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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 - Desregaurd

Pages: [1] 2
1
Mods / Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« on: November 10, 2023, 01:08:38 AM »
Is the Riftpulse Cycler supposed to count as Ballistic for stat modifiers? It's damage type is energy and I think it was one of the researched weapons derived from Omega energy weapon research.

2
Mods / Re: [0.96a] Random Assortment of Things
« on: November 06, 2023, 03:07:58 AM »
Oh, I had completely misinterpreted that there was a trigger for it to function. It works, just not at all how I thought it did.

3
Mods / Re: [0.96a] Random Assortment of Things
« on: November 06, 2023, 02:11:40 AM »
Is there specific criteria for what weapons the Boost Redirector hullmod affects? Like does it only affect Abyss weapons or weapons from this mod specifically?


I've tried a bunch of ballistic and energy weapons with varying reload sizes, burst sizes, ammo sizes, ammo charge rates, refire speeds and I've not seen them have any noticeable change after adding this hullmod.

The 0-flux speed boost is reduced as labeled, but that's about all I can see that does work for it.

4
Mods / Re: [0.96a] Automated Commands
« on: November 01, 2023, 01:00:38 AM »
Would it be possible to add ones that prevent a ship from venting or dropping shields regardless of flux levels? As well as one that makes a ship always use it's activatable system as soon as it's available?

Can't count he number of times one of my ships has deactivated it's shields with barely any flux while engaging only to immediately try turning them back on again and taking unnecessary hull damage in the meantime as it's shields slowly unfold. There are also a number of mods that have different effects depending on how high a ship's flux is or even when their shields overload, which would make them more viable in the hands of an AI if they weren't venting their flux away.

As for commanding ships to use any active systems they have as constantly as possible, there are some systems in the base game and in other mods that I would always want the AI to be using as soon and as often as they can. I know that this might be trickier with systems that have a constant effect until deactivated like Fortress Shield or ones that require targeting like Mine Strike, but just having it for the other ones that are fire-and-forget like Temporal Shell would go a long way to making AI controlled ships for hulls that have these more effective.

5
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.6a
« on: October 31, 2023, 10:06:38 PM »
Ah, alright. I thought you had made your own versions of those hullmods, but if that's not the case then my request could screw with Temporal Shell for every ship that has it, whether or not it was added from this mod.

I think there's another mod that allows you to set ship behaviors in combat through hullmods, like forcing ships to vent at high flux. Maybe it'd be simpler to approach this from that side, since I'm pretty much asking for a ship to always use an Activateable System whenever it's available.

6
Mods / Re: [0.96a] Ashes of The Domain
« on: October 31, 2023, 02:22:54 AM »
Got hit with a crash mid-travel in an unexplored system.
Code
java.lang.NullPointerException
at data.colonyevents.events.TriTachyonInvestmentEvent.canOccur(TriTachyonInvestmentEvent.java:22)
at data.colonyevents.manager.AoTDColonyEventManager.validateEvent(AoTDColonyEventManager.java:283)
at data.colonyevents.manager.AoTDColonyEventManager.pickEvent(AoTDColonyEventManager.java:261)
at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:211)
at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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(Thread.java:748)

7
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.6a
« on: October 31, 2023, 12:24:15 AM »
Is there a way to make it so that the AI uses some of the experimental activated systems like Temporal Shell as often as possible whenever it's available? It seems like it will currently only use it if an enemy ship comes too close.

Reverse deployment doesn't have the same issue, the AI will always use it the second it's available.

8
Mods / Re: [0.96a] Ashes of The Domain
« on: October 28, 2023, 03:51:43 AM »
I'm unfortunately stuck in version 1.6.5 of Vaults of Knowledge, so I'm not sure if this has been fixed or is intentional, but I noticed that I'm unable to utilize colony items such as the Autonomous Mantle Bore on the upgraded version of extraction facilities such as the Fracking industry. I haven't reached the upgrade of Refining or Light Industry yet, but I'm guessing this would also be the case for the Catalytic Core and the Biofactory Embryo?

Also how bricked is my save going to be if I switch to the newest version? Just out of curiosity.

As far as I understood it, Fracking is specifically meant for when you don't have an Autonomous Mantle Bore with you and yet still need to extract more ores than you could get from regular Mining. It seems a deliberate design choice when you consider that Fracking gives you +2 for mining Ores while the Mantle Bore will give you a flat +3 to mining everything that you could mine from the world.

As for other upgraded structures not accepting their specific Industry items when their downgraded versions do, I believe that's intentional. It's even the case where the Industry item is required in order to upgrade the structure, such as with the Orbital Works into the Fleetwork or Skunkwork final upgrade as it consumes the item to complete it.

9
Mods / Re: [0.96a] Aptly Simple Hullmods 1.6.1
« on: October 23, 2023, 06:35:49 PM »
Don't know if it's a conflict with a different mod, but Industrial Machine Forge periodically converts metals to heavy machinery at an extremely inflated rate that would be impossible for my fleet to achieve even if they were all capitals with it S-modded in.

I don't know if it counts ships in storage or if it's stacking each instance of it without updating each time it's removed, but it's persistent and ever increasing as the game goes on where it'll convert an obscenely massive volume of metal to machinery and then going back to normal rates.

