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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 - captinjoehenry

Pages: [1] 2 3 ... 7
1
Mods / Re: [0.96a] Ashes of The Domain
« on: July 11, 2023, 05:42:05 PM »
Where do you need to be in order to build the Hypershunt Control Center?  As I completed the research and had a hyper shunt within 10 LY that I had restored ( the vanilla way with raw resources ) but I couldn't build the control center on my planet.  There also didn't seem to be any other research I could do about the subject.

Do you need to build the control center in the same system the Hypershunt is physically located in?  Or is this just an issue with my save.  As the save is from quite a few sub patches ago on Vaults of Knowledge.  None of the updates though were marked as needing a new save.

Also when I added the industries via the console command line they didn't have the drop down menu shown in the screenshot on the discord.  To be clear this is on a planet that is in a seperate star system about 7 LY away from the system with the 'restored' hypershunt.

2
Hi Everyone! :)

New starsector player here. Absolutely love the mod, it's so good! I have been trying to create the perfect star-system, and would love to include one of those fancy Artillery station for maximum shenanigans, but I'm having trouble spawning them. The old code doesn't seem to work any more:



Quote from: Enzoci on October 15, 2022, 10:17:37 AM
Is it possible to spawn the watchtowers? I'm currently trying to build a custom system, but i have no idea what the command could be.

one watchtower:

SectorEntityToken t = system.addCustomEntity(Misc.genUID(), faction.getDisplayName() + " Watchtower", "IndEvo_Watchtower", faction.getId(), null);
 t.setOrbit(//Your preferred orbit);

magic method to spawn watchtowers in the default locations like they usually do:

IndEvo_ArtilleryStationPlacer.placeWatchtowers(starsystem, factionID);

runcode com.fs.starfarer.api.plugins.derelicts.IndEvo_ArtilleryStationPlacer.placeWatch towers(Global.getSector().getStarSystem("YOUR_STAR_SYSTEM_NAME"), "FACTION_ID");

The faction ID for the normal watchtowers/artillery station is "IndEvo_derelict".





So anyways, I tried snooping around and jury-riging whatever code I could find on the forums. Came across a nice post about spawning stable locations, and tried implementing that code, with a few variables changed:


runcode SectorEntityToken _fleet = Global.getSector().getPlayerFleet(); 
    StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
    SectorEntityToken _stable = _fleet.getContainingLocation().addCustomEntity(null, null, "IndEvo_ArtilleryStation", "neutral");
    float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet, _sys.getCenter());
    float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 5f);
    float _angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(_sys.getCenter().getLocation(), _fleet.getLocation());
    _stable.setCircularOrbit(_sys.getCenter(), _angle, _orbitRadius, _orbitDays);


And it almost works! Spawns the entity in the correct place, but game crashes immediately 2 seconds afterwards, when I click on it with the error code: Fatal:null. When checking the starsector.log file, it tells me the following:


java.lang.NullPointerException
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.adjustTerrain Range(ArtilleryStationEntityPlugin.java:462)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.matchTerrainR ange(ArtilleryStationEntityPlugin.java:445)
   at indevo.industries.artillery.entities.ArtilleryStationEntityPlugin.advance(ArtilleryStationEntityPlugin.java:75)
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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)


Could any of you coding geniuses enlighten me of my error? Or perhaps a command for spawning the artillery station + watchtowers? That would be super duper dope. Hoping for any replies :)

Once more, many thanks for the splendid mod, it's a blast!

I have good news!  No idea if you're still around but I found the code to spawn a watchtower where your fleet is located :)

Your code almost worked.  It just needed a different set of properties in the addCustomEntity function.  I took them from the actual spawn script in the mods source files.  You will need to capture the watch tower after spawning it though

Code
runcode SectorEntityToken _fleet = Global.getSector().getPlayerFleet(); 
    StarSystemAPI _sys = (StarSystemAPI)_fleet.getContainingLocation();
    SectorEntityToken _stable = _fleet.getContainingLocation().addCustomEntity(com.fs.starfarer.api.util.Misc.genUID(), "Watchtower", "IndEvo_Watchtower", "IndEvo_derelict",null);
    float _orbitRadius = com.fs.starfarer.api.util.Misc.getDistance(_fleet, _sys.getCenter());
    float _orbitDays = _orbitRadius / (20f + new Random().nextFloat() * 5f);
    float _angle = com.fs.starfarer.api.util.Misc.getAngleInDegrees(_sys.getCenter().getLocation(), _fleet.getLocation());
    _stable.setCircularOrbit(_sys.getCenter(), _angle, _orbitRadius, _orbitDays);

3
Modding Resources / Re: [0.96a] GraphicsLib 1.7.0
« on: July 03, 2023, 11:50:32 AM »
As a heads up the current main download link for this mod downloads version 1.7.0 which crashes the game even if you install all of the posted hotfixes / patches in the discord server.  As it seems the main download link for 1.7.0 is missing a lot of material shader that are in the base game.  Requiring me to  google search to find version 1.6.1 in order to get a complete set of base game ship shaders. 

