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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Topics - Flacman3000

Pages: [1] 2
1
General Discussion / Settings you use to increase invasions on Nex.
« on: July 21, 2021, 01:38:08 PM »
Has anyone edited Nex settings (exrelin_config & settings in data>config) to have more frequent invasions I find myself able to protect and invade more often than factions which makes my game skewed in my favour so I was thinking of making my game harder without any damage or loot modifiers? If you change your settings could you share them I'm only trying to make my frequency of invasions 2X more than usual.

2
Suggestions / Alien Life png market condition?
« on: May 19, 2021, 10:57:20 PM »
Does anyone know if this is a placeholder? What is the purpose of this implementation, later on, I would really like to see some more endgame content revolving around aliens is that a possibility?

3
Are you using "aiType":"INTERDICTOR" in your .system file?

Edit: You are probably using the vanilla system, which I see is still the same as when it was in use. Sounds like you should send a bug report (modded) at Alex.

is there any way I can program or set the ai to use the Interdictor array at any target within range the ai never uses the ship system its frustrating because I built one of my new capital ships around this abandoned ship system did Alex remove the AI's ability to use it or something?

The vanilla implementation of the interdictor array AI no longer uses its own system regardless of range I assume its bugged?


4
is there any way I can program or set the ai to use the Interdictor array at any target within range the ai never uses the ship system its frustrating because I built one of my new capital ships around this abandoned ship system did Alex remove the AI's ability to use it or something?

5
Is there any tool that can extract the ship variants In the game it's more convenient when switching many things on my ship's design.

6
General Discussion / Craziest Ship systems from mods you've seen?
« on: May 06, 2021, 06:26:43 AM »
For me, it has to be the faerie Vortex from Ship and weapons pack that thing sucks in missiles and projectiles to heal hull and spaz out lightning killing everything with no shields.

Disclaimer: We don't care if the ship system is cheated in or unobtainable.

7
Modding / Documentation on ship tags in depth?
« on: April 30, 2021, 06:34:05 PM »
I was reviewing the wiki for ship tags in shipdata.CSV section of the forum but the page lacked any means of all tag functions and possible tags, is there someone with all documentation of the tags possible so that I review for modding purposes. Apologies if there is a section I missed in resources.

8
My computer is listed in my profile description and is well beyond what star sector requires and more, yet I seem to get affected with a random slowdown after those hours in-game + saves take 2 minutes to save instead of the 5 seconds it takes during those 2 hours. I have allocated 8gb of ram to SS with it taking up at max 6GB of the 8 I allocated. I'm not sure whether it's time I say goodbye to having so many ship mods and factions or to delete the Adjusted sector even though I only doubled the sector size and specs by a factor of 2 not 3 like the default.

Can anyone give me some idea or a grasp on how I can remedy my situation without hammering my mods down? I keep on hearing about memory leak issues with the game itself in accordance with many mods together but my case is no longer valid since I'm on 0.91a.

Mod list
Spoiler
{"enabledMods": [
  "Adjusted Sector",
  "raccoonarms",
  "blackrock_driveyards",
  "HMI_brighton",
  "capturecrew",
  "clearCommands",
  "chatter",
  "lw_radar",
  "COPS",
  "lw_console",
  "diableavionics",
  "DisassembleReassemble",
  "edshipyard",
  "sun_fuel_siphoning",
  "galmart",
  "hte",
  "hostileIntercept",
  "hypernet",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "luddenhance",
  "MagicLib",
  "missingships",
  "Neutrino",
  "nexerelin",
  "playerflagpackex",
  "SEEKER",
  "shabro",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "stellics",
  "timid_supply_forging",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming and Station Construction",
  "THI",
  "TORCHSHIPS",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "XhanEmpire",
  "audio_plus",
  "shaderLib",
  "prv"
]}
[close]

9
Has there ever been an idea to seamlessly integrate officially Nex into Starsector? Was it well received? Does Alex love the mod or see it as a detriment to the game direction? Is Histidine open to this idea? How would this work as I haven't heard of any mod being officially integrated! Pardon my ignorance but I wanted to know how this can be integrated or otherwise not. It seems to be a rather popular mod (understatement).

10
General Discussion / How many faction Mods do you play with?
« on: April 23, 2021, 12:40:23 AM »
Mods that expand vanilla faction ex: Luddic Enhancement, HTE, Missing ships, etc do not count. Also, mods that introduce new ships but do not introduce a faction at all ex: ED shipyard.

I've been playing with 13 faction mods so far (yes 13) and I was rather surprised I had so many. So I wanted to know how many people had and why they chose certain mods or why they limited the number of factions downloaded. I have a hunch the amount of factions mods has a direct correlation to long playtime slowdowns and random slow time to save a game. I wanted some info on what most prefer and what these faction mods you have consist of!

I'm currently using:

Blackrock Drive Yards
COPS
DIABLEAVIONICS
HMI_brighton
Interstellar Imperium
Kadur Remnant
Legacy of Arkgneisis
Neutrino corp
prv Starworks (2 factions but I counted it as one)
Shadowyards
sylphon
Tiandong Heavy Industries 1.2.1a
XhanEmpire (2 factions but counted it as one)

I forgot which mod added Legio Infernalis might be 14.

