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Messages - Hiroyan495

Pages: 1 2 3 [4] 5
46
x = (maximum possible) operations per day
y = units used per operation
z = units used per day (x * y)
u = units of resources available

4x * 1y = 4z

This results in you being unable to smelt / process resources, if z is higher than the amount of resources you have, despite you having enough for 1 operation, aka. the value of y
This could maybe be avoided if you do something like this:

At the end of the day, you check IF dividing u by y is <1. If yes, then don't process the resource, as a "full" operation cycle can't be performed.
If no, then round down the result r1 = upper limited of operation cycles based on remaining resources
Do the same with any secondary resources needed in producing a resource, like f.e. the transplutonics in the process of making supplies to deduce r2, r3, r4 etc.

Let's do a new calculation, with the following variables:

p = units produced per operation
f = free cargo / fuel space available (depending on the resulting product in question)

Check IF dividing  f by p is <1. If yes, then don't process the resource, as a "full" operation cycle would result in the cargo / fuel going over the limit.
If no, then round down the result s = upper limit of operation cycles based on remaining space

Now check which is the smallest number between all of the r1, r2, r3 etc., the upper limit for operation cycles based on remaining space s and x. This will be called m (multiplier)
Multiply the resources needed for an operation cycle, each individually by m to get the total used and produced goods per day.

Of course that's one hell of a bother and I don't know if it would cause any lag or if it's even in your interest as the maker of this mod. As always, I really love your mods dude. Sorry if this was intrusive / rude.

47
I realized that must've been the case after making this post.  ;D Should've thought of that sooner, haha.

48
General Discussion / Questions about settings.json
« on: July 14, 2020, 12:39:45 AM »
I've encountered various settings in settings.json, and thought "hey, maybe I should look through Google for 5 hours", which gave me about a 75% success rate at finding what I want to know.
Now for the other questions I couldn't answer, I'm making this post here.

Can someone explain the functions of the following settings to me?

Spoiler
stockpileShortageCostMult

baseFleetSelectionRadius

noDeployCRPercent
noDeployCrewPercent
[close]

Additionally, I would like to know whether tweaking the range of "accessibilityDistFromCOM" or having, in theory, a shitton of comm sniffers installed, could cause much lag at all?

49
Why is "BlastDoors.java" in your hullmod folder? ???

50
I'm looking forward to it! Thanks for the quick reply Alex! I'll figure out a temporary solution. :^)

51
I know this is going to sound like madness... and it is.

But what if you were to hypothetically say... that you tried to have 14 description parameters in your test-hullmod and the game doesn't have any of your sh*t after the 9th one?
I tested around a lot and it really seems like it's not an issue with me having a typo in my hull_mods.csv.

Spoiler
99189 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.MissingFormatArgumentException: Format specifier 's'
java.util.MissingFormatArgumentException: Format specifier 's'
   at java.util.Formatter.format(Unknown Source)
   at java.util.Formatter.format(Unknown Source)
   at java.lang.String.format(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.public.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialogV3.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

^ The log ^

Spoiler
Installing an archotech core into the ship systems significantly improves its performance and gives the ship its own personality.

Usually only utilized by rogue AI, as the core remains dormant until it is host to an alpha-level AI core.

Nanomachines take care of all reparations and maintenance, engines run mostly on power and garbage is recycled.

- Reduces the rate at which combat readiness degrades by %s
- Reduces supply use for maintenance and fuel use by %s
- Increases the repair rate by %s
- Increases the combat readiness recovery rate by %s
- Reduces the time required to repair disabled weapons and engines (in combat) by %s
- As the ship is fully automated, the need for a crew is completely removed

Conduits, resembling tentacles, extend from the core, providing the entire ship with power, generated by the core itself
This results in a vastly better performance of the ship systems and a higher flux efficiency.

