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News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Timid

Pages: [1] 2 3 ... 42
1
Mods / Re: [0.96a] Content Unlocking Missions 1.13
« on: July 21, 2023, 09:22:18 AM »
Awesome mod, thanks. I just want to check, if I update or remove this mod (either replace file in update or disabling mod) will I have to redo the missions or does it just check to see if they are completed and then unlock the content?
Just checks. It does nothing to your mission score, you can cheat and insta-kill every ship for a 100% but the mod only checks for a bare minimum score of 1%+ and then lets you process through the rewards.

Call me an idiot but I don't really understand what you mean with this:

Quote from: Enginseer
You do not need to complete all the missions for them to appear although finding them might be pretty under rewarding. ALL missions rewards apply retroactively. You do not have to do it again. Plenty of story points to gain from this mod.
I'll be glad to clarify. ALL mission rewards apply retroactively means they'll spawn mid-save IF possible (if the Askonia system doesn't exist then obviously... the rewards spawned in Askonia won't appear but if it does, it'll appear!) The under-rewarding is that some of the rewards will still spawn despite you not having to complete the mission.. (it will give you a reminder if you proceed to one of these text that you should do these missions, so save and exit to main menu and do mission, then head back :) )

2
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: July 21, 2023, 09:18:20 AM »
The only jar here is the one I use to catch my tears. Why do you torture us so, techpriest?

I am sorry, I thought it had the file but I guess not. I'm bad with GitHub uploads.

For those looking for the hotfix, the official GitHub has a zero-byte file.

As an alternative, there IS the following fan-created alternative (YMMV, taken from the Discord):

https://gitgud.io/KindaStrange/iron-shell

I can confirm that using the .jar file from the above avoids the CTDs from 'hovering' the cursor over tooltips.
I don't know why the official GitHub uploaded a zero-byte file.. or how that even registered.. is that even possible to just have a name but 0-byte?

Yes, this fan hotfix update is ok for the time being.

3
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: July 18, 2023, 10:32:13 PM »
Has anyone found a way to circumvent the crashes, either with a personally made hotfix or otherwise? I tried to equip hull mods quickly as was suggested earlier in the thread, but I guess I'm too slow. Any advice would be appreciated!

I'm told this hotfix .jar works made by other users.



could I put that said jar on here?

oh I forgot to put some text in the URL link. Yeah just download this .jar and replace it in your current Iron Shell folder.

4
Mods / Re: [0.96] Too Much Information 0.97 BETA
« on: July 18, 2023, 01:33:48 PM »
I was adding s-mod bonuses to CJHM and noticed that missile range seems messed up. A 50% reduction in the code caused a 62.5% reduction on TMI, I tried changing the code to modifyMult instead of modifyPercent and got the same result. I copied the code from ECCM Package to it for a coded 20% reduction but TMI only displayed a 4% reduction. ECCM Package correctly shows its range reduction. I tested a hullmod from unusually gullible that should increase range by 33% but ends up at a 135.2% increase (2000 to 4704).

I looked at various missiles modded and not but that didn't change any percentages.
I didn't test extensively in-game but they seem to follow the expected value not the one shown by TMI.

I'm relatively new to Starsector in general so tell me if I'm an idiot.

Starsector: 0.96a
TMI: 0.97
CJHM: 0.4.1
Unusual: 0.5

EDIT: I didn't know speed is factored in to the equation for range. However it is still messed up, it seems missile range is applied twice similarly to the previous proj speed issue but speed factoring in made it harder for me to see. Not sure why ECCM Package displays correctly however.

I don't know how you're coding it.. I might have to see the file in reference to what you are changing.

5
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: July 18, 2023, 01:19:09 PM »
Has anyone found a way to circumvent the crashes, either with a personally made hotfix or otherwise? I tried to equip hull mods quickly as was suggested earlier in the thread, but I guess I'm too slow. Any advice would be appreciated!

I'm told this hotfix .jar works made by other users.

Edit: Forgot to add some text

6
Mods / Re: [0.95.1a] Commissioned Crews 1.999999ggg
« on: July 18, 2023, 12:49:13 PM »
Update on Mod for 0,96a?!
Can change the mod version to 0.96 as far as I know. No present conflict.

