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Messages - Sutopia

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31
Alternatively, just implement TrackedHullmodEffect (in other utilities). You should never need a forced refresh.
Every frame scripts are terrible.

32
Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: February 23, 2022, 10:56:32 PM »
Instead of checking phase system ID for flicker core, can you check the phase status instance instead?
Code
if (ship == null) return false;
ShipSystemAPI cloak = ship.getPhaseCloak();
if (cloak != null && cloak.getSpecAPI().getStatsScript() instanceof com.fs.starfarer.api.impl.combat.PhaseCloakStats) {
      return true;
}

This would allow reskinned phase cloaks that merely modified the color or miscellaneous attributes to be compatible with it.

Or simply do what vanilla does
Code
return ship.getHullSpec().isPhase();

33
General Discussion / Re: [GUIDE] Military Science: Weapon Tree
« on: February 23, 2022, 02:04:07 PM »
for the record
For your reference in general.

Ballistic Families

SmallMediumLargeNotable Description?
Assault FamilyLight Assault GunAssault ChaingunHephaestus Assault GunRapid-firing, fast, high explosive rounds
Autocannon FamilyLight Single Autocannon
Light Dual Autocannon
Arbalest Autocannon
Heavy Autocannon
Mark IX Autocannon
Mark IX Autocannon
Medium-ranged kinetic rounds
Flak Family-
-
Flak Cannon
Dual Flak Cannon
Devastator Cannon
Devastator Cannon
Inaccurate, proximity-fused shells.
Machine Gun FamilyLight Machine Gun
Light Dual Machine Gun
Heavy Machine Gun
Heavy Machine Gun
-
-
Rapid-firing, short-ranged kinetic rounds.
Mauler Family (?)-Heavy Mauler-Long-ranged, fast high explosive shells.
Mjolnir Family (?)--Mjolnir CannonUniquely pure energy-dealing, EMP-potent shells
Mortar FamilyLight MortarHeavy MortarHellbore CannonSlow, lethal high explosive rounds.
Needler FamilyLight NeedlerHeavy NeedlerStorm NeedlerRapid-firing, medium-ranged kinetic flechettes.
Rail Coil FamilyRailgunHypervelocity DriverGauss CannonPerfectly accurate (with potential EMP) kinetic slugs.
Thumper Family (?)-Thumper-Fast-firing, medium-ranged, fragmentation rounds
Vulcan Family (?)Vulcan Cannon--Rapid-firing, inaccurate, point-blank rounds

Energy Technology Tree

SmallMediumLargeNotable Description?
Antimatter TechAntimatter Blaster--Limited high-damaging antimatter.
General Beam TechTactical LaserGraviton BeamHigh Intensity LaserLong-ranged, generalist sustained beam.
Hyperdimensional Tech-Phase LanceTachyon LanceExpensive, high-damaging burst beam.
Ion TechIon Cannon
-
Ion Pulser
Ion Beam
-
-
Medium-ranged, EMP energy matter
Long-ranged, EMP sustained beam
PD Beam TechPD Laser
LR PD Laser
Burst PD Laser
-
-
Heavy Burst Laser
-
-
Paladin PD System
Short-ranged, sustained beam.
Long-ranged, sustained beam.
Medium-ranged burst beam.
Mining TechMining LaserMining Blaster-A miner's best friend, a soldier's worst friend.
Plasma Tech-Heavy BlasterPlasma CannonHigh-damaging plasma matter.
Pulse TechIR Pulse Laser
-
Pulse Laser
-
Autopulse Laser
Thermal Pulse Cannon
Fast-firing energy matter.
An old relic of the past.

Missile Payload System

SmallMediumLargeNotable Description?
Annihilator SystemAnnihilator Rocket LauncherAnnihilator Rocket Pod-Fast, low payload, unguided rockets.
Atropos SystemAtropos-class Torpedo Rack--Slow, moderate payload, advanced guided torpedoes.
Breach SystemBreach SRMBreach SRM Pod-Slow, anti-armor payload, advanced guided missiles.
Hammer SystemHammer-class Torpedo-Hammer BarrageFast, moderate payload, unguided torpedoes.
Hurricane System--Hurricane MIRV LauncherFast, long-ranged, two-staged, medium payload, widespreading, semi-guided missiles.
Proximity Charge System-Proximity Charge Launcher-Slow, medium payload, proximity-fused, unguided explosive charge.
Reaper SystemReaper-class TorpedoTyphoon Reaper LauncherCyclone Reaper LauncherFast, needs-arming, high payload, unguided torpedos.
Sabot SystemSabot SRMSabot SRM Pod-Slow, short-ranged, two-staged, EMP payload, guided kinetic missiles.
Salamander SystemSalamander MRMSalamander MRM Pod-Fast, long-ranged, auto-loading, rear-seeking, EMP payload, guided fragmentation missile.
Swarmer SystemSwarmer SRM Launcher-Locust SRM LauncherFast, low payload, advanced guided missiles.
Squall System--Squall MLRSFast, long-ranged, EMP payload, semi-guided kinetic missiles.

