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Topics - SafariJohn

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31
Roider Union Linux players are getting a crash on app start because I have a skin of a skin. Linux loads in the opposite order from Windows, so the skin-skin gets loaded before its base skin - crash.

I had a crash on game start with the version 1.3.13 until I change "baseHullId":"roider_gambit_p" to "baseHullId":"roider_gambit_p_base" in roider_gambit_p_early.skin file.
Can you please post the log message for that crash? It works fine as-is for me.
I am running Starsector on linux (I know that it can be usefull to know as system is case sensitive).
Here is the log, but I am afraid there is not more information than in my previous message:
Spoiler
Code
7994 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/roider_gambit_p_early.skin]
7994 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/[REDACTED]/.jeux/starsector/./mods/Roider Union (data/hulls/skins/roider_gambit_p_early.skin)]
8000 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [roider_gambit_p] not found!
java.lang.RuntimeException: Ship hull spec [roider_gambit_p] not found!
at com.fs.starfarer.loading.oO0O.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)
[close]
Thank you. Replicated - looks like skins of skins are sensitive to load order. Windows loads in one direction, Linux in the opposite, so what is safe on Windows crashes on Linux and vice versa.

32
Suggestions / Emphasize Active Ballistic Rangefinder Bonus
« on: January 26, 2022, 03:23:31 PM »
While a careful reading of Ballistic Rangefinder's description tells you exactly how it works, a casual glance can be confusing. It would be helpful if the active bonus for a given ship was always the first paragraph. And maybe grey out the inactive bonus.

33
Bug Reports & Support (modded) / Skin with Modules Shenanigans
« on: January 19, 2022, 04:30:50 AM »
I've encountered several bugs using skins of ships with modules.

I have a ship with a module, a skin of that ship, and a skin-skin that removes the module (but not the slot) and swaps a built-in hullmod.

The first skin should break autofit compatibility with the base ship because it modifies a weapon slot, but the base autofits are still available. Adding one of these ships using Console Commands fails to give it its module (base ship does get module) - did not check markets but probably same thing.

The second skin is set to restore to the first skin. It also has the base ship's and first skin's autofit variants available. The module is not added back when restored (sad, but not surprising). The swapped-out hullmod is added back like it is supposed to be, but the swapped-in hullmod is still there as a non-built-in hullmod.

At any point a ship is missing a module, selecting an autofit variant that does have the module will cause a crash when it tries to save the refit.

34
Bug Reports & Support / Bounty - Pather Mission Not Tagged Luddic Path
« on: January 02, 2022, 07:53:07 PM »
I noticed a bounty I got from a faction contact on a "pather" was not tagged Luddic Path in the intel screen. The fleet was in fact the Luddic Path faction.

I imagine the other Bounty - X missions are similarly not tagged with the target's faction.

35
When I was offered an underworld trade fleet bounty mission to Anargaia, a special moving system from Legacy of Arkgneisis containing a huge starship with market, the star marker was in the right spot, but the arrow from me to it flailed around pointing at random spots.

I think this is a bug in VisualPanelAPI.showMapMarker().

36
Bug Reports & Support / Rule With No Id
« on: January 01, 2022, 11:59:50 AM »
Immediately after gaATGtalkToCoureuseBlocked there is a rule with no ID. It just has a script section:
Code
,,,"AddTextSmall ""Received Janus prototype"" highlight
$global.gaATG_useJanusPrototype = true
Call $global.gaATG_ref updateStage",,,

Probably doesn't do anything, but given that it isn't actually commented out...

37
Suggestions / Make Asteroid Impact Code Accessible
« on: December 27, 2021, 02:15:05 PM »
I want to do an insurance program that covers when your ships get damaged by asteroid impacts for my Roider Union mod, but the code for asteroid impacts is such a closed mess that I literally can't. It's barely even possible to detect individual hits.