- Increases maximum burn level by %s
- The ship's sensor profile is reduced by %s
- Weapon fire costs are reduced by %s
- Reduces the amount of damage taken by shields by %s
- Reduces the amount of soft flux raised shields generate per second by %s
- Increases the ship's top speed in combat by %s/%s/%s/%s su/second, depending on hull size
- Increases the ship's maneuverability by %s
[close]

Spoiler
public String getDescriptionParam(int index, HullSize hullSize) {
      if (index == 0) return "" + (int) DEGRADE_REDUCTION_PERCENT + "%";
      if (index == 1) return "" + (int) (100f - (MAINTENANCE_MULT * 100f)) + "%";
      if (index == 2) return "" + (int) Math.round(REPAIR_RATE_BONUS) + "%";
      if (index == 3) return "" + (int) Math.round(CR_RECOVERY_BONUS) + "%";
      if (index == 4) return "" + (int) REPAIR_BONUS + "%";
      if (index == 5) return "" + BURN_LEVEL_BONUS;
      if (index == 6) return "" + (int) (100f - (PROFILE_MULT * 100f)) + "%";
      if (index == 7) return "" + (int) (100f - (WEAPON_FLUX_COST_MULT * 100f)) + "%";
      if (index == 8) return "" + (int) SHIELD_BONUS + "%";
      if (index == 9) return "" + (int) SHIELD_UPKEEP_BONUS + "%";
      if (index == 10) return "" + ((Float) speed.get(HullSize.FRIGATE)).intValue();
      if (index == 11) return "" + ((Float) speed.get(HullSize.DESTROYER)).intValue();
      if (index == 12) return "" + ((Float) speed.get(HullSize.CRUISER)).intValue();
      if (index == 13) return "" + ((Float) speed.get(HullSize.CAPITAL_SHIP)).intValue();
      if (index == 14) return "" + (int) MANEUVER_BONUS + "%";
      return null;
   }
[close]

The hullmod itself seems to work fine in the game, but as soon as you hover over the description the game crashes. I tried commenting any parameters after index == 9 out and removing the values from the hull_mods.csv accordingly, which resulted in the game not crashing and displaying all values correctly.

52
Modding / Re: Is there a way to disable hullmods for AI?
« on: July 12, 2020, 02:22:23 AM »
Daaaaamn, thanks a lot, you really took some of your time for me there, but it helped me understand a lot.  ;D

53
Modding / Re: Is there a way to disable hullmods for AI?
« on: July 12, 2020, 01:47:44 AM »
Oh, thank you very much. That was exactly the simple solution I was looking for. Bless you.  8)

Edit: What do the tags mean in those .faction files? Are they inclusive of a set of hullmods or do they have some other purpose?

54
General Discussion / Re: Enemy fleet using hullmods
« on: July 12, 2020, 01:45:11 AM »
Hm, does that mean the program can still pick additional hullmods that it deems useful to those that are already defined in the various ".variant" files, to further improve the performance of said ship?

55
Modding / Is there a way to disable hullmods for AI?
« on: July 12, 2020, 01:38:54 AM »
Is it possible to remove hullmods from the pool of those, that the A.I. can freely pick in their loadouts?

56
General Discussion / Enemy fleet using hullmods
« on: July 12, 2020, 01:24:25 AM »
It's a simple question really. How are enemy hullmods determined? Do they try to push as many hullmods in as they have available (from a pool of "unlocked" hullmods for given faction)?
Or do they strictly follow pre-made loadouts with some minimal variation?
Do they have an algorithm to choose smart?

The reason why this became a question for me, is because I did some experimenting with hullmod costs, meaning that even at let's say zero cost, enemies would not simply have *every* hullmod on their ships, yet they seem to have a bias for using things such as hardened subsystems etc.

57
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.16
« on: July 11, 2020, 04:35:10 AM »
Figures, thanks for telling me.  8)

58
Niku niku kani niku ebi tamago~!
Meat~ Meat~ Crab~ Meat~ Shrimp~ Egg~!

This faction, this mod, is by far my favorite addition to all of my mods. The absurd lore, otaku merch and even that market music...
Am I going to discover a dark secret or is this faction simply... anime girls from another dimension?  8)

59
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.16
« on: July 10, 2020, 04:32:28 PM »
Did anyone experience odd physics with the Izanami-class, when ramming into enemies? For me, being in slow-motion seems to "pull" the enemies with me when they collide, which isn't a big deal but it still makes me wonder if this a common issue with ship systems such as "temporal shell" too?

In case anyone wants red instead of orange stripes for the Izanami-class, I made a tiny edit:

[attachment deleted by admin]

60
Mods / Re: [0.9.1a] ApproLight Plus v0.3.7-RC2 (2020-7-6)
« on: July 09, 2020, 06:26:20 AM »
Seriously, you are awesome. I love this.

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