11
I have seen many upon many mods use ridiculous amounts of polygon bounds and couldn't help but feel that it's why my Full vanilla DP battles slug with so many modded ships. Is this still a relative issue going forward, I do not want to over-optimize my mod's ship bounds.

My system in question is a Ryzen 7 2700x with 1080ti w/16GB of ram I play SS on an SSD even though I believe it does barely anything. RAM allocated is 8GB's as having anymore would be redundant I was told concerning the version of java used.

Irrelevant disclaimer: The example given reflects no such public mod in development by me! It is simply an example of this thread and removes spoilers of my mod by revealing a sprite I actually made. The ship seen is the work of Nia Tahl within the Sylphon mod.


Modders,

I've noticed folks going overboard on their bounds polygons. What I mean by this is: "using more coordinates than absolutely necessary to evoke a convincing level of hit-detection in-game."

The question you should now be asking is: "gee Trylobot, if you're so smart, what the heck should I be doing instead? I haven't noticed any problems."

Good question modders, I'm glad you asked. The problems you haven't noticed are insidious. They don't really affect anything at small scales. But when your ships are used en-masse, say in a mod compilation like U.'s Corvus or similar, these super-complex bounds polygons will slow down the computers belonging to the "economy / mid-range" level. In other words, not hardcore gaming machines like you and I are so fond of. And you should be worried about this, because these folks are technically your audience. You're going to all this work, authoring this mod, ostensibly so that as many people as possible can play it. So you want to Optimize.

Best optimization: consider removing literally every bounds coordinate you currently have and making a new one from scratch. If you want to look at perfection, load up some of the vanilla ships and look at their level of detail. Then think to yourself, "self, if the bounds polygon looks like this, and in-game I didn't notice anything funny, then isn't this enough?" The answer is yes. Yes it is. Use as few bounds coordinates as possible to look right, and not a single one more. It's better for the game, better for performance, and better for the perceived quality of your mod.

EDIT: Here's an example from Ghoti:
Spoiler

[close]

This concludes a Public Service Announcement.



Update: April 19, 2013 - PRO TIP from Vinya
Use your image editor's "Pixelate" effect, and give a size of 5 (or higher). When setting up your ship's bounds, use this pixelated version of your ship. That way you won't be as inclined to include unnecessary details in the polygon.

Update: Addendum from Astro with illustrations

12
3320511 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError
java.lang.AbstractMethodError
   at com.fs.starfarer.combat.entities.Missile.notifyDealtDamage(Unknown Source)
   at com.fs.starfarer.combat.E.A.O0OO.super(Unknown Source)
   at com.fs.starfarer.combat.E.A.super(Unknown Source)
   at com.fs.starfarer.combat.E.A.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)

Mod list:

{"enabledMods": [
  "Adjusted Sector",
  "raccoonarms",
  "blackrock_driveyards",
  "HMI_brighton",
  "capturecrew",
  "clearCommands",
  "chatter",
  "lw_radar",
  "COPS",
  "lw_console",
  "diableavionics",
  "DisassembleReassemble",
  "edshipyard",
  "sun_fuel_siphoning",
  "galmart",
  "hte",
  "hostileIntercept",
  "hypernet",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "MagicLib",
  "missingships",
  "Neutrino",
  "nexerelin",
  "playerflagpackex",
  "SEEKER",
  "shabro",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "stellics",
  "timid_supply_forging",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming and Station Construction",
  "THI",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "XhanEmpire",
  "audio_plus",
  "shaderLib",
  "prv"
]}

13
Modding / Having Issues making a hullmod that does nothing.
« on: April 11, 2021, 03:02:34 AM »
Hi guys I'm currently having issues making one hull mod that does nothing but give information in the description on the hullmod datasheet. but I get this message instead I'm using the shielded cargo script did I do something wrong?

422646 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.hullmods.cu_InfaredEngines]
java.lang.RuntimeException: Error compiling [data.scripts.hullmods.cu_InfaredEngines]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.hullmods.cu_InfaredEngines
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

My script is like this:

package data.hullmods;

import com.fs.starfarer.api.combat.BaseHullMod;

public class cu_InfaredEngines extends BaseHullMod {
   // nothing to do, just a marker hullmod
}


14
General Discussion / Anyone have varya's sector 3.2.0 to share?
« on: April 08, 2021, 10:37:21 PM »
I can't download a previous version unfortunately I've looked everywhere for an archive, unfortunately, she uploads via google drive. Anyone nice enough to throw me a link for that version. 3.2.1 confirmed is causing me issues and I'm playing on 0.91a. In the changelog, she added 1 planet minimum for all systems with no planet. I'm assuming this is the change causing issues for me  :-[

EDIT: Issue is no planets have traits anymore and all are barren.

15
In my game generation my game has generated planets with cold and mild climates at the same time or Hot and mild climates at the same time, some planets literally have no climates.

I have three mods that im using that change planets and generation. Adjusted Sector, Terraforming mod and Unknown Skies. Anyone else have this issue? Im using Random generation with Nex.

Modlist: https://pastebin.com/aPdeD5tv

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