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16
I tried moving Starsector to my desktop and running the debug, then again as admin, to no avail. Though the error log did look slightly different. Also by run configuration I assume you mean the config I have on IDEA for running the bat file? I'm still very new to all this. Regardless, I will post a screenshot of that. If anything else is needed, let me know. It helps to be specific.

Your debug-starsector.bat is not specifying java.library.path. It should look like this (since you are on Windows, you can just copy/paste the entire thing):

Code
start ..\jre\bin\java.exe -agentlib:jdwp=transport=dt_socket,server=y,suspend=y,address=5005 -Djava.library.path=native\windows -Xms1536m -Xmx1536m -Xss2048k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar com.fs.starfarer.StarfarerLauncher

The following option is of particular relevance:
Code
-Djava.library.path=native\windows

You should also set up a run configuration for attaching a debugger to Starsector. To do this, click + on the top-left of "Run/Debug Configurations" and select "Remote JVM Debug". Use the following settings:

Debugger mode: Attach to remote JVM
Transport: Socket
Host: localhost
Port: 5005
Command line arguments for remote JVM: -agentlib:jdwp=transport=dt_socket,server=y,suspend=n,address=5005
Use module classpath: <your mod>
Before launch: Run another configuration -> run the debug-starsector batch script.

Oooohh, okay. This worked. I was getting confused on the wording in the tutorial. It says "Replace the beginning of the one line in the file as follows:" Key word is replace. I replaced this: "-Djava.library.path=native\windows" with this: "-agentlib:jdwp=transport=dt_socket,server=y,suspend=y,address=5005" because I thought something needed to be replaced. Due to the wording of it, but now it makes sense.

Thanks for being patient with my lack of experience with any bat files at all, and also the tip for attaching a debugger.

17
When I just run the bat file as admin, it just brings up the command prompt like bat files do, and it closes out after anything is pressed. I ran IDEA as admin and went to debug it again, and it did clear up the first error, which is awesome. However, the second error still shows up.

Edit: I realize it would likely be more helpful to post the entire output I got when running the debugger on IDEA as it does say Error in there even though it was not highlighted in red...
Spoiler
cmd.exe /c "C:/Program Files (x86)/Fractal Softworks/Starsector/starsector-core/debug-starsector.bat"

C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core>..\jre\bin\java.exe -agentlib:jdwp=transport=dt_socket,server=y,suspend=y,address=5005 -Xms1536m -Xmx1536m -Xss2048k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar com.fs.starfarer.StarfarerLauncher
Listening for transport dt_socket at address: 5005
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.95.1a-RC6 launcher
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8.1 6.3
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_79 (64-bit)
12   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod:  [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate(modified)]
13   [main] INFO  com.fs.starfarer.settings.StarfarerSettings  - Loading settings
13   [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
53   [main] ERROR com.fs.starfarer.StarfarerLauncher  - java.lang.UnsatisfiedLinkError: no lwjgl64 in java.library.path
java.lang.UnsatisfiedLinkError: no lwjgl64 in java.library.path
   at java.lang.ClassLoader.loadLibrary(Unknown Source)
   at java.lang.Runtime.loadLibrary0(Unknown Source)
   at java.lang.System.loadLibrary(Unknown Source)
   at org.lwjgl.Sys$1.run(Sys.java:72)
   at java.security.AccessController.doPrivileged(Native Method)
   at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
   at org.lwjgl.Sys.loadLibrary(Sys.java:87)
   at org.lwjgl.Sys.<clinit>(Sys.java:117)
   at org.lwjgl.opengl.Display.<clinit>(Display.java:135)
   at com.fs.graphics.DisplayManager.Ò00000(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher.detectResolutions(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher.<init>(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher.createUI(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
Exception in thread "main" java.lang.NoClassDefFoundError: Could not initialize class org.lwjgl.Sys
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
Press any key to continue . . .
[close]

Sorry, I was only looking at the first error. The second error does seem like it could be caused by putting Starsector in your program files. Try moving Starsector out of program files and/or running IntelliJ as an admin. If that fails, could you post screenshots of your run configuration?
I tried moving Starsector to my desktop and running the debug, then again as admin, to no avail. Though the error log did look slightly different. Also by run configuration I assume you mean the config I have on IDEA for running the bat file? I'm still very new to all this. Regardless, I will post a screenshot of that. If anything else is needed, let me know. It helps to be specific.