In short just downloading the main link for 1.7.0 will crash the game on start up as 1.7.0 seems to just be a patch and not a full version.  Which means the user needs to install 1.6.1 in order for the game to not crash during launch.
I can verify that 1.7.0 works for me without any sort of crash, and without having to install anything from any older version. I don't know what you're doing wrong; maybe you got a corrupted download somehow?

For reference, I'm seeing GraphicsLib_1.7.0.7z as being 45.9 MB, with an sha256sum of 4a26a48b0875889636de8b2aa3dce2273a0f79a146dae4e0ddd0962431751778 - does that match what you've got?

I'm not sure how to find the sha256sum but the file size is 44.868 MB and I tried downloading it 3 different times on 6/27/2023 and all of them are the same.  To be exact the missing files are several material files.  Including atlas_af_material.png and aurora_ca_material.png both located in: graphics\shaders\materials\ships there might be other missing files as well as after trying to fix the missing atlas file I got the error about the aurora file and then started doing some research until I found I needed to get 1.6.1 in order to get the various missing files.

4
Modding Resources / Re: [0.96a] GraphicsLib 1.7.0
« on: June 27, 2023, 02:31:06 PM »
As a heads up the current main download link for this mod downloads version 1.7.0 which crashes the game even if you install all of the posted hotfixes / patches in the discord server.  As it seems the main download link for 1.7.0 is missing a lot of material shader that are in the base game.  Requiring me to  google search to find version 1.6.1 in order to get a complete set of base game ship shaders. 

In short just downloading the main link for 1.7.0 will crash the game on start up as 1.7.0 seems to just be a patch and not a full version.  Which means the user needs to install 1.6.1 in order for the game to not crash during launch.

5
The missiles for the Missile Artillery seem to time out at the default base max range of the artillery no matter what.

I've tried changing the base range in the .ini and that works fine with the railgun and mortar but the missiles still time out.  I've also tried changing the missile duration in the .ini but that seems to have had no impact from changing the value from the default of 10f to 30f.

The marker that shows where the missiles split does show where you would expect for the max range.  Just the missile never arrives seeming to time out before getting that far

Here's an image gallery that helps make it more clear:
https://imgur.com/a/Na4tWuD

Red: Distance artillery missiles time out at all settings.  Including changing IndEvo_Artillery_missile_durationfrom default 10f to 30f
Blue: Mortar max range with default .ini + Story Point and Alpha Core installed
Green: Mortar max range with base range ( IndEvo_Artillery_maxRange ) in .ini increased to 16000f


Image of the markers showing for both the incoming Mortars and missiles.  The mortars arrive fine but the missiles never arrive


Red line showing the approximate line from the artillery to the engagement location

6
I've been a big fan of Extra Systems Reloaded and I'm curious how adjustable Exotica is?  As while I do appreciate the addition of downsides I honestly prefer to have the upgrades without any downsides and I'm curious if that is something that is adjustable in settings or if I want that type of upgrades I should just stick with Extra Systems Reloaded?

the upgrades are adjustable but i would say it's not as easy as it could be. i would also say that's on purpose. to remove downsides you need to go into upgrades.json and remove all the downsides from each upgrade yourself.

i don't plan on adding a configuration setting for it as ESR had a lot of issues where people were posting clips of them destroying fleets in an attempt to show off a build and later it was found that ESR was making their ship like 20x stronger and able to solo any fleet in the game, and just generally ruining the idea of balance around the mod, myself, and other mods at points as well.

That's fine by me :)  Glad to hear I can edit the Exotica upgrades.json file to do that.  As for ESR that's very much true.  But that also is something I rather enjoy.  Being horribly OP and wildly unbalanced XD

7
I've been a big fan of Extra Systems Reloaded and I'm curious how adjustable Exotica is?  As while I do appreciate the addition of downsides I honestly prefer to have the upgrades without any downsides and I'm curious if that is something that is adjustable in settings or if I want that type of upgrades I should just stick with Extra Systems Reloaded?

8
Nope, it's enforceable. You just misread the license (but congrats on actually reading the license). I knew what I was doing when I selected that license (which is actually more permissive in a few dimensions than the default copyright granted on creation), and I'm within my rights to say 'please don't use my art'.

I have no interest in depriving anyone of the Superweapons mod, BTW - although I like posting on a forum where you can't just grab whatever you want from other mods. Mira Lendin did that with her behavior. I believe mllhild is planning on some kind of revival without scraped art, so you could send them a personal message and offer to help.

Very understandable.  Out of curiosity has there been any movement on mllhild's remake?  As the super weapon mod is one of my favorite mods with all sorts of fun weapons.  It's a shame that the mod used assets they didn't have permission to use but I hope a remake is ready soon!