7
Mods / Re: [0.96a] Better Colonies 1.87
« on: June 29, 2023, 01:47:16 PM »
Changelog 1.87:


  • Extracting Ruins have a lower SP Cost (1/2/3/5 -> 1/1/2/3)
  • Removed Luddic Shrines for the time being until I know what I want to do with them...
  • Updated for 0.96a

the safe file is a Nexerelin without random core enabled.

I get a looong error when I put the updated version into my current save. in case it's not save compatible anyway for some reason that can't be changed, my apologies. the old version runs just fine for me - it seems at least. played for many hours without issue on Linux

so here goes:

41389 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 3
41838 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
41838 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : com.fs.starfarer.api.impl.campaign.econ.impl.luddicteachingGD
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number         : 131811
class[1]            : com.fs.starfarer.campaign.econ.Market
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.CampaignPlanet
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.CircularOrbit
class[6]            : exerelin.campaign.intel.fleets.ReliefFleetAI
class[7]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[8]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[9]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[10]           : com.fs.starfarer.campaign.ai.NavigationModule$AvoidData
class[11]           : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[12]           : com.fs.starfarer.api.util.TimeoutTracker
class[13]           : com.fs.starfarer.campaign.ai.NavigationModule
class[14]           : com.fs.starfarer.campaign.ai.ModularFleetAI
class[15]           : com.fs.starfarer.rpg.Person
class[16]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[17]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[18]           : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[19]           : com.fs.starfarer.campaign.rules.Memory
class[20]           : com.fs.starfarer.campaign.CommDirectoryEntry
class[21]           : com.fs.starfarer.campaign.CommDirectory
class[22]           : com.fs.starfarer.loading.specs.FactionProduction
class[23]           : com.fs.starfarer.campaign.Faction
class[24]           : com.fs.starfarer.campaign.econ.Submarket
class[25]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[26]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[27]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[28]           : com.fs.starfarer.campaign.econ.Economy
class[29]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[30]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[31]           : com.fs.starfarer.campaign.Hyperspace
class[32]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : com.fs.starfarer.api.impl.campaign.econ.impl.luddicteachingGD
class               : java.util.ArrayList
required-type       : java.util.ArrayList
converter-type      : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number         : 131811
class[1]            : com.fs.starfarer.campaign.econ.Market
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : com.fs.starfarer.campaign.CampaignPlanet
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.CircularOrbit
class[6]            : exerelin.campaign.intel.fleets.ReliefFleetAI
class[7]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[8]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[9]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[10]           : com.fs.starfarer.campaign.ai.NavigationModule$AvoidData
class[11]           : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[12]           : com.fs.starfarer.api.util.TimeoutTracker
class[13]           : com.fs.starfarer.campaign.ai.NavigationModule
class[14]           : com.fs.starfarer.campaign.ai.ModularFleetAI
class[15]           : com.fs.starfarer.rpg.Person
class[16]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[17]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[18]           : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[19]           : com.fs.starfarer.campaign.rules.Memory
class[20]           : com.fs.starfarer.campaign.CommDirectoryEntry
class[21]           : com.fs.starfarer.campaign.CommDirectory
class[22]           : com.fs.starfarer.loading.specs.FactionProduction
class[23]           : com.fs.starfarer.campaign.Faction
class[24]           : com.fs.starfarer.campaign.econ.Submarket
class[25]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[26]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[27]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[28]           : com.fs.starfarer.campaign.econ.Economy
class[29]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[30]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[31]           : com.fs.starfarer.campaign.Hyperspace
class[32]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available


