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Messages - TimeDiver

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106
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: March 22, 2023, 08:35:18 PM »
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer
java.lang.NoClassDefFoundError: com/fs/starfarer/api/plugins/derelicts/IndEvo_ArtilleryStationPlacer

First Time posting, I've only got this When Tahlan Shipworks is Enabled

Please Help
Assuming that you downloaded the latest version of Industrial Evolution (v3.2c) AND you downloaded v0.8.666a from this thread, you need to get the latest version of Tahlan Shipworks (v0.9 BETA6) from the Unofficial Starsector Discord.

Alternatively, download and install v3.1.f of Industrial Evolution instead (delete the 'Industrial.Evolution' folder from 'mods' first, do NOT just overwrite), using the following link:

https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.f.zip

107
https://discord.com/channels/187635036525166592/825068217361760306/1085331254012035112

I had to to ask to. Peeps on the discord are generally pretty helpful.
Oh, I've already downloaded it from there; my PM regarded updating this thread's link for those who don't (or won't) use Discord.

108
@SirHartley, did you get my Private Message in regards to updating the link for the latest beta version (from the Discord) of Tahlan Shipworks?

109
Mods / Re: [0.95.1a] Diktat Enhancement 1.2.0f
« on: March 14, 2023, 10:10:35 AM »
Thought you should know: Diktat Enhancement is now incompatible with Industrial Evolution.
How so? I'm updated with both Diktat Enhancement v1.2.0f and Industrial Evolution v3.2.c and haven't experienced any CTDs... yet.

Then again, even after starting a new campaign, I've yet to establish any colonies of my own, so any CTDs might only occur after that.

EDIT: After reading Diktat Enhancement's changelog, I could only find the following:

Quote
- Added Ind.Evo structure compatibility(fear fortress askonia)

If anything, 1.2.0f fixed what could have caused any CTDs in a cross-mod interaction with Industrial Evolution.

110
Modding Resources / Re: [0.95.1a] MagicLib v0.46.0 (2023/02/08)
« on: March 09, 2023, 09:42:45 AM »
@Alex, doesn't this thread actually belong in 'Modding Resources'?

111
Mods / Re: Mod seems to crash my game
« on: March 04, 2023, 01:20:13 PM »
get the latest Tahlan shipworks beta

If you're talking about version 0.8.666 then I already have it and it still crashes when I create the world
That is NOT the latest version; check the first page of this mod's thread for the link to 0.9BETA 5 of Tahlan Shipworks.

112
I really like idea of this mod however this mod single handedly did ruin my run. Is it possible for me to disable debuffs on my ships? I want to fix my game?
1. Download/extract the Console Commands mod from the following thread: https://fractalsoftworks.com/forum/index.php?topic=4106.0

2. In-game, after loading the saved game, make use of the ClearRep console command (to open the console, the default hotkey combo is Ctrl + Backspace).

Example: ClearRep All will remove all traits from all ships in your current fleet, or ClearRep <insert ship name> will remove traits from just that one ship.

113
Modding / Re: Editing mining blaster
« on: March 02, 2023, 04:22:42 PM »
I must be looking in the wrong place because opening the breach missile file with notepad+ or ship/weapon editor doesn't have this.
That is because the file-in-question (BreachOnHitEffect.java) is inside the <install path>\starsector-core\starfare.api.zip archive.

It would involve re-compiling some of Starsector's core game scripts with a Java SDK environment, a tedious task to be sure.

If you want to test the updated Mining Blaster in action, there IS an alternative: on the Starsector Discord, search for 'Vanilla Balance Patch Preview'; there's a .zip file labeled 'balance_stuff.zip', at 36.02 KB in size.

Now, said mod includes many (though NOT all) of the changes as detailed in the 'Starsector 0.96a (In Development) Patch Notes' thread, so if you only want to test the Mining Blaster changes, you'll have to: (Be sure to keep an unchanged copy of the balance_stuff.zip file somewhere else.)

1. Delete any other files & folders inside the balance_stuff.zip file other than the 'jars' folder (keep the balance_stuff.jar file that is inside 'jars') and 'data\weapons'; keep weapon_data.csv, miningblaster.wpn and miningblaster_shot.proj (in the 'proj' sub-folder within \data\weapons).

2. Edit weapons_data.csv with NotePad++ (or an alternative) and remove ALL other lines, except for very top line, AND the one that starts with Mining Blaster (by default, this line's number should be #81) and save the changes.

3. Keep the mod_info.json file in the mod's 'root' folder (balance stuff), but otherwise get rid of any other folders/files there (both '.idea' and 'out' , but NOT 'jars'), including the balance stuff.iml file.

Apologies if this explanation remains unclear, but I'm short on time and have to be somewhere else in under a half-hour (as of submitting this reply at 1622 Pacific Daylight Time).