10
Mods / Re: [0.96a] Ashes of The Domain
« on: October 14, 2023, 06:22:31 PM »
There seems to be a strange intersection between RED Oculian Armada and Nexerelin Strategic AI on the 1.6.x versions of Vaults of Knowledge causing the following crash without fail within a month of loading a save:

Code
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
at data.scripts.world.exerelin.industry.ocua_orbital_matrix.apply(ocua_orbital_matrix.java:95)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.buildOrUpgrade(BuildHeavyIndustryAction.java:38)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.generate(BuildHeavyIndustryAction.java:29)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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(Thread.java:748)

I've managed to find a solution without disabling any involved mods or disabling Strategic AI on Nex by using an older version of VoK before 1.6 so I thought it'd be worthwhile to post it here in case anyone else has run into the same issue since this error report has been made to the other two involved mods already.

Edit: Managed to get everything working with current version of VoK by removing a line from Oculian Armada in Oculian Armada\data\config\exerelin\industryClassDefs.csv
Change it from:
Code
id,name,class,priority,special,requiredMod
ocua_food_industry,Food Processing Plant,data.scripts.world.exerelin.industry.ocua_food_industry,,,OcuA
ocua_cookie_industry,Oculian Bakery Complex,data.scripts.world.exerelin.industry.ocua_cookie_industry,,TRUE,OcuA
ocua_orbital_matrix,Orbital Assembly Matrix,data.scripts.world.exerelin.industry.ocua_orbital_matrix,,TRUE,OcuA
to
Code
id,name,class,priority,special,requiredMod
ocua_food_industry,Food Processing Plant,data.scripts.world.exerelin.industry.ocua_food_industry,,,OcuA
ocua_cookie_industry,Oculian Bakery Complex,data.scripts.world.exerelin.industry.ocua_cookie_industry,,TRUE,OcuA

And it'll work fine. All it changes is removing Oculians version of an Orbital Works from being an upgrade for Nex Strategic AI upgrading.

11
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: October 02, 2023, 11:30:05 PM »
Would it be possible to make the Ashes of the Domain Stellamanufactorum produce Domain Era Artifacts? It would increase compatibility and make some thematic sense since that thing can make nanoforges.

Hmm, I think that might need to be added from the AotD side since I don't want to overwrite content from AotD in TASC. It should be trivial for Kaysaar to add that (if they want to) with code like the below:

Code
if(Global.getSettings().getModManager().isModEnabled("Terraforming & Station Construction"))
{
    supply("domain_artifacts", (size - 2));
}

I remember this being brought up by that user in the AotD thread initially. This was the mod author's response that led him to post here:
Just a thing, what if the Stellamanufactorum produced Domain Artifacts if TASC is installed and has them turned on? Its not always convenient to have a ruins world where you cna grow it and set up Domain archeology, and this thing literally lets you make pristine nanoforges.
This issue should be addressed to author of TASC , as Stella Manufactorium uses CSV for items production , which TASC could implement on their side

12
The main consensus is that some players don't recognize any incentive to own pets since they're basically cosmetic extra upkeep costs, so I believe they would a have much higher popular acclaim and use in the community in case little passives were given to each one, just like the effects in Substance Abuse, but way lighter due. But hey it's just my two cents. I started another playthrough a while ago, so if I come across any important bugs I will report here.

I share these sentiments, though I do understand there will be plenty of players who are fine with the purely cosmetic aspect of pets and would find that giving each pet different bonuses could tarnish that aspect as it introduces mechanics into what was ostensibly a fluff mod feature.

That being said, adding tiny bonuses could also be tied in a fun way to the actual mechanics of commanding a fleet, but as with everything, it just depends on execution. For example, make up a pet like a Fluffy Space Cat that reduces crew loss from the flagship by 1%, and the flavor text could display "...the sheer, unmitigated fluffiness of this cute, clawed critter compels your crewmembers to cling to life just a little bit harder than they otherwise would, just to pet the floofy space cat one last time..."

Just my two cents on an otherwise superlative mod.

13
This was the last essential mod I was waiting on before starting up Starsector again. Eager to see what changed since I last played the game around two years ago.

14
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 02, 2021, 05:12:31 PM »
Is there a way to set the limit on the number of Mining Station allowed to be constructed equal to the number of asteroid fields present in a system, or X amount per asteroid fields (1 mining station per 2 viable asteroid fields, or vice versa)? Likewise for Siphon stations and gas giants?

15
Well the rules of the Spacer start itself are set in code, so it's pretty hard for a user to add/modify a script to handle those things.

Console's AddCredits command takes negative values to reduce player credits (and won't go below a credit balance of zero), so you could just run that at start.
For capping relations, you could try creating a maxRelations table in data/config/exerelinFactionConfig/player.json like so:

Code: json
    "maxRelationships":{ "default":-0.76, "pirates":1, "independent":1 },
(Note that you can't set starting relationships in the same way, since that setting is only used in random sector, have to do it the old-fashioned way with console. Also this will affect other savegames.)

Thanks, this actually gets me close enough to the desired start without needing to fiddle too much with starting console commands. The only commands I needed to do with this setup is the one to drain my cash and set pirates to non-hostile.

The thing about the inability to set starting relations is that it actually snaps to their value limits once you use the SetRelations command on any faction, so by setting pirates to neutral, it automatically snapped the rest of the faction relations to -76, so getting started was surprisingly quick.

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