9
Mods / Re: [0.95.1a] Starship Legends 2.0.1 - Overhauled and Streamlined
« on: February 19, 2022, 02:54:58 PM »
Also another newer feature I’ve been enjoying is listening to the bar story tellers and hear them telling a story about my ships :)  that’s a really nice touch I’ve noticed recently and it’s been really nice!

10
Mods / Re: [0.95.1a] Starship Legends 2 - Overhauled and Streamlined
« on: February 16, 2022, 11:20:05 PM »
I’ve been enjoying the new version myself :).  One thing you might consider is change the penalty based off of ship size?  Or maybe deployment points?  Maybe a mix of both?

As DP cheap frigates sort of live to die and tend to be used that way.  While super frigates you largely expect to make it through a whole fight alive.  Same applies to a lesser extend with destroyers.  Cruisers and capitals though are probably more or less ok with the current system as I think generally if one of your capitals dies it’s a big deal especially super caps.  And cruisers you’d usually expect to survive an entire fight so if one dies I think in the majority of situations taking a rep hit on the cruiser makes sense.

Another potential addition is adding more in space events or post battle events for ships that have been doing really well?  Or just something along those lines where you can improve your ships traits outside of being in a bar

11
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: February 13, 2022, 08:22:56 PM »
Well yes in a jury rigged type of way.  If they have any special star systems they of course won’t have them.  And there might be other issues as well I don’t know about. 

But the methods I mentioned should let you jury rig in at least a good few factions.

Again doing this sort of voids your warranty as your very much jury rigging things and I’m no expert on this myself. 

But for getting the ships weapons and so on console commanding them in works just fine. 

I have no idea at all if you’ll be able to find their blue print packs out in the wilds like you usually can and I don’t think any factions exploration stuff will spawn at all like derelicts or fancy encounters out in space as those require specific star systems and you basically can’t generate systems after game start.

So if you want the full experience for sure start a new game as what I’m suggesting is very much a jury rigged type of ‘fix’

12
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: February 13, 2022, 07:44:57 PM »
No, no, and not really no. Unlike ship packs, faction mods require a new game.

Why is that ???

Faction mods usually add the bulk if not all of their content solely to the faction they add. 

Which means if that faction doesn’t have any planets or bases in your save there’s no where that the ships from the mod can spawn.  And in the base game faction spawning can only happen when making a new game.

I think that if you have Nex though and your save has faction respawn on there’s a chance newly added factions might ‘respawn’ and try to claim a new system.  But I’m not entirely clear on the exact details of that interaction.

If you don’t care about them spawning naturally though the ships and items and so on are all in the game you’ll just have to add them to your fleet using the console command mod to cheat them in.

Another option that might work if you have nex and respawn off is giving a planet you control to the faction your adding.  I’m not sure if that will work or if that’ll work for all faction mods but you can try it by going to one of your colonies and contacting the admin person in the contact list and tell him to give the colony to that faction.  This or course has the additional effect of the newly respawned faction really liking you for obvious reasons. :P

13
Mods / Re: Machina Void Shipyards v. 0.52
« on: February 13, 2022, 12:24:06 PM »
Hey, loving this mod so far, I'm amazed it flew under my radar for so long! There's one minor (possible) problem I'm having though, whenever I activate the Crown of Authority ability on the Principality, all the sound in the game becomes muffled and low-quality for the duration. Is this intentional?
That is probably intentional as a very similar audio effect is applied with the fortress shield ability on  some ships like the paragon. 

14
Modding / Re: [0.95a] Extra System Reloaded v.0.8.8
« on: February 09, 2022, 04:52:35 PM »
im on a older patch because i forgot to update for my run but ran into a neat little bug my SS is too big for upload but heres a clip from my stream- https://clips.twitch.tv/RamshackleObliviousMarjoramYouDontSay-QYLgJa23EkfW-cGG

Yeah sadly that happens when you have a fleet that's too big.  The UI doesn't handle having that many more ships than the base limit correctly.  But if you can click on a ship you can still use the keyboard to continue aka hit enter to modify the selected ship or esc or some such to leave the UI.

15
Modding / Re: Script Failing Mid-use
« on: February 08, 2022, 05:26:05 PM »
I'm not sure but I looked over the JSON file and noticed a few things.  Your objects (the ones inside { } ) are not consitently formatted.  Some of them have a , after their last entry before the closing bracket and some of them don't.  And the : in # Range:Damage converters # ( Line 41 I think ) did cause one of the programs I used to look at the json to seem to not handle the "globalDamagePerRange": 2.5, line correctly. 

I have no idea if either of those are actually issues but if I were you I'd see about adjusting those and seeing if that makes a difference. 

Sorry I couldn't be more of a help.

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