truncated version. rest as text file - seems it is redundant maybe

here are the 50 mods I run on Linux btw - no issues with the old bettercolonies

{"enabledMods": [
  "PAGSM",
  "yunrutechmining",
  "$$$_lightshow_nc",
  "$$$_trailermoments",
  "Adjusted Sector",
  "A_S-F",
  "Angry Periphery",
  "anotherportraitpack",
  "aod_capital",
  "Cryo_but_better",
  "aod_core",
  "apex_design",
  "lw_autosave",
  "timid_admins",
  "better_variants",
  "CaptainsLog",
  "CFT",
  "CJHM",
  "clearCommands",
  "combatactivators",
  "chatter",
  "cmutils",
  "DetailedCombatResults",
  "diableavionics_ornate",
  "diableavionics",
  "Diktat Enhancement",
  "Everybody loves KoC",
  "lyr_ehm",
  "fqol",
  "GrandColonies",
  "HexShields",
  "illustrated_entities",
  "immersionFriendlyPortraitPack",
  "Imperium",
  "JYD",
  "largerZoomOut",
  "lw_lazylib",
  "luddenhance",
  "luddenhanceied",
  "lunalib",
  "MagicLib",
  "Mayasuran Navy",
  "more_hullmods",
  "nexerelin",
  "officerExtension",
  "pn",
  "planet_search",
  "portrait_changer",
  "portrait",
  "pt_qolpack",
  "rotcesrats",
  "scalartech",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "scf",
  "tahlan",
  "Terraforming & Station Construction",
  "timid_tmi",
  "transfer_all_items",
  "TTSC",
  "underworld",
  "uaf",
  "US",
  "vic",
  "vanidad",
  "variants_lib",
  "lw_version_checker",
  "whichmod",
  "whichtmi",
  "wowp",
  "XhanEmpire",
  "audio_plus",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
I use the "safe 8GB" version of the .sh file to launch the game. and I use the Java 8 version suggested in this forum
yes sorry this is not save-game compatible. if the old version still work you should keep using it!

8
Mods / Re: [0.96a] Better Colonies 1.87
« on: June 29, 2023, 09:38:16 AM »
Changelog 1.87:


  • Extracting Ruins have a lower SP Cost (1/2/3/5 -> 1/1/2/3)
  • Removed Luddic Shrines for the time being until I know what I want to do with them...
  • Updated for 0.96a

9
Mods / Re: [0.95.1a] Commissioned Crews 1.999999ggg
« on: May 31, 2023, 10:27:10 AM »
Did any one test if this mod works with the update or is it broken?
Works fine as far as I know into 0.96 with no issues from other users. I am just stuck on updating to 0.96 by attempting to integrate this so people don't have to look at the OP thread and then possibly LunaLib optional dependency to toggle settings?
Any chance there could be implementation for the Faction Intel screen? I'd love if there was a way to integrate the Commissioned/Allied bonuses into the upper screen to glance over than just guessing/remembering/searching online.
Edit It'd also be great of the Modded Factions listed on the front page go by name first, creator second. It's much harder to search with the current formatting.
:-[

I think it is possible, I just need to ensure it doesn't crash when the tooltip doesn't load properly.

10
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: May 31, 2023, 10:24:36 AM »
Hey, Timid, some of the missions are failing to load up (i suspect to the is similar to what happened in the Content Unlocker mod of yours - so, possibly the vanilla ship variants name changes make it fail to load up).

The affected missions are:
-k1 Paladin's Vigil
-k2 Tactical Retreat
-k3 defender of the faith
-k6 Exodus

(edit: i checked the log, its an issue with OfficerManagerEvent in line 48 for K1, here is the log):
Spoiler
181285 [Thread-3] WARN  com.fs.starfarer.title.ooOO.D  - Error loading mission preview
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.pickPortrait(Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/characters/FullName$Gender;)Ljava/lang/String;
   at data.missions.vayra_k001.MissionDefinition.defineMission(MissionDefinition.java:48)
   at com.fs.starfarer.title.ooOO.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.title.ooOO.D.setMission(Unknown Source)
   at com.fs.starfarer.title.ooOO.if.notifyHotspotClicked(Unknown Source)
   at com.fs.starfarer.ui.Object.B.o00000(Unknown Source)
   at com.fs.starfarer.ui.Object.A.processInputImpl(Unknown Source)
   at com.fs.starfarer.title.ooOO.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.E.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(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]

Within K1,K2,K3, and K6, you would just need to find
any mentions of
Code
OfficerManagerEvent.pickPortrait
and replace it with
Code
OfficerManagerEvent.pickPortraitPreferNonDuplicate
.

