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Messages - Raio_Verusia

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1
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 05, 2022, 04:10:30 PM »
I log the IP address, the geolocation information I get from a third party API based on that IP address, what version of TASC is running, the TASC settings configuration, the mod list, and a UUID which is stored in a text file in the starsector saves folder.

I considered making the data collection opt-in due to the concerns you outlined above, but I decided to make it opt-out (via the settings toggle) because I thought very few players would care whether their IP address is being logged and almost everyone would leave the default setting unchanged. Given that I don't sell the data or otherwise profit from developing this mod, I don't think it's problematic.

Opt-in, or Opt-out, many thanks for this change. I was not aware there was collection going on and would prefer to opt out myself.

I wonder if it's possible to create an "on new game" or "on load" message when first getting into the campaign map to provide a message asking players to opt-in, or some kind of log message in intel explaining, and using a console command to toggle-switch the data system on? Not to back-seat mod but that could be a nifty solution. I am no coder, so I would have no idea.

2
Just generally speaking, if I integrate a mod with the TC's mechanics in mind, then I will attempt to balance it accordingly. That doesn't mean I will get it right every time though so feedback in that area is certainly welcome.  ;D

Very good to hear, it's a great mod that just... Needs some tweaking. I'm really glad to see a ship mod entering the AO fold :D

3
Mods / Re: [0.95a] Better Deserved S-Mods
« on: September 19, 2021, 08:36:31 AM »
Hmm... what kind of S-Mod bonus would you give Augmented Drive Field?

More structure? Maneuverability?

Probably a sensor profile penalty.

4
Hey Morrokain, I have a question about the Musashi integration. Did you do a balance pass? Because playing with Musashi non-AO atm, it seems seriously broken, in hilarious ways. Bishamonten is ridiculous, Onryo cannon on a Radiant class is also ridiculous. Kirin Burst is stupidly strong but slow. Just wondering how it fares in AO for when I go back to it.

5
Mods / Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
« on: September 19, 2021, 12:36:34 AM »
Is there any reason why this mod isn't flagged as "utility: true" in mod_info.json?

If so, then removing the mod (once a save game is created with it enabled) isn't an option?

I would like an answer to this as well.

6
Mods / Re: [0.95a] Unpack Blueprints
« on: September 13, 2021, 01:51:01 PM »
Starsector's CSVs are comma separated, thus if a description has a comma in it, it needs quotation to say "this isn't a new field".

If it doesn't have a comma in its description, it doesn't need quotation (although adding quotation won't break anything).

Oh, thank you I had no idea, and I missed this.

7
Mods / Re: [0.95a] Unpack Blueprints
« on: September 08, 2021, 01:54:07 PM »
Edit 2:  I got it working and it worked out great. I am going to slowly go through my mods making the changes but not to quickly like I did before and got the error, I wasn't sure at that point which mods messed it up so I replaced the few that I had edited. Now that I know what I am doing and have it working I will slowly patch them up as I come across the blueprints.

I'm glad you got it working! I had trouble too but Yunru helped me figure it out so I figured I'd pass it on. ^^

8
Mods / Re: [0.95a] Unpack Blueprints
« on: September 08, 2021, 02:20:15 AM »
BUG?

I'm not sure what you're trying to do or what you did but if you're editing unpack's files to add another mod's special_items.csv to unpack, stop right there. If you want HMI's BPs to unpack like Vanilla's, go to HMI/data/campaign/special_items.csv

Once that is open, check the list of BPs and see if they call "MultiBlueprintItemPlugin". If they do, select that entire call (example from Magellan: "com.fs.starfarer.api.campaign.impl.items.MultiBlueprintItemPlugin") replace it with "data.scripts.UnpackBlueprints" no quotations.

9
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 08, 2021, 02:09:52 AM »
I used the mirror and reflector core to strip extreme cold off of my cryovolcanic world and, to my surprise, it is still a cryovolcanic world. Dunno if bug or not, I also used the pump to add breathable atmosphere and can confirm it has the habitable trait but is still a frozen rock.

Edit: Come to think of it, I've got Mining on it, is that preventing it from becoming a water world? I would assume so.

10
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
« on: September 03, 2021, 03:07:54 AM »
Not much I can do about that other than allow the skill-mod to have priority if they use the replace array and if they don't then adding in the disclaimer and otherwise helping users wanting to use the skill mod alongside the TC.

Honestly, I think, after playing with QC without AO for a test, it isn't doing much of anything short of the rearranging of skill tiers (getting rid of it) as the skills are radically different without AO with QC. But I don't want to hijack this thread haha!

11
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
« on: September 02, 2021, 10:37:56 PM »
Really just generally speaking I prefer any questions/concerns that come up when AO is installed come to that thread first and then I can let other modders know if I discover that the bug came from their mod. That way, the chance of false bug reports from TC features is reduced.

Ah yes, that makes sense. I underestimated JUST how much AO changes. 1.0.4 of QC worked seemingly perfectly so I just assumed it was an issue with 1.0.8 which is my bad. I didn't think of going to AO's thread first as 1.0.4 working tricked me lol

12
Are AO colonies with Military sales supposed to have an empty ship market on military tab?

13
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.8
« on: August 31, 2021, 07:28:00 AM »
Archean Order is a Total Conversion mod, heh, it's not compatible with almost anything. Glad to hear QC is working fine, then!

Haha, yeah, like a charm! It probably needed that line uncommented to override something, I take it? I have no idea what I'm doing but whatever I did works lol

14
Mods / Re: [0.95a] Unpack Blueprints
« on: August 31, 2021, 07:26:21 AM »
Ah yeah, find and replace would explain it. MultiBlueprintItemPlugin is just the end bit of a very long address, all of which needs to be replaced, otherwise the fame will be looking in a non-existent location.

Haha sorry, this stuff is so far out of my expertise... I managed to figure it out thanks to this reply and it's working, thanks a whole lot!

15
Mods / Re: [0.95a] Unpack Blueprints
« on: August 30, 2021, 05:27:07 PM »
Hmm, I'd download to check it out, but that would require a nexus mods accounts.
You changed the entirety of plugin entry to data.scripts.UnpackBlueprints?
Was it originally something ending in MultiBlueprintItemPlugin?

Follow up question: Is UnpackBlueprints an active mod for you?

Maybe you can tell me if this is the right way to do it, but I went into AO's Special_Items.csv, ctrl f'd, clicked find all and replaced everything "MultiBlueprintItemPlugin" with (with and without quotations) "data.scripts.UnpackBlueprints" a few times and nuffin. The launcher says it's enabled but I had a similar issue with a mod failing to initialize (if that is infact happening) with Quality Captains' 1.0.8 update. I had to modify the mod.json to get that one to work, uncommenting a line but I did not check for that with this mod.

It happens with all blueprint packages

Are you using any other mods? This particular issue Yunru's been looking at I think, but they don't see an issue so if you gave a mod list they can potentially come up with a fix.

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