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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Ruddygreat

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16
here's all the directories from that user's trace
 massive block of directories
[E:\Starsector\starsector-core\..\mods\AdvancedGunneryControl,
E:\Starsector\starsector-core\..\mods\Adversary-v6.0.0,
E:\Starsector\starsector-core\..\mods\Ashes of  The Domain- Vaults of Knowledge,
E:\Starsector\starsector-core\..\mods\Apex Design Collective,
E:\Starsector\starsector-core\..\mods\Armour Visualiser,
E:\Starsector\starsector-core\..\mods\BSC 0.1.98.3,
E:\Starsector\starsector-core\..\mods\CarrierUI-1.0.3,
E:\Starsector\starsector-core\..\mods\Combat-Activators-v1.3.0,
E:\Starsector\starsector-core\..\mods\Combat Chatter,
E:\Starsector\starsector-core\..\mods\CustomizableStarSystems-v2.0.0,
E:\Starsector\starsector-core\..\mods\DetailedCombatResults,
E:\Starsector\starsector-core\..\mods\Diable-Avionics-v2.8.0,
E:\Starsector\starsector-core\..\mods\Diktat Enhancement 1.2.2c,
E:\Starsector\starsector-core\..\mods\Domain Explorarium Expansion,
E:\Starsector\starsector-core\..\mods\ED Shipyard,
E:\Starsector\starsector-core\..\mods\Emergent Threats,
E:\Starsector\starsector-core\..\mods\Emergent Threats-IX Revival,
E:\Starsector\starsector-core\..\mods\FPE,E:\Starsector\starsector-core\..\mods\Flux Reticle,
E:\Starsector\starsector-core\..\mods\Gensoukyou_0.8.1_rc1_t10_li,
E:\Starsector\starsector-core\..\mods\Grand.Colonies2.0.e,
E:\Starsector\starsector-core\..\mods\HMI_Supervillains,
E:\Starsector\starsector-core\..\mods\Halo HomeSystems v0.4.8,
E:\Starsector\starsector-core\..\mods\HMI,
E:\Starsector\starsector-core\..\mods\Hiver Swarm 1.11,
E:\Starsector\starsector-core\..\mods\holy_covenant_of_kemet,
E:\Starsector\starsector-core\..\mods\Hyperdrive,
E:\Starsector\starsector-core\..\mods\Industrial.Evolution3.3.e,
E:\Starsector\starsector-core\..\mods\Interstellar Imperium,
E:\Starsector\starsector-core\..\mods\Iron Shell 1.183aj,
E:\Starsector\starsector-core\..\mods\LOST_SECTOR-v.0.6.1d,
E:\Starsector\starsector-core\..\mods\Larger Zoom Out,
E:\Starsector\starsector-core\..\mods\LazyLib,
E:\Starsector\starsector-core\..\mods\Leading Pip,
E:\Starsector\starsector-core\..\mods\Luddic_Enhancement,
E:\Starsector\starsector-core\..\mods\LunaLib,
E:\Starsector\starsector-core\..\mods\MagicLib,
E:\Starsector\starsector-core\..\mods\Mayasuran Navy,
E:\Starsector\starsector-core\..\mods\MoreBarMissions,
E:\Starsector\starsector-core\..\mods\More.Combat.Terrain.Effects,
E:\Starsector\starsector-core\..\mods\MoreMilitaryMissions,
E:\Starsector\starsector-core\..\mods\New Beginnings,
E:\Starsector\starsector-core\..\mods\Nexerelin,
E:\Starsector\starsector-core\..\mods\Nomadic Survival,
E:\Starsector\starsector-core\..\mods\ObviousNeutron,
E:\Starsector\starsector-core\..\mods\Ore Refinery 0.7.1,
E:\Starsector\starsector-core\..\mods\Quality Captains,
E:\Starsector\starsector-core\..\mods\Random-Assortment-of-Things,
E:\Starsector\starsector-core\..\mods\Ruthless Sector,
E:\Starsector\starsector-core\..\mods\ScanThoseGates,
E:\Starsector\starsector-core\..\mods\Scy-Nation-v1.7.0,
E:\Starsector\starsector-core\..\mods\SEEKER_UC-v0.6.1,
E:\Starsector\starsector-core\..\mods\Ship and Weapon Pack,
E:\Starsector\starsector-core\..\mods\SpeedUp,
E:\Starsector\starsector-core\..\mods\Starship Legends,
E:\Starsector\starsector-core\..\mods\System_Marker,
E:\Starsector\starsector-core\..\mods\Exalted,
E:\Starsector\starsector-core\..\mods\Tri-Tac Special Circumstances 0.8.1,
E:\Starsector\starsector-core\..\mods\Underworld,
E:\Starsector\starsector-core\..\mods\VIC,
E:\Starsector\starsector-core\..\mods\Volantian-Starsector-Mod-0.5.1,
E:\Starsector\starsector-core\..\mods\WhichMod,
E:\Starsector\starsector-core\..\mods\WhichTMI-1.2.0,
E:\Starsector\starsector-core\..\mods\Audio Plus,
E:\Starsector\starsector-core\..\mods\GraphicsLib,
E:\Starsector\starsector-core\..\mods\Rouge,
../starfarer.res/res,CLASSPATH]
[close]

and iirc the port_obf stuff is from the shenandoah gc thingamajig, though I've had this crash happen in a mostly vanilla game (though I didn't keep the log around)

17
here's the trace from the most recent time it happened -

9645 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data/missions/predatororprey/descriptor.json] resource, not found in <like 10 million directories because the user had a load of mods>
   at com.fs.util.Object.Object(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.util.Object.Ô00000(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.loading.LoadingUtils.Ø00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.LoadingUtils.ô00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.class(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

18
Is there anyway to remove the missile destoryed sound (after reaching its lifetime)?

(and vladimirvv and alex)

that's added by graphicslib, you'll need to add the missile to it's no debris whitelist csv

19
unsure if this has been reported before (or if it's even a vanilla issue), but we get reports in the discord every so often of the game failing to launch due to the game being unable to find a mission descriptor file, despite the file being there.

it always works when the user just launches the game again so it's not a massive problem, but it's a wierd one that's been occurring for a while now so I thought I'd report it.

