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Mods / Re: [0.95.1a] Concord 2.0.0
« on: February 17, 2022, 10:10:21 AM »Progressive S-Mod has an error prone implementation of showall, I%u2019ve submitted a pull request for the mod to fix it. Don%u2019t use showall.
I think console command is using error prone implementation of reflection and my SettingsAPI shell to mock S-mod display made console command getting the wrong level of the stack depth.
I have little idea about why it is acting up with progressive S-mod. In vanilla environment the refit UI works perfectly and S-modding doesn't show duplicates.
I want to assume progressive S-mod has function call oversight, but after taking a brief view on source I can only summarize that it's vanilla API returning unexpected result.
Specifically
https://github.com/qcwxezda/Starsector-Progressive-S-Mods/blob/main/src/progsmod/data/campaign/rulecmd/PSM_BuildInHullMod.java
On line 53 the hullmod set getter may be reporting doppelganger for some reason
Huh, interesting.
I think I know what I got to do then.
Mods might just not work with each other then
Updated to be console command compatible.
Thank you for the reports. I'll work with lazywizard to dig to the source of it.
Currently it's a workaround deferring S-mod mocking override at onGameLoad (was onApplicationLoad) and it somehow works.
Hi there, sorry I was asleep earlier.
Tested with old savegame and new game, Progressive-S mod still showing doubles.
Depending on which one I choose, it'll either get labeled with (S) or not when hovering over the unit after installation.
I also just noticed the Combat Chatter mod also has a bunch of blocks instead of text
Is combat chatter broken after the console command fix?
After reviewing the code I think it%u2019s Lazyfont not getting the font properly, as both mods are having lazy font bricked if SettingsAPI gets an override shell. I%u2019ll work with lazy wizards and see what we can do about it.
Got it, I won't use showall.
It's possible combat chatter was broken before the fix, as I didn't go into a battle in the previous fixes.
I think it's a Lazyfont issue, as I noticed the blocky "Text" also when starting a new Nexerelin game as my own faction and in the beginning where you pick blueprints there's text issues.
Edit: I wonder if this will be of any help. Messing around with removing the built-in hullmods, I can no longer remove some of them. It'll refund me the XP but hull mod stays. I can keep attempting to remove, thus farming for infinite ship XP
That’s due to progressive S-mod obtaining otherwise impossible to be used Doppelgängers.
The way it works is that when you select the Doppelgänger in the refit, Starsector calls the getId() method to get the Id. Concord intentionally set the Id to be the original hullmod so you’re only ever going to get the original hullmod on your ships. Progressive S-mod bypass the restriction and build in the hullmod that are simply impossible to remove because when you attempt to do that the spec will tell the game to remove the hullmod by calling getId(), which is not possible since it’ll return the original hullmod that was never built in.