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Mods / Re: [0.97a] More Planetary Conditions 3.0.1
« on: February 06, 2024, 02:21:36 PM »
Updated to 0.97a
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Hey, so, I've been having an issue with magnetic fields where they are reducing my ship's ranges by 100%.
It's funny to try and fire missiles and watching them explode as soon as they leave the tubes, but the AI keeps chasing after the enemy like a confused puppy, despite the fact they can't do anything.
Check your MCTE_config, in the magnetic field section. The values might be inflated. Only way I can imagine this happening.
It seems to be all set to the defaults, so I dunno, might be an issue with specific modded ships, tbh, which I can live with.
Hey, so, I've been having an issue with magnetic fields where they are reducing my ship's ranges by 100%.
It's funny to try and fire missiles and watching them explode as soon as they leave the tubes, but the AI keeps chasing after the enemy like a confused puppy, despite the fact they can't do anything.
Is LunaLibs settings not working properly for MCTE for anyone else?
I'm using Version 1.3 for MCTE and version 1.8.2 for LunaLib I had all other mods disabled in the video except dependancies and Console Commands
https://www.youtube.com/watch?v=H5skhiVxqgE
Does this affect planetary combat in Nex? Also, is AI aware of these changes when battling (does different skilled Pilots behave smarter/dumber about it?) If not, maybe it should :p
Nice mod though!
3.0 is nearing completion. You can view the InDev changelog here, along with a link to the beta.
https://discord.com/channels/187635036525166592/824910699415207937/1119363433465380904
I'm not sure if this is helpful or not, but one of my save games went completely dead last night and I think it might be the beta causing it. I found this snippet in the starsector.log.CodeCaused by: java.lang.NullPointerException: Parameter specified as non-null is null: method data.utilities.niko_MPC_marketUtils.getOvergrownNanoforge, parameter <this>
at data.utilities.niko_MPC_marketUtils.getOvergrownNanoforge(niko_MPC_marketUtils.kt)
at data.scripts.campaign.econ.conditions.overgrownNanoforge.handler.overgrownNanoforgeIndustryHandler.getStructure(overgrownNanoforgeIndustryHandler.kt:242)
at data.scripts.campaign.econ.conditions.overgrownNanoforge.handler.overgrownNanoforgeIndustryHandler.getStructure(overgrownNanoforgeIndustryHandler.kt:49)
at data.scripts.campaign.econ.conditions.overgrownNanoforge.handler.overgrownNanoforgeHandler.structurePresent(overgrownNanoforgeHandler.kt:230)
at data.scripts.campaign.econ.conditions.overgrownNanoforge.handler.overgrownNanoforgeHandler.updateStructure(overgrownNanoforgeHandler.kt:188)
at data.scripts.campaign.econ.conditions.overgrownNanoforge.overgrownNanoforgeCondition.apply(overgrownNanoforgeCondition.kt:41)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve(Unknown Source)
at sun.reflect.GeneratedMethodAccessor27.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.thoughtworks.xstream.core.util.SerializationMembers.callReadResolve(SerializationMembers.java:78)
... 415 more
Edit: Don't worry about the save file. I recently came back to Starsector and was trying to get all my mods to play nice together. It was only level 5 or so.