20
Modding / Re: Looking for a tutorial on how to create a new faction
« on: February 24, 2024, 09:03:16 AM »
ah yeah, that's exactly it

the class declaration needs to look like this (with the "extends baseModPlugin" bit)

Code
public class Wreckers_modplugin extends BaseModPlugin {

instead of what it currently is

21
Modding / Re: Looking for a tutorial on how to create a new faction
« on: February 24, 2024, 06:37:55 AM »
The only thing I can't get to work is the first import line "import com.fs.starfarer.api.BaseModPlugin;", its commented as unused import statement in IntellyJ.
And with super.onNewGame(); the onNewGame results in an error cannot resolve method 'on new game' in 'Object'.

can you post your code?
this should only happen if you removed the "extends BaseModPlugin" bit, which you weren't supposed to

22
Modding / Re: Looking for a tutorial on how to create a new faction
« on: February 24, 2024, 06:03:31 AM »
that import line you can ignore; it's a leftover from birdWanderer's personal project that they forgot to remove

the second line that you highlighted is the class declaration, it tells the game (well, java) the name of the class* & what type it extends** from.

*hopefully self-evident, what other things need to say to reference it
**I can't think of a good short way to explain inheritance so take a look at this explanation of it, it should cover everything

that final line is saying "make a new instance of the MyModGen class and run it's generate() method on the current sector", effectively "actually generate the stuff"

23
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: February 23, 2024, 05:08:39 PM »
Hello, I have been having a fantastic time with this mod but i have just hit a snag that was wondering if perhaps this isn't just on my end. I have recently found the "Cathedral" ship but it seems to be lacking any of its module except the back engines. When i try to fix it via autoload in the retrofit tab, the game crashes. I have the "HMI" mod as well: the ship "Locomotive" (the flying space center) and its modules all seem to be working fine, so i am insure where the issue lies. I have had no issue with any of the other parts of this mod. I am a bit new to all this modding and if more information is required i can try to help, for any help would be most appreciated. I would post a screenshot but i dont how to do that in this forum.

did you recover it from a specific magicbounty?
if yes, it's supposed to be like that.

24
Mods / Re: [0.97a] The Knights of Ludd
« on: February 22, 2024, 01:29:14 AM »
I feel kinda dumb for asking, but where do i get KoL missions? I am commissioned, 100 rep but no officer on any of their 3 planets has anything to offer me except for a standard repeatable mission every now and then. And yet, i was given an impression there supposed to be some kind of expeditions going on? With bosses and stuff?

there aren't any hand-made quests or anything, the extra stuff is all pre-placed in the world for you to find.
most of it should be fairly obvious, though a few have hints tied in with the vanilla story

25
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: February 20, 2024, 11:42:14 AM »
Why are the arcade bosses still in the debug menu when arcade has been essentially defunct for the past 5 years? Unless somehow you can still access arcade without needing to use Dynasector

the arcade is a mission in the main menu, you don't need dynasector for it

26
Suggestions / Re: "Big, big, guns!"
« on: February 14, 2024, 12:07:45 PM »
I'm also unsure if the game is slow enough for such weapons to be viable. At some point, all you get is nuking one ship and letting its friends tear you apart, while you wait for the cooldown.

yeah I think this is mostly why bigger, punchier guns aren't *really* a thing. Something slow-firing has to deal a lot of damage to be worth it when it hits, but if it deals too much then it'll be kinda awful to fight against.
Reapers (and missiles in general) fall into the sweet spot imo because they can be shot down & have limited ammo, neither of which really work for a more traditional ballistic weap.

27
General Discussion / Re: Unfair Deployment Points (i guess)
« on: February 13, 2024, 03:14:30 AM »
So, how do deployment points work?

Deployment points are given out based on the number of officers & their levels on each side.
I don't know the exact numbers, but basically you need more, higher level officers to get more of the starting DP split.

(bruh why can we only get a maximum of 30 ships).

the AI can also only have 30 ships in their fleets.


28
Bug Reports & Support (modded) / Re: No mods work excluding ZZ Audioplus
« on: February 11, 2024, 03:38:44 PM »
it seems like your install of apex design collective is broken, reinstall it

(also this should really be in the modded bugs sub-subforum, but a forum mod'll probably move it)

29
It's a simpler not having to think about what the z-value needs to be all the time - and, importantly, not needing to pass in an extra z-value *at all* and being able to use glVertex2f etc. And also not needing to worry about z-fighting. And being able to keep the depth test off is nice, too, though that's probably not a big deal performance-wise. Basically using the depth test for this would just be an unnecessary pain. If the layering was difficult for some reason, there'd be some reason for it, but it's ... not.

Ah yeah, that all makes sense. I was mostly thinking of it in the context of rendering stuff between ships & weapons, though manual sorting is way easier to work with for basically everything else.

30
this isn't necessarily a modding question, but it is about the game in general - why is all of the rendering manually sorted into layers instead of using the depth buffer?

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