What do you think?
REDACTED INFORMATION
Energy Technology Tree

SmallMediumLarge
Cryo Tech-
-
Cryoblaster
Cryoflamer
-
-
[REDACTED] Tech-Disintegrator-
Pulse TechMinipulser
-
-
-
-
Volatile Particle Driver
Hyperdimensional TechRift Lance
-
-
-
-
Rift Beam
-
-
-
-
Reality Disruptor
Rift Cascade Emitter
Lightning TechShock Repeater--

Missile Payload System

Antimatter SystemAntimatter SRM Launcher--
Resonator System-Resonator MRM Launcher-
[REDACTED] System--Rift Torpedo Launcher
[close]
[close]

Where is pilum?

34
Mods / Re: [0.95.1a] Concord 2.2.0
« on: February 22, 2022, 04:35:20 AM »
Touching base again!  ^_^  I'm seeing changes and adjustments, which rocks.  Equip screen isn't slowing down now.

But!  I'm still getting SOME duplicate S-mods (before it was all, or nearly all) but I seem to have... lost access to most basic ones?  I don't know if I just need to go find them again, or...

For example, I don't have Expanded Cargo Holds anymore.  <_<
I can find it in the Progressive modification window with only a single option instead of the double.

Yeah that does appears to be an issue and what I could manage is that its having issues with other mods, as with just Concord, the base mods are there, but with other mods they are gone.

I'm using a vast majority of mods, nearly all of them and Concord used to work fine but I think recent updates, while removing the lag in the refit screen and breaking Vents and Caps, seems to have disabled or hidden most of the basic hullmods, or base game hullmods.

Not to say they no longer exist, they still do and ships that have them applied still use them, just that you can no longer put those hullmods, see those hullmods in the selection or add them via S modding.

Did 2.2.1 not fix it?

35
This mod is fantastic!  But I'm very suddenly having a lot of wonky behavior.  Somebody mentioned a conflict with Concord.  There may be a bit of friction elsewhere too.

Just in the last few days, suddenly my S-mods are turning up in duplicate, and some of the mods themselves (depending on which of the pair you choose) have wonky behavior like... infinite XP  >_>

Halp?  ^_^;;

We have worked out the duplicate part and source code has been updated.
Sorry for the inconvenience.

Do I have to start a new game?  I'm still getting wonky (but different!) behavior.

I don’t think the released version has been updated.
Meanwhile, I have patched concord to make doppelgänger auto replace itself with the correct original hullmod. As long as you don’t try to build in two of the same type simultaneously you shouldn’t have further issues.

36
Suggestions / Re: API request thread (please read OP before posting!)
« on: February 20, 2022, 07:07:06 PM »
Not new API but how existing API work:
  • Make SettingsAPI.putSpec work with unobfuscated types (wings, weapons, hull variants) - it currently cannot do anything for a modder
  • Make com.fs.starfarer.api.util.Misc.isSpecialMod(ShipVariantAPI, HullModSpecAPI) not check hidden - is it necessary?

37
Modding / Re: Hullmods not showing up with mods, help please
« on: February 19, 2022, 09:54:45 PM »
I just tried it out and yeah same thing. At the very least I have a workaround, but I have no idea why it works.

Can you paste your enabled mod list copy?
Also make sure concord is on latest version, in previous version the available hullmod list has a little delay before it's updated. Now it never happens since I changed the call to be more reliable and more performant.

38
Modding / Re: Hullmods not showing up with mods, help please
« on: February 19, 2022, 05:17:40 AM »
Have you tried the updated version? Does it still happen?

39
Suggestions / Re: Vanilla Change Requests:
« on: February 18, 2022, 12:27:18 PM »
Excellent points. Some followup:

Other people have brought up the performance hit from pathfinding changes. I believe that Alex could fix these problems by porting Starsector away from Java (obsolete language, weighed down by technical debt of eternal backwards compatibility) to a more modern framework, such as Visual Basic 6. This will also save time with debugging, as it is less likely to be compatible with problematic operating systems such as Mac (artisty, bloated, closed source), which is strictly inferior to Windows (functional, slim, spiritually open).