11
Bug Reports & Support / Re: The Typo Thread
« on: May 26, 2023, 07:40:37 PM »
I know this isn't a usual "typo," but I think Coral Nebula could field their appropriate LC ships this time around. They shouldn't be using the Onslaught or Dominators but rather their actual capital ship (Invictus) and cruisers (Eradicators) since this is of course the 3rd Holy Armada. They should not be underfunded right? It's a good way to introduce LC ships if a player was doing the mission as well. This is one of the Armada sent to liberate a Luddic world. They should be sending their best, a mighty Luddic vessel, to liberate their world!

Unless it's intended these ships were basically Hegemony-loaned? Something like that? Or perhaps Invictus was discovered after this event?

I can excuse the Navarch for using a ship that the TT has access to, he must have a private collection of his own ships and buy on his own, but something that the LC is fielding that only the Hegemony fields feel weird.

Code-wise, it's only changing 3 lines to have the first Onslaught and 2 Dominators become an Invictus and 2 Eradicators? Might be cool.


12
Mods / Re: [0.96a] Content Unlocking Missions 1.13
« on: May 26, 2023, 01:14:32 PM »
Great mod, sure wish some of the rewards are more worth it/interesting tbh

Just letting you know that this will broke the Nothing Personal mission because the Aurora variant is

Quote
FleetMemberAPI member = api.addToFleet(FleetSide.PLAYER, "aurora_Assault_Support", FleetMemberType.SHIP, "ISS Athena", true);
Instead of aurora_Assault

Thanks
Good catch, thank you. Will hotfix.

13
Mods / Re: [0.96a] Content Unlocking Missions 1.13
« on: May 25, 2023, 08:15:20 AM »
It seems 0.96a changed some of the code for some of the main menu missions. I'm getting an error with A Fist Full of Credits when I try running with this mod now. Specifically, this:
Quote
21294 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.missions.afistfulofcredits.MissionDefinition]
java.lang.RuntimeException: Error loading [data.missions.afistfulofcredits.MissionDefinition]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.ClassNotFoundException: File 'data/missions/afistfulofcredits/MissionDefinition.java', Line 68, Column 72: A method named "pickPortrait" is not declared in any enclosing class nor any supertype, nor through a static import
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:419)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:352)
   ... 2 more
The key seems to be the pickPortrait line, and it crashes after this so I can't tell you if there are issues with the other missions or not.

Thanks!
1.13
Ported for 0.96
Updated some text strings that David fixed in the own base missions.

14
Mods / Re: [0.95.1a] Too Much Information 0.96 BETA
« on: May 23, 2023, 10:43:31 AM »
Any ETA for Starsector 0.96a update?
Done! The only issue is the new API exposes some of the BehaviorSpec which I have to datamine more on how to make it data digestible to users. (i do not know if this is possible)

0.97
  • Ported for 0.96
  • Added Engagement/Support Range stat to display
  • Added Average relaunch time stat to display
  • Fixed projectile speed display
  • Fixed autofire accuracy bonus
Save-game compatible

15
Mods / Re: [0.95.1a] Too Much Information 0.96 BETA
« on: May 23, 2023, 08:20:15 AM »
Wow! I recently learned of this mod and it is such a huge boon to be able to get the actual stats rather than messing around with spreadsheets. I've also been unsure exactly how various modifiers apply, like "do these two +20% bonuses stack additively (x*1.4) or multiplicatively (x*1.2*1.2). Tons of things like that, which often saw me spending way too long on the wiki (where a lot of pages are out of date) or in the simulator.   

This is a godsend.

One thing. One issue I noticed recently, and I don't know if TMI is the culprit or if it's the other mod: I noticed that hullmod Particle Accelerator from More HullMods (+30% projectile speed) seems to apply twice (a default proj speed of 1000 becomes 1690, which is equal to 1000*1.3*1.3). There aren't a lot of ways to modify proj speed, so I've yet to determine if it's just TMI displaying the wrong number or if it's really applied twice to actual ship performance. I thiiink the error is coming from MHM, but not sure, so I figured I'd mention it in both threads.

versions used:

Starsector: 0.95.1a
TMI: 0.96
MHM: 1.11.1

aka current version of both mods, both meant for Starsector 0.95.1a.
oops the error is on my side, wrong display. Will fix.

Speaking of fix,
fixing coming soon within an hour!

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