[attachment deleted by admin]

18
It's all good. I'll just try to mess around with it and hopefully figure something out. Or maybe somebody has a solution. Either way, thanks for the reply!

The error code in your original post is an “access denied” error, meaning you don’t have sufficient permissions. When this mind of error pops up on a Windows machine, I can think of two possible causes/solutions:

- Try running the bat file as an administrator (right click, run as administrator or ctrl+shift+enter in the start menu bar).

- Where is your Starsector installation located? If it’s in Program Files or Program Files (x86), try moving it out to, say, Documents. Windows really doesn’t like its users modifying the program files for some reason.

Edit: upon further inspection, this seems like a java issue and not a Starsector issue, so the second suggestion is unlikely to work. If running as administrator fails you may need to go into regedit and create java preferences key yourself.
When I just run the bat file as admin, it just brings up the command prompt like bat files do, and it closes out after anything is pressed. I ran IDEA as admin and went to debug it again, and it did clear up the first error, which is awesome. However, the second error still shows up.

Edit: I realize it would likely be more helpful to post the entire output I got when running the debugger on IDEA as it does say Error in there even though it was not highlighted in red...
Spoiler
cmd.exe /c "C:/Program Files (x86)/Fractal Softworks/Starsector/starsector-core/debug-starsector.bat"

C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core>..\jre\bin\java.exe -agentlib:jdwp=transport=dt_socket,server=y,suspend=y,address=5005 -Xms1536m -Xmx1536m -Xss2048k -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=../saves -Dcom.fs.starfarer.settings.paths.screenshots=../screenshots -Dcom.fs.starfarer.settings.paths.mods=../mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar com.fs.starfarer.StarfarerLauncher
Listening for transport dt_socket at address: 5005
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.95.1a-RC6 launcher
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8.1 6.3
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_79 (64-bit)
12   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod:  [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate(modified)]
13   [main] INFO  com.fs.starfarer.settings.StarfarerSettings  - Loading settings
13   [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
53   [main] ERROR com.fs.starfarer.StarfarerLauncher  - java.lang.UnsatisfiedLinkError: no lwjgl64 in java.library.path
java.lang.UnsatisfiedLinkError: no lwjgl64 in java.library.path
   at java.lang.ClassLoader.loadLibrary(Unknown Source)
   at java.lang.Runtime.loadLibrary0(Unknown Source)
   at java.lang.System.loadLibrary(Unknown Source)
   at org.lwjgl.Sys$1.run(Sys.java:72)
   at java.security.AccessController.doPrivileged(Native Method)
   at org.lwjgl.Sys.doLoadLibrary(Sys.java:66)
   at org.lwjgl.Sys.loadLibrary(Sys.java:87)
   at org.lwjgl.Sys.<clinit>(Sys.java:117)
   at org.lwjgl.opengl.Display.<clinit>(Display.java:135)
   at com.fs.graphics.DisplayManager.Ò00000(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher.detectResolutions(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher.<init>(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher.createUI(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
Exception in thread "main" java.lang.NoClassDefFoundError: Could not initialize class org.lwjgl.Sys
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
Press any key to continue . . .
[close]

19
I am very new to modding and wanted to get into the coding part of it, but I have come across an issue. When following the guide found here:
...
Did I do something wrong? I don't really know a whole lot of coding, just slowly learning it, so I'm not familiar with too many errors. I apologize if I'm just being a newbie... Help would be appreciated.

Hi! I actually have no idea about this, sorry - I don't use IDEA, and this error message doesn't ring any bells for me. This isn't very helpful, but, didn't want you to think I was responding to others and just ignoring you :)
It's all good. I'll just try to mess around with it and hopefully figure something out. Or maybe somebody has a solution. Either way, thanks for the reply!