114
Ruthless Sector 1.4.0
Compatible with previous versions
Fixed Magic Bounties overriding ruthless sector features
At the risk of unintentionally annoying you... did you account for IBB-type bounties from Dark.Revenant's Ship/Weapon Pack?

Because testing it out just recently did not yield a significant increase in faction reputation gain*, whereas Magic Bounties did.

* - Deliberately edited the relevant settings via LunaLib v1.3.2.

115
link no worky
hey, thanks for letting me know, I'll switch it out!
*coughs* Link to v0.9 BETA 5 of Tahlan Shipworks has yet to be updated, mod author.

For those who don't use Discord or don't know how to download an earlier version of Industrial Evolution.

EDIT: As of sometime on February 26, this post is no longer accurate, as the link has been properly updated.

116
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c / 0.73c1
« on: February 25, 2023, 09:42:21 AM »
Hi this is my first time posting on any forum like this so sorry if it end up in the wrong place or something just wanted to ask for help cause i love playing starsector especially with the UAF mod running on it.

I have plenty of mod dowloaded including UAF and the game starts up fine the only issue I have is when I want to create a new game as soon as I have selected faction and ships etc as soon as I select start game it crashes and comes up with this prompt.

Fatal:
com/fs/starfarer/api/plugins/derelicts/IndoEvo_ArtilleryStatoinPlacer
Cause:
com.fs.starfarer.api.plugins.derelicts.IndoEvo_ArtilleryStationPlacer
Check Starsector.log for more info

I have just written the prompt word for word as not the most computer literate especially when it comes to trawling through files to fix some missing code or something but any and all help would be greatly appreciated so that soon enough I hopefully get back to bring UAF glory to the sector thorugh the holy semibreve and its purfying light XD.
Does your mod(s) list include both Industrial Evolution v3.2c AND Tahlan Shipworks v0.8.666a? Because the latter will not work the current version of Industrial Evolution.

Your choices are (one or the other, NOT both):

1. Download v3.1f of Industrial Evolution instead: https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.f.zip

2. Get the v0.9 BETA 5 version of Tahlan Shipworks from #mod_updates in the Starsector Discord. Invite link: https://discord.gg/a8AWVcPCPr

117
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: February 24, 2023, 11:10:41 PM »
Hello guys! Thanks so much for the feedback and suggestions. To get things rolling again, here's a fresh link and informal update.

https://www.dropbox.com/s/78y59p97rprju93/Quality%20Captains%201.2.0a.zip?dl=1

This version brings optional Lunalib support, allowing you to modify skill balance ingame, and polishes descriptions and some other issues that've been reported. Once this version has been copied and I've added Realistic Combat support I'll release the finished update on the main post.
Question! Since I've modified my personal copy of 1.1.h to re-implement some of the skills labeled as BACKCOMPAT in the modSettings.json file...

If there is no corresponding line in the mod's LunaSettings.csv file, will Quality Captains instead load any 'missing' values as defined in modSettings.json?

Or do I need to add new lines to LunaSettings.csv and/or edit certain .java files and then re-compile the .jar file to get this new version to load those values?

EDIT: Tested just now; neither adding relevant lines to LunaSettings.csv nor relying solely on any changes to modSettings.json were reflected in-game.

118
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: February 23, 2023, 07:20:24 AM »
Hello. My game crashed when I started a new game with Tahlan Shipworks mod on the 0.8.666a version
v3.2c of Industrial Evolution requires the v0.9 Beta 5 version of Tahlan Shipworks.

You have to join the Unofficial Starsector Chat Discord, though; here's the invite link:

https://discord.gg/a8AWVcPCPr

Once joined, the download link is in #mod_updates; you have to scroll up a bit to find it.

119
If you use Tahlan (and only then!), you need at least the BETA version of that mod: Tahlan Shipworks 0.9BETA4, the current forum version will crash.
SirHartley, the link to the Discord v0.9 Beta 4 of Tahlan Shipworks is no longer valid; it's been replaced by Beta 5, but I can't copy-paste the updated link for someone else via the browser interface for Discord.

120
Double-digits! Pretty sure it's been capped at 5 for quite some time. Guess that wasn't the case at some point.
Eh, rest assured that was a deliberate change I made to the .ini configuration file.

Quote
Most of ruthless sector's features don't work with magic bounties because it overrides the code ruthless sector needs to run to do its thing. I found out about this recently (like a month ago, which is recent in old-man time), and it is fixed in the dev build. I'm hoping to release an update soon, but I have a few more things to do first.
Figures, but that explains that. Now for another few months before this mod's next update!

...hopefully before v0.96a is released and makes Starsector modders' lives more of a headache.

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