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Messages - Donahue

Pages: [1] 2
1
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: December 14, 2022, 08:28:12 PM »
No, a feature like that has never been in TASC. Stations built using TASC are part of the player's faction initially.

Yeah, it definitely wasn't TASC. It's a Nexerelin feature.  You can build an autonomous station with a gamma core.  It acts like one of those abandone station around the sector that you can use to store stuff but with the benefit of generation some supplies and fuel for you as well.

2
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: December 13, 2022, 01:08:09 PM »
Am I going crazy or wasn't there an option to build an automonous station (like the mining/siphon/astropolis), if you have an AI core in your inventory?

3
Mods / Re: [0.95.1a] Adjustable Skill Thresholds 1.2.0
« on: December 08, 2022, 01:32:49 PM »
Does this works with old save? I added the mod mid-way but doesn't see any changes to the numbers after having edited them in the settings.json.  I only see new changes in a new save/ fresh character.

4
Mods / Re: [0.95.1a] Forge Production v1.0.5
« on: December 02, 2022, 02:18:56 AM »
Thanks for your replies. I'll see what I can do myself then with code modifications.  Regarding additional modules for additional modular sections, I think you mis-understand me.  I didn't mean duplicate forge modules, e.g. 3 smelters with 3 modular sections, but only one of each kind. Fleet size by DP is a mod that I haven't touch (have it downloaded but not used).  I had wanted to stick with the 30 ships rule as that made picking which ship being in the fleet much more fun.

5
Mods / Re: [0.95.1a] Forge Production v1.0.5
« on: December 01, 2022, 09:46:31 AM »
I realize this isn't the answer you were looking for; apologies for that. It's just that trying to solve all the issues that arise when trying to properly account for forge hullmods on modules would be quite a daunting task. Don't really think it worth the effort in terms of coding.

I see.  I understand the technical issues...Could you then allow the installation of additional forge modules for ships with modular sections? Say for each modular section, you would allow one more forge module to be installed.  Imagine those forge modules as existing within each of those modular section of the large ship. This would side-step the technical difficulties and still allow for in-universe explanation of the additional capabilities.

I very much would like a dedicated forge ship instead of 3-4 ships...This is the reason I went for the Newfoundland-class.  It saves on an even more precious resource which is the limited ship slot of 30 ships.  If the game had allowed for more ship slots, I would be less bothered.

6
Mods / Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
« on: December 01, 2022, 09:35:33 AM »
Hi, is there a way for me to remove the fighter bay from the Newfoundland's modular section? Which file do I need to edit?  I tried editing edshipyard_newfoundland_combatfreighter.ship and removed

Code
{
      "id": "LB 1",
      "size": "LARGE",
      "type": "LAUNCH_BAY",
      "mount": "HIDDEN",
      "arc": 360,
      "angle": 0,
      "locations": [
        -42, -0,
        -68, -0
      ]
    },
But it had no effect in my save...Maybe I did something wrong?
I wanted to remove the wing because I don't use it for combat, only for freight.  However, the wings count towards the total for the Carrier Group and Fighter Uplink character skill.

7
Mods / Re: [0.95.1a] Forge Production v1.0.5
« on: December 01, 2022, 07:06:17 AM »
Could you allow the "forge_enable_cargo_requirement": false option to apply on modular ships like the Newfoundland-class from ED-shipyards? The option applies only to the main ship itself and not any of its cargo wagon section, which are of "type": "STATION_MODULE". Finally, the mod doesn't recognize forge modules installed in the modular section so I can't toggle the Forge production button.

8
Mods / Re: [0.95.1a] ED Shipyards 2.5.4 (2022-10-25)
« on: November 28, 2022, 01:35:17 AM »
Hi, is 2.5.4 update save compatible with 2.5.3?  I got error when loading save
Code
80861 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getStats()Lcom/fs/starfarer/combat/entities/ship/o0OO;
java.lang.NoSuchMethodError: com.fs.starfarer.campaign.fleet.FleetMember.getStats()Lcom/fs/starfarer/combat/entities/ship/o0OO;
at data.scripts.edshipyard.FleetRepairOptimizationsBonusScript.update(FleetRepairOptimizationsBonusScript.java:61)
at data.hullmods.edshipyard.FleetRepairOptimizations.applyEffectsBeforeShipCreation(FleetRepairOptimizations.java:26)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.addHullmodEverywhere(ConcordAssembly.java:326)
at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.onGameLoad(ConcordAssembly.java:196)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(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)

9
Mods / Re: [0.95a] Forge Production v1.0.3
« on: November 21, 2022, 01:12:37 PM »
Mousing over Forge Production hullmod causes crash.  Indeed, any of the production hullmod from this mod will cause crash once the detailed UI for the mod shows up.
Code
java.lang.NullPointerException
at data.forge.campaign.ForgeConditionChecker.getPlayerCargo(ForgeConditionChecker.java:38)
at data.forge.abilities.conversion.support.ForgeConversionGeneral.getMachineryAvailability(ForgeConversionGeneral.java:53)
at data.forge.campaign.ForgeConditionChecker.hasMinimumMachinery(ForgeConditionChecker.java:33)
at data.forge.hullmods.ForgeCentrifugeModule.addPostDescriptionSection(ForgeCentrifugeModule.java:80)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.super.new(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.whilesuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.whilesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(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)

10
Mods / Re: [0.95.1a] Detailed Combat Results v5.2.3 (2022-08-09)
« on: November 21, 2022, 12:50:33 AM »
I just want to mention that the IR Autopulse Laser from Figher Expansion Rebalanced doesn't register any damage in the report. I don't know if that's a bug or intentional.  Weapon was used during missions, but other weapons registered damages, except for the IR Autopulse Laser (was a medium fit).

11
Hello, how does the Profit page work? It always says no rows present...

Edit: Hm, seems only certain commodities shows up.  I know Lobsters are always very profitable yet it's not computed?

12
Mods / Re: [0.95.1a] Exotica Technologies v1.2.5 - UI Update 2!!!
« on: November 19, 2022, 09:08:01 PM »
How do I add the Exotic Modifications?

I manged to collect a few, but the U option only allow the purchase of additional bandwidth...

Edit: Have to click on the button again to change to the actual modifiers, was very easy to miss.

[attachment deleted by admin]

13
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.8
« on: November 19, 2022, 07:09:14 PM »
What is the EMP Charges? Is that something I can deploy?

Nevermind...It belonged to the PD Arc Emitter

[attachment deleted by admin]

14
Console command throws a parse error with ClearFleets command.  The java file is entirely commented out but the reference to it still exist in commands.csv.  Simple fix is to delete the commands.csv or delete the entry

15
Mods / Re: [0.95.1a] Unknown Skies v0.43 (2021/03/27)
« on: November 17, 2022, 10:48:57 PM »
Version URL in the file US.version should be

https://www.dropbox.com/s/ja47133y5a37cxl/US.version?dl=1

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