Pushing a DLC for a fork as you suggested might be controversial, so I suggest a scaling financing model. Users who sign up for the port to the new framework have the costs automatically distributed and the funds withdrawn from their bank accounts, but receive a gradual refund as more users sign up to the new Starsector port and take on their share of the burden. That way, we can get faster development, money up front, and an equitable cost for all players.

I think we should just remove skills. I'm sick of them constantly being reworked. Alex should focus his effort on more fruitful ends, like documenting the modding API.

VB6 is the obsolete language, not Java.

Java treat you like an adult so you are responsible for any code you wrote. Java is otherwise one of the most performant language and the support is still active.

VB6, on the other hand, has been abandoned by Microsoft completely due to bad performance and fundamental framework flaws. I have to assume you came from a parallel universe to say VB6 is modern.

40
Mods / Re: [0.95.1a] Concord 2.1.5
« on: February 18, 2022, 05:31:49 AM »
I'm also having the duplicate S-mod bit, along with a decidedly noticeable slowdown then applying vents and capacitors.  Shift-click basically does nothing, as it seems locked into its slow/laggy pace.

...I'm not 100% sure that's Concord.  There's Progressive S-mod, Carriers, Carriers+, and Better Deserving S-Mods all sorta jostling for position.  But I saw the comments about one of the several new bits I'm also observing, and thought I'd start here.

Is there a verified interaction/conflict I should be hounding somebody else about?

I have worked with progressive S-mod and there should be an update soon.

Other than that I can't quite think of the reason of slowdown. Do you experience slowdown in campaign or even in missions?
If it's only slow during campaign it means there probably is some other mod calling everyframe script and maybe struggling or attempting to undo what concord is doing, causing the slowdown. Concord's script is only called when you load a ship, click on a ship or changes something on a ship instead of everyframe. I did not see any slowdown in my campaign or missions, my shift click on cap and vent are smooth as vanilla.

Here is my mod list in case you wonder:
Spoiler
{"enabledMods": [
  "$$$_trailermoments",
  "aibattles11",
  "lw_autosave",
  "CaptainsLog",
  "chatter",
  "su_Concord",
  "lw_console",
  "DetailedCombatResults",
  "Imperium",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "MagicLib",
  "su_CarrierHullmod",
  "su_CarrierHullmod_Rebalance",
  "wisp_perseanchronicles",
  "TAR",
  "star_federation",
  "underworld",
  "lw_version_checker",
  "shaderLib"
]}
[close]


Update: I will make a new patch deploying cached mode to improve the performance of blacklist parsing but at a cost of more ram because the result cache.

41
This mod is fantastic!  But I'm very suddenly having a lot of wonky behavior.  Somebody mentioned a conflict with Concord.  There may be a bit of friction elsewhere too.

Just in the last few days, suddenly my S-mods are turning up in duplicate, and some of the mods themselves (depending on which of the pair you choose) have wonky behavior like... infinite XP  >_>

Halp?  ^_^;;

We have worked out the duplicate part and source code has been updated.
Sorry for the inconvenience.

42
Mods / Re: [0.95.1a] Modern Carriers 1.8.5
« on: February 17, 2022, 06:28:55 PM »
V1.8.5 added a new hullmod to allow your drone carriers use regular fighters!

SIDE EFFECT: will render all modded fighter with 0 crew as drone carrier compatible

43
Modding / Re: Hullmods not showing up with mods, help please
« on: February 17, 2022, 01:55:56 PM »
I’m wondering if I’ve missed a comma somewhere
Let me re-download and format the hullmod csv and see if it still happens
Update dropping in 6 hours

44
Modding / Re: Hullmods not showing up with mods, help please
« on: February 17, 2022, 10:59:18 AM »
Since you’re posting this in modding, can you provide your mod list? Or is it a pure vanilla thing?

I’ve got multiple reports about random tags being default disabled in-game for no obvious reasons and it definitely did not exist in 0.95a

45
Modding Resources / Re: [0.95.1a] LazyLib v2.7b (released 2021-12-10)
« on: February 17, 2022, 10:12:33 AM »
Hello,

Lazyfont loading breaks if the SettingsAPI is wrapped by an overriding shell class.
It will brick any font loading after the SettingsAPI is set by another mod.


NVM I have fat finger

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