20
I am very new to modding and wanted to get into the coding part of it, but I have come across an issue. When following the guide found here: https://starsector.fandom.com/wiki/IntelliJ_IDEA_Setup, I got to the debugging section, modified the bat file, and then tried to run it. It looks like it tried to run, but encountered errors. Did I do something wrong? I don't really know a whole lot of coding, just slowly learning it, so I'm not familiar with too many errors. I apologize if I'm just being a newbie... Help would be appreciated.

Putting errors here to not make the post needlessly long.
Error 1:
Feb 04, 2022 10:53:57 AM java.util.prefs.WindowsPreferences <init>
WARNING: Could not open/create prefs root node Software\JavaSoft\Prefs at root 0x80000002. Windows RegCreateKeyEx(...) returned error code 5.

Error 2:
Exception in thread "main" java.lang.NoClassDefFoundError: Could not initialize class org.lwjgl.Sys
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
[close]

21
Mods / Re: [0.95a] Blue - Extratential Lanestate Union (0.7.5b) Mod
« on: January 21, 2022, 10:25:07 PM »
Is it still possible to get the Lanestate Shipyard (or whatever it was called)? Or the unique looking orbital stations? I seem to recall seeing the blueprints in the market at some point, though maybe that was for something else.
If I'm not mistaken, you have to have a certain amount of reputation with the faction in order to have the ability to build either thing.

22
Mods / Re: [0.95.1a]Changing Nexus - Hullmods and factions - 1.1.4
« on: January 21, 2022, 08:55:35 PM »
Played around with this mod for a while, and I have a few things to say. For one, it's not too bad for what it is. The ships that aren't reskins seem to do nicely. I used a few, but it's not my cup of tea. Because of this I'm mainly speaking from going against them. The ones I did use seemed okay. Very fast, but fragile. Shields worked well in those cases, but it felt more like just high tech frigates/destroyers with less armor and more speed. Not useless, and not broken. I tried to do a themes run with nothing but Bushido(or really Takeshido which isn't renamed yet), but I noticed they lack any capital ships and anything that can take a hit at all. Not really their style, I get it, but it made multiple fight far more difficult than they had to be. Either way, not an issue. Just something I noticed.

However, I did experience one thing that is out off balance... As mentioned earlier, Doom with hull regeneration. This is fine to use as the player, fine to go against as the player, but broken. Slap on some extra PPT, and nab up some skills for it, set up your doom for flux dissipation, and unless they literally kill you in one go, you will not die. It nullifies the risk of overextending almost entirely. You can go in and get a kill confirm and take 50-80% hull damage, then just retreat while laying mines to keep them from pursuing, then just stay cloaked for a while and boom, go ahead and take another risk. If you are not dead outright, you can more than likely get out of it. Seems pretty unfair on such a large ship. It doesn't feel broken on the other ones since you can't take an so much as an Atropos or Reaper to the face and move on. They flat out kill you. So basically only the Doom seems out of balance. As always though, if this is your intended point of balance, that is okay and I will leave it at that.

Overall this isn't a bad mod and I did enjoy using it. I probably forgot to mention a few things, but oh well. I will keep using this mod and give additional feedback if I think something is off.

23
Mods / Re: Changing Nexus - Hullmods and factions - 1.0.1
« on: January 12, 2022, 07:54:30 PM »
These ships look pretty interesting. Also a Doom variant that heals itself slowly? That's absurdly broken. I want it.
Bushido has a nice color scheme to it and speed focused ships don't seem to bad. I'll give this mod a try since I'm starting a new run pretty soon anyway.

I'm not a big fan that most hullmods have strong negatives. They are competing with OP that can be used with the good, flat bonus vanilla hullmods and/or flux. I feel that custom hullmods need try following on the footsteps of SO, strong negatives require strong positives, otherwise I'll just skip on the hullmod.
I do sort of agree with this though. To an extent. I looked at the hullmods and some seem reasonable, others are a little too far in my opinion. More missiles for the removal of cargo holds? Wouldn't be all that bad, but that's still a somewhat variable price to pay. A non-combat price at that. Sometimes somewhat steep depending on the ship. I would think that combat hullmods should have only combat pros and cons, not out of combat ones. As for the armored missiles, reduced damage by a hefty 25% is a pretty hefty price to pay on your very limited ammo, even if you opt out of having cargo holds. Seems like adding more armor would make more shrapnel, so maybe it would be fair to just replace a portion of the damage with fragmentation damage? Still not a cool thing to pay, but it's not outright deleting damage.