Please revisit AsteroidBeltTerrainPlugin.java and make it possible to interact with the asteroid impact code.


I would like to see:
- modify chance of impact
- modify chance of damage
- modify damage
- modify impact force
- modify impact duration
- report (damaging) impact to listener
  - what ship was affected and how much damage it took
- probably more that I've forgotten

38
Suggestions / Lion's Guard S-mod Solar Shielding
« on: December 21, 2021, 03:43:06 AM »
Every ship in Lion's Guard fleets should have Solar Shielding as an s-mod.

39
Suggestions / Unintended Rapid-Fire Asteroid Impacts?
« on: December 15, 2021, 08:10:22 AM »
The chance of an asteroid impact is
Code: java
hitProb = expire / durPerSkip * probPerSkip;
which means the chance of an impact is greatest right when the impact cooldown expires. I think this is a problem because it can make impacts seem much more frequent than they really are by causing several damaging impacts to occur in a row, only a quarter second (0.5 * time speedup) apart.

On the flip side, impacts become less likely the longer its been since one happened, which might set players up for a rude surprise when one of the rapid-fire impact groups occurs.

I think a double bell curve (or capped sine wave) would be optimal for the probability of an impact: very low chance right after cooldown expires, highest at the desired interval, drop down low again, then rise up as time increases until another impact becomes certain.

40
Suggestions / Additional Ways to Cancel Ship System
« on: December 12, 2021, 06:00:38 AM »
It would be nice if raising shields or by venting would cancel Burn Drive. It seems so natural that several times I have gotten myself into trouble because I expected it to already work that way.

41
If you try to use the $marketFaction token in a market condition's description, the "$market" part gets replaced by the market's name.

42
Suggestions / Inhospitable Factions Should Embargo
« on: November 03, 2021, 10:59:14 AM »
If you are inhospitable with a faction, they won't give you docking clearance at their markets. The same principle should apply with market supply/demand so faction hostilities have clear and direct economic consequences.

For example, if a market demands 7 fuel, but is inhospitable or hostile with all 7+ fuel suppliers, they should get a shortage equal to their deficit.

Vice versa, if a supplier is inhospitable or hostile to every market that demands a good at their supply level, they should be stuck with a surplus.

43
Suggestions / XXXAmmoBonus Oversight with Low Ammo Weapons
« on: September 15, 2021, 08:38:30 PM »
If a MutableShipStatsAPI XXXAmmoBonus stat reduces a weapon's ammo below 1, it is rounded down to 0. This is especially problematic when trying to make a hullmod that reduces missile ammo - any reduction causes 1 shot weapons to become 0 shot weapons.

Please at least make it so values between 1 and 0 are rounded up to 1.

44
Suggestions / Split Colony Size into Two Stats
« on: July 22, 2021, 04:35:47 PM »
Population has not been able to cover all the mechanical aspects of colonies without breaking verisimilitude. Previously that meant unbelievable pop growth; currently it means an arbitrary pop cap on player colonies. I suggest splitting off the industrial/military scaling of colony size to a new "colony level" stat.

Colony level would represent the quality of a colony's infrastructure. Industrial and military industries would use the colony's level to determine their supply/demand and other effects. Raw resource industries like farming would still be based on population.

This would solve the verisimilitude issues and create a dynamic where players can get all the mil fleets and ship building they want, but their colonies are (usually) still dependent on the core worlds for raw materials.

45
Suggestions / Destruction of Disloyal AI Cores
« on: June 02, 2021, 12:15:05 PM »
It seems to me that AI cores are kind of oddly abundant. It's not that they drop too often, but that they never go away. I think a very low consumption rate of in-use AI cores (being destroyed for "signs of disloyalty", per the lore) would add a new dimension to how players use AI cores - power vs sustainability.

The more AI cores you use, the more powerful you are, but the faster you run out. To counter that, you can either hold some in reserve or hunt more REDACTED. The choice would be up to you.

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