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Messages - pearagon

Pages: 1 [2]
16
Any plans to add commissioned crews support?

17
Modding / Re: [0.95] Jeffships
« on: July 10, 2021, 04:05:59 PM »
huh, swear i put images in it, guess they didn't embed right

No problem, nice art  :)

You gotta link the images directly. Like this:






(quote my post to see the code)



goatse ship

18
Modding / Re: [0.95] Jeffships
« on: July 08, 2021, 04:45:33 AM »
Nice, I'm excited to try. I'll update this comment with my feedback after my next play session.

On a side note I would add some pictures to the OP. I personally like seeing pictures of the ships in the forum post when determining whether or not to add a new mod.

19
As far as a user-side fix... I'm not sure. The only thing that comes to mind is replacing the PhaseField hull mod effect with a copy whose onFleetSync() method just doesn't call refreshCharacterStatsEffects(). That method would still get called from other places so the worst you'd get out of this is occasionally slightly incorrect sensor profiles.
That seems to work, thanks!

For anyone searching for this issue and finding this thread, I've made a quick fix mod.
Download
This fixed it for me. Thank you so much!

20
Mods / Re: [0.9.1a] Concordance of Protection Syndicate (COPS) v.2.0b
« on: June 07, 2021, 10:01:27 PM »
The Sector is in disarray Officers, the civilians need immediate assistance!

Come back my man, I love this mod so much  :'(

Bump, I was excited to try this faction out in 0.95a before I realized its not updated :(

21
Mods / Re: [0.95a] Supply Forging 1.41
« on: May 17, 2021, 08:32:29 PM »
Is it possible to make it so you must have a nanoforge with you in order to forge supplies? I like the idea of the mod but I would personally prefer to add the constraint to my play through.

22


Not save compatible!


Integrated with Version Checker
Requires MagicLib
Pairs well with Grand.Colonies



Fixes the constant crashing, the ruins not being repairable, and the ambassador issue.

not save compatible due to the scale of my *** up. Sorry everyone!



Change Log
2.2.a
  • Restoration Dock
  • Fixed - Crash when docking at planets with a Restoration Dock
  • Embassy
  • Fixed - Ambassador no longer drops to inventory when structure is removed
  • Derelict Industries
  • Fixed - Are now upgradeable again
[close]

Awesome, thanks for the fast turn around time :D

23
Started a new save for the update and because i regret some decisions i took in my last save since i was experiencing with for me a fresh faction. (Scalar)
Recreated a part of my old fleet back with console commands, gave myself some exp and money and then bought a d modded cruiser from the local military market and went to go agreus to repair it.
Tried to look at the cargo/crew market and the game crashed.
I reloaded and accessed the fleet market directly and it worked but when i wanted to check items, another crash.

Spoiler
[close]

First time trying to link an error log so i hope this is the correct information you need.

Edit:
I tried Culaan because i remembered tri tachyon is ai core friendly and surely their world must have one installed which it does.
Placed my cruiser in their repair docks, checked the local items and then decided to look at the colony itself because i was curious how many ai cores tri tachyon uses in general but another crash.

Spoiler
276341 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.FormatFlagsConversionMismatchException: Conversion = b, Flags = 
java.util.FormatFlagsConversionMismatchException: Conversion = b, Flags = 
   at java.util.Formatter$FormatSpecifier.failMismatch(Unknown Source)
   at java.util.Formatter$FormatSpecifier.checkBadFlags(Unknown Source)
   at java.util.Formatter$FormatSpecifier.checkGeneral(Unknown Source)
   at java.util.Formatter$FormatSpecifier.<init>(Unknown Source)
   at java.util.Formatter.parse(Unknown Source)
   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.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.publicAddRightAfter DescriptionSection(IndEvo_dryDock.java:407)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.addRightAfterDescri ptionSection(IndEvo_dryDock.java:385)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1035)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.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.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00O.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.o00O.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.o00O.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.coreui.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00O.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
276403 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_tritach_market_01_neutral.ogg]
276404 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_tritach_market_01_neutral.ogg]
[close]

Also reporting the same bug following the same series of steps.

24
Anybody else have trouble with fullscreen/window sizes on macos?

i set my settings.json to my displays resolution of 3072x1920 and its gigantic. then i set it to 1920x1080, and it fits on my screen but the window size is definitely not 1920x1080. See below for screenshots of my displays resolution and of the game window when set at 1920x1080, but the resolution of the screenshot is 3840x2160, which just leaves me confused and is probably some macos retina display oddity giving the starsector devs a bad time.

Note I also turned off window decoration.


 
Code
 
    "colorblindMode":false,
    "undecoratedWindow":false,
    "alwaysUndecoratedAtFullscreen":false,
    "enableSoundFilters":true,
    "resolutionOverride":"1920x1080",
    #"refreshRateOverride":60,
    #"forceAspectRatio":"1.3333",
    #"windowLocationX":0,
    #"windowLocationY":0,

Spoiler



[close]

EDIT: I did some math when running with undecorated windows turned and it seems the UI scaling or something is making the window 1.5x bigger than it should, and looks blurred. Overriding the UI scale seems to make everything run smoothly.
Code
        "queryMaxAASamples":true,
"maxAASamples":16, # selectable value is limited by this
"aaSamplesOverride":-1, # >= 0 overrides value selected in launcher; required to use AA samples with legacyLauncher
"screenScaleOverride":1, # > 0 overrides UI scaling value from in-game settings
"enableLauncherWarnings":true,

"baseMemoryRequired":1024,
"maxMemoryFractionOfTotal":0.5,
"maxMemoryMB":8192,

# experimental feature; can cause problems such as invisible ships in combat and mouse-panning issues
# but only on some PCs
"allowJVMRestartFromLauncher":false,
"allowJVMRestartFromLauncherInDevMode":false,

"doRAMandVRAMChecksWhenRunningWithMods":true, # will periodically check if ram/vram is low and warn the player
"memoryCheckVerbose":false,

"colorblindMode":false,
"undecoratedWindow":true,
"alwaysUndecoratedAtFullscreen":false,
"enableSoundFilters":true,
"resolutionOverride":"2048x1280",
#"refreshRateOverride":60,
"forceAspectRatio":"1.6",
#"windowLocationX":0,
#"windowLocationY":0,

This could be something in my configuration or the game. Possible improvements would be to account for retina displays/macos weirdness but I'll leave that up to the people in charge. :)


25
Mods / Re: [0.9.1a] Weapons Group Controls 1.1.0
« on: April 21, 2021, 04:50:24 PM »
Hey man dont want to bug you but I am just curious if this mod will be getting an update for 0.95. Its such a super useful mod!

Seconded!

Pages: 1 [2]