The scatter targeting device seems like it would be a bit too good though. It's quite uncommon for anything to have a flat damage boost in a hullmod. I haven't tried it out, so who knows, but 25% more damage for 10% less range on any energy weapon seems like it would make energy weapons sling way too much pain better than anything else could dream of. Especially with some of the large energy weapons. Then use high energy focus, it would just melt basically anything.

Although I will give all this mod a shot and more than likely write another long winded comment about my experience. Also if all of the things I have said about your hullmods are exactly the way you want them to be, that's okay. All the ones I have not mentioned seem relatively in the right place or I would have to try them out before saying anything on it.

24
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 11, 2022, 04:25:36 PM »
Awesome, an update. Though I do have some questions.
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Removed Helios
First question, why was Helios removed? Second, is the Excelsior one of a kind and only available as a starting option after completing the mission?
Also a side question: Are there any other missions that unlock things? Be it from other mods or vanilla. I haven't heard of missions unlocking things before.

Edit: I tried to preview the things in the mod showcase mission, which is added by a different mod, and it says "Hullmod seraph not found". Probably not something that needs to be "fixed", but I figured I would point it out.
1. Not representative of the base model.
2. Yes and yes.
3. Yes, the Hot Coffee mission from Iron Shell also does this.
4. Seraph isn’t related to SWP.  I’m fairly sure that word doesn’t appear anywhere in the mod.
Cool. It's probably just me being dumb with something for the mission not loading.
Also I would like to take this opportunity to point out that I kind of hate the Excelsior mission... Like a lot. Though after it has been completed, how do I even get it? After it was completed, I immediately tried to do a free start and it wasn't an option anywhere. I didn't have time to restart the game today, so is a restart required to be able to choose it?

25
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 11, 2022, 12:03:31 PM »
That makes sense. I never really used the Helios anyway(I'm too bad to pilot it), I always thought it was a recolor of the Hyperion or a slight alteration. That does beg the question of is it ever going to be added back?

26
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 11, 2022, 11:55:22 AM »
Awesome, an update. Though I do have some questions.
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Removed Helios
First question, why was Helios removed? Second, is the Excelsior one of a kind and only available as a starting option after completing the mission?
Also a side question: Are there any other missions that unlock things? Be it from other mods or vanilla. I haven't heard of missions unlocking things before.

Edit: I tried to preview the things in the mod showcase mission, which is added by a different mod, and it says "Hullmod seraph not found". Probably not something that needs to be "fixed", but I figured I would point it out.

27
Modding / Ship design suggestons?
« on: January 11, 2022, 11:35:49 AM »
Not really a question about modding as a whole, more of just looking for opinions. Figured I would make a thread because I didn't want to either throw an existing thread off topic, or post this somewhere where is it not relevant. If there is a better place to put this, feel free to move it or something.

I had an idea a while ago and wanted to make it into a mod, but I'm not 100% how I should go about it. I want phase ships that follow midline mount type, movement, armor, ect... I kitbashed a bit and scoured the sprite databases and experimented with just slapping phase coils on some things and calling it good, but that's not my work, it's somebody else's. Instead I just took rough shapes of midline ships and messed around and made it basically my own(sort of). Felt better about it, so I will likely be doing that along with trying to draw/detail potentially original designs, but I'm stuck on the color and detailing bits. I would like it to at least somewhat resemble vanilla midline in terms of how the armor is fashioned on the ship. Not copy and paste, but you won't get the high or low tech vibe, just similar to midline. In my personal opinion, I like the colors black and red, so I went with dark gray and colored some plates red. I like the look of it, but in reading Vayra's tutorial on how to make a ship, no black outlines was a pretty important bit, it seemed. Would a darker gray be too close to black for it to be okay? As far as the detailing goes, would it be better to just make my own type of styling if I have trouble with the midline styling? Then if I do that, would it be better to just make my own faction from it? I wouldn't be terribly opposed to it, but it would add to the to-do list.

