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Messages - Flacman3000

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166
dude, can you stop necroing threads? This is like the fourth time you have done this.
if there was no post since 2016 you can be rather sure that the mod is dead.

I necro'd a thread only once my friend my apologies. And it was this one!

I wish this was resurrected what happened?

Kids

dude, can you stop necroing threads? This is like the fourth time you have done this.
if there was no post since 2016 you can be rather sure that the mod is dead.

Also, I have a version that probably works with this latest release as it worked with the previous version and as far as I know I dont really need to change anything to make it compatible with 0.95.

However, I have yet to actually fix the following:

1. The ship fits are all crap, as in carriers have no fighters and ships are over OP, mods need to be reconsidered, guns that are bad needs to be replaced and totally random weapon groups etc.
2. A fun ship system for the Eyfel, I think it has the medusa skim now? I wanted to make a big phase mine with a custom animation, but I didnt figure out how to do the animation for that.
3. A fun ship system for the Cyc-C, though I could probably just take the afflictor or harbinger ones or someting.
4. Fix the dumbness that is the Silverfish. Currently I aim for it to have a cloak that gives it a burndrive forward, high energy focus as a ship system and guns that are basically immune to EMP without being built in (because if they are built in you cant see them). I have yet to manage any of this as I got stuck on trying to fix the cloak that gives the speed boost. This is annoying as I have had a working version of that before yet now I seemingly cant recreate that with the same script.
5. The ship and gun sounds are ***
6. The guns look a bit funny due to me not knowing how they are rendered.
7. Ships could be made ready for cool graphics effects but I have not even tried to implement this.

So yeah, I could probably cram out a technically working version but it will be full of temporary placeholder garbage.

I completely understand I have twins on the way!! Lol, best of luck to you my friend and yes your mod is something special I saw it just vanished after 2016 and refused to believe your mod would have no interest! We sorely need a mod with sprites like this, it's very unique. Hope 5 years hasn't rusted your memory on modding LOL. I'll be modding myself soon. learning the ropes.

Placeholder garbage no worries! I know people will be interested trust me on you slowly update and work on it when you have time no rush I just wanted to know why it fell so hard in 2016. It's a great mod.

167
Modding / Re: Having Issues making a hullmod that does nothing.
« on: April 11, 2021, 11:40:07 AM »
package data.hullmods;

Shouldn't it be "data.scripts.hullmods"?
Or the other way, whereever you reference it by "data.scripts.hullmods" it should be "data.hullmods"?

I just switched it to this and now i get this error instead.

112034 [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



168
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
}


169
assuming that i understand you correctly, you want to make a hullmod that does nothing at all, except display description to the player?
vanilla game already has such a hullmod you can look at - Shielded Cargo Holds
it does literally nothing, the only effect it has is triggered externally, in dialogue, when scanning for contraband, which works by checking whether a ship has a hullmod with a specific ID
change that ID and you have a dud
this is it's entire script:
Code
package data.hullmods;

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

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

So essentially I leave the java file alone itself I leave that code alone and I just change the id and file name to something else is that what you mean? In the hullmod data file?

171
I wish this was resurrected what happened?

172
Modding / Re: [0.95a] Take any skills from skill tree
« on: April 08, 2021, 11:13:03 PM »
A good remedy for those reluctant to update! I for one will wait for a modded skill tree or restored skill tree mod for 0.95a. I'm too comfy with small increment choices! Thank you on behalf of everyone else yet to download this!

173
General Discussion / Re: New skill system is a step backwards
« on: April 08, 2021, 11:02:11 PM »
I remember when I first got the game as a new player and was confused on what to go for, but as I played the game it became quite clear on the choices I would make in my skill tree. This was the best thing about the old system choice and preferred playstyle, now I can't help but feel like I'm missing out or not getting a little here and little there. It's straightforward, explosive, and simplistic. I much prefer increments of skills over explosive percentages or specializations. Forgive me but I wanted to like my character was learning not becoming a hero of the galaxy within 15 levels.

174
General Discussion / Re: New skill system is a step backwards
« on: April 08, 2021, 10:50:55 PM »
I actually refuse to update due to the story points (feels like magic points rather than concrete actions without resource requirements, skill, or even chance-based) but I will admit I wish the skill system remained the same with improvements and additions instead of being reworked and simplified. I love you Alex man but the skill system feels less progressive now. take this with a grain of salt I'm the minority here.

175
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.

176
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: April 08, 2021, 06:13:34 AM »
Unfortunately, I'm still on 0.9.1a and I can't seem to find old download links for previous versions of your mods please add your drive link for previous versions! I plead thy have mercy!  :-[

177
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 08, 2021, 04:56:22 AM »
Would it be possible to access older versions? I need to download 3.2.0 Unfortunately I 3.2.1 has bugged every planet for me.

178
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: April 08, 2021, 01:07:42 AM »
That would be a vanilla issue?

I really do apologize but is the issue I'm having common in the vanilla starsector?

179
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

180
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: April 07, 2021, 09:55:14 PM »
Hey man love the mod any idea why i keep seeing planets with hot and mild climate together it doesnt make any sense? any way to fix this on a new seed or game? Playing on 9.1.

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