs.starfarer.api.impl.campaign.missions.hub.MissionFleetAutoDespawn
class[19]           : com.fs.starfarer.campaign.fleet.CampaignFleet
class[20]           : exerelin.campaign.intel.specialforces.SpecialForcesIntel
class[21]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[22]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[23]           : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[24]           : exerelin.campaign.ai.MilitaryAIModule
class[25]           : exerelin.campaign.ai.StrategicAI
class[26]           : com.fs.starfarer.campaign.Faction
class[27]           : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[28]           : exerelin.campaign.ColonyManager
class[29]           : java.util.LinkedHashSet
class[30]           : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[31]           : exerelin.campaign.ai.DiplomaticAIModule
class[32]           : com.fs.starfarer.campaign.econ.Submarket
class[33]           : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[34]           : exerelin.campaign.ai.concern.VulnerableFactionConcern
class[33]           : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[34]           : exerelin.campaign.ai.concern.VulnerableFactionConcern
class[35]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[36]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[37]           : com.fs.starfarer.campaign.econ.Economy
class[38]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[39]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[40]           : com.fs.starfarer.campaign.Hyperspace
class[41]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available

7
Mods / Re: [0.95a] Transfer All Items v1.2 (2021/03/27)
« on: March 28, 2021, 12:26:58 AM »
So this mod never worked for me. I only decided to take a brief look at the code now more closely and now understand how it works. This mod works by running a script to hold down the CTRL button and moving the mouse to click on everything.

I'm running on Arch Linux using XFCE. The Java Robot doesn't seem to actually be able to press the CTRL button for whatever reason on my setup, so you need to hold it down yourself before pressing up/down. Additionally, the internal state of the MarketMouseClick doesn't seem to be entirely stable (didn't investigate why, too lazy), and sometimes will click sort a bunch of times even though there is nothing in inventory. So while using this mod, you need to be a little careful about what you do immediately after hitting up/down.

Although this works, I'm somewhat leery of the fact that it basically hijacks my keyboard and mouse. It would be great if it could call starsector internal code to transfer items directly instead of doing this sort of keyboard/mouse automation.

8
Bug Reports & Support / Re: Massive performance drops when docked on Linux
« on: February 21, 2021, 03:25:29 AM »
I've also encountered this issue. Running Arch Linux, Kernel 5.10.16, Ryzen 5800X, AMD RX480.

Fade UI transitions, zooming without the starscape, and jumping into hyperspace had FPS drop significantly.

It was fixed by installing the proprietary amdgpu-pro-libgl mentioned in OP, and adjusting starsector.sh to have progl before the java command.

Even after the fix however, during saving/loading many objects (like asteroid belts, rings, static in the UI, etc) start flashing or vibrating repeatedly. Doesn't affect gameplay, but something funny is going on there.

9
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: November 19, 2020, 03:26:15 AM »
Bug report:

The Courier Port doesn't seem to work for me. I created 2 contracts to ship a bunch of Heavy Armaments to storage somewhere else, and although it said that it was successful, I saw no Heavy Armaments in storage at the destination. But the source's Heavy Armaments were gone. I saw no errors in logs.

EDIT:
A later shipment worked. Storage happened to have the first 2 slots blank because I took some supplies and fuel beforehand, and the heavy armaments showed up in the first slot, so maybe there's a clue there.

10
Reporting a minor bug.

Doesn't load on linux, it seems like it's because the code assumes case-insensitive filenames from MagicLib. If you rename all the base_* files in graphics/magic/fx/ with BASE_*, the mod will load.

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