Any suggestions about coloring or detailing is welcome. Questions are also okay. I'm just somewhat stuck on how to proceed. I've already made 2 ships that I'm somewhat satisfied with, but I don't want to spend a bunch of time on something that isn't even good.

28
Mods / Re: [0.95a] Forge Production v1.0.3
« on: November 23, 2021, 07:06:54 PM »
Hmm. It was my intention to fix this when I introduced minimum CR and machinery requirement, but I certainly can imagine that you could end up with a bit of a value mismatch between various tooltips. Fundamentally this is caused by float nature of commodities' cargo units (and me using non-integer constants as input in settings) and integer nature of values that show up on cargo screen. This necessitates all results of a calculation that is conducted in floats to be casted to ints, which, you can imagine, introduces a whole lot of rounding difficulties. Long story short, there's a bit of a conflict in mod's design and currently its implemented solution can indeed produce some funky dynamic in extreme cases. At the same time, though, this solves a number of other design problems which I won't get to right now for the sake of brevity. What is important is that most of the "funky ***" is concentrated on the side of hullmod tooltips, ability tooltip is supposed to be 100% correct about real production values that happen with cargo.

Please, do provide any examples you can, maybe in your particular case an improvement is indeed in order!

Your explanation here sums it up pretty well. Explains what I was suspecting anyway. Either way, my example is this: I had a single ship forging metals. It was a rate of 30 metals for 50 ore. I had 1 ore, and it did nothing, as I expected. I grabbed 2, and it still did nothing. When I had 3, it took 2 and gave me 1 metal. When I had 4, it still took 2 and gave me 1. When I had 5, it took 4 and gave me 2. Not 100% sure why it wouldn't just take all 5 and give me 3, but oh well. The Ore refining seems to particularly enjoy leaving you with 1 ore, and the fuel crafting will always leave you with all but 1 fuel in your tanks.


Though on using this mod further, there have been times when ships with full CR, non-mothballed, and non suspended repairs would just randomly not supply a thing. In my case it was heavy machinery. I had a few ships on forging duty, a few on supplies, and 1 on heavy machinery as to never run out due to breakage, but for some reason the heavy machinery one just stopped working after producing like 10. I did have enough metals and transplutonics being produced to cover the cost of the supplies each day and more, yet it still refused.

uh hi, I'm kind of new to the game. so I'm sorry if I'm asking a dumb question, but could you explain what you need to actually use the hull mods added by this mod? It just seems really interesting and I'd like to play with it.

After the mod has been installed, you need to find and learn the modspec. It can primarily be found in markets as far as I've noticed. I imagine you could find them in some derelicts around the sector though. Once you learn the modspec, make sure you enable the "forge" tag below the hullmod list.

29
I noticed something a bit odd very shortly after I started up a new run. I was hanging around a market waiting for it to refresh, then a ground battle was started without any fleets around that were hostile to that market. After a day or 2, it then said the invasion was successful, which it was actually not. After that, it finally said the invasion force arrived in-system. For reference, it was the Luddic Church invading Hiigara. Not sure why this would happen, but it has only happened once. I will try to see if I can get it to happen again and pay more attention next time.

30
Mods / Re: [0.95a] Forge Production v1.0.3
« on: November 22, 2021, 07:48:33 PM »
Just started using this mod and was messing around with its behaviors and whatnot, and I noticed 2 things. Neither of which are a big deal though.

First off, the ability seems to shut off when you have it on, save, then load back up. Not really an issue, just something I noticed.

Second, the resource conversions start acting a little funny when they get really low. Probably to be expected, but I can provide an example if needed.

As far as suggestions go, I would simply ask to make it a little easier to stop certain types of forging. Like if you didn't want Heavy machinery forging to be going(in the case that you needed that metal for supplies for example), but having 5 ships that do that, have an option to stop that type rather than having to mothball/suspend repairs for each one individually.

Pretty cool mod though. Rather enjoying it so far.

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