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Messages - RustyCabbage

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31
Mods / Re: [0.95a] Gacha S-Mods v1.5.0
« on: October 17, 2022, 07:31:37 AM »
Done, thank you for compiling a list!

To add to/clarify Harmful's comment: it can be done on your side by adding:
code
Code
"GachaSMods_blacklistedHullmods":[
"yunru_install_confirm",
"yunru_automation",
"yunru_install_gamma",
"yunru_install_beta",
"yunru_install_alpha",
"yunru_arr",
"yunru_fast_fire_missiles",
"yunru_ai_targeting",
"yunru_aiecm",
"yunru_phasedive",
"yunru_remote_fighters",
"yunru_ai_energy",
"yunru_quickstart",
"yunru_dynamic_shield_tuning",
"yunru_dst_incompat",
"yunru_qs_alpha",
"yunru_qs_beta",
"yunru_qs_gamma",
"yunru_dst_a",
"yunru_dst_b",
"yunru_dst_c",
],
[close]
to your mod's settings.json, which this mod will read when determining the blacklist.

32
When modular ships are edited in a main menu mission, the auto-generated variants are created as follows:
-The "main" part of the ship will be created with the id mission_<mission_id>_ship_#
-Any modules for the ship will be created starting with the id mission_<mission_id>_ship_1000# and incrementing for each following module.

Unfortunately this means that if you have multiple modular ships in a row, the variant ids will overlap and you can end up with monstrosities like this:


I guess my suggestion would be to have modules created starting with the id mission_<mission_id>_ship_10#00, or something similar, and incrementing with each module to avoid any variants being overwritten when multiple modular ships are being edited.

33
I've got a list of these variant ids that aren't associated with a .variant file which I assume are from an older version of the game:
Spoiler
205199  - wolf3
205199  - wolf2
205200  - wolf5
205200  - wolf4
205200  - piranha1
205200  - wolf1
205200  - eagle3
205200  - eagle2
205200  - eagle1
205201  - falcon2
205201  - falcon1
205201  - dagger1
205201  - trident1
205201  - hammerhead2
205201  - hammerhead1
205201  - shuttle1
205201  - atlas1
205201  - talon1
205201  - talon2
205201  - astral1
205201  - xyphos1
205201  - conquest1
205201  - condor2
205201  - condor1
205202  - wasp1
205202  - hyperion1
205202  - broadsword1
205202  - hound1
205202  - lasher1
205202  - omen1
205202  - enforcer2
205202  - tempest1
205202  - enforcer1
205202  - venture1
205202  - gemini1
205202  - sunder3
205202  - sunder4
205202  - sunder1
205202  - sunder2
205202  - sunder7
205202  - sunder6
205202  - sunder5
205202  - buffalo1
205202  - onslaught6
205202  - onslaught5
205202  - onslaught4
205202  - onslaught3
205202  - onslaught2
205202  - onslaught1
205202  - onslaught7
205202  - onslaught8
[close]
(ignore the numbers beside them I took it from my log file)

Some of the ships have changed their weapon slots around since they were created but the variants can still be spawned in via console or an unsuspecting mod and will subsequently cause a crash (astral1 for example no longer has weapon slot WS 009). Worth considering removing some/all of these variants if they aren't necessary anymore?

34
Mods / Re: [0.95a] Gacha S-Mods v1.5.0
« on: September 05, 2022, 10:39:31 AM »
For some reason every gachaed smod stops counting as an smod allowing you to build in more stuff.
Hmm, this sounds like a conflict with some other mod; I haven't heard anyone mention this issue before, sorry.

35
Mods / Re: [0.95a] Gacha S-Mods v1.5.0
« on: August 17, 2022, 07:10:50 AM »
Got a crash hovering a tooltip from seeker it seems, it rolled the mod fine, then crashed when I moved cursor over the icon.

Could be from using progressive smods simultaenously? IDK, thought i'd mention it.

Spoiler
Code
14449385 [Thread-3] INFO  data.hullmods.GachaSMods_randomSMod  - Picked edshipyard_tyrantmaw_bombardment
14450575 [Thread-3] INFO  data.hullmods.GachaSMods_randomSMod  - S-modding confirmed
14461892 [Thread-3] INFO  data.hullmods.GachaSMods_randomSMod  - Picked kyeltziv_stealth_minefield
14462942 [Thread-3] INFO  data.hullmods.GachaSMods_randomSMod  - S-modding confirmed
14486711 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/SKR_medusa_striker.variant]
14488367 [Thread-3] INFO  data.scripts.bounty.ActiveBounty  - Base reward of 60000.0c for bounty 'SKR_augur'. No reward scaling defined or no target min FP.
14512628 [Thread-3] INFO  sound.public  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
14512628 [Thread-3] INFO  sound.public  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
14512637 [Thread-7] INFO  sound.public  - Cleaning up music with id [faction_pirate_market_02_hostile_var01.ogg]
14512954 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.SKR_plague.addPostDescriptionSection(SKR_plague.java:76)
at progsmod.data.campaign.rulecmd.ui.PanelCreator$1.createTooltip(PanelCreator.java:153)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable$13.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.super.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.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(Thread.java:748)
[close]
Could be, but most likely it's just an error that will happen if you don't have any plaguebearer weapons on the ship that rolls this hullmod. I'll add SKR_plagueWarning to the blacklist just in case I suppose.

36
Currently has a minor incompatability with Archean Order. Only mods loaded were Second Wave, Lazy Lib and Archean Order. Issue was that tanker type ships(Drum, Phaeton ,Prometheus etc) are not spawning in markets.
I feel like this might have popped up in the Archean Order thread before. At the very least it's vaguely familiar - might want to check there? Else, try deleting any references to tankers in default_ship_roles.json

Does "DEuseMarketBonus" increase performance costs in a nex game? Trying to optimize for my slower cpu, but I don't want to disable anything that's essential to doctrine evolution working properly
Shouldn't cause meaningful problems, plus it only runs once a month.

37
So my save is already at cycle 230, I need this mod for some challenges, if I install this mod mid-save, would it apply for the 24 years of growth or would I need to wait another 24 years for the difficulty bonus to kick in?
former.
Also I don't understand the term "DEmaxNumShipsFromDoc" from settings
it says "Each point in NumShips above 1 increases fleet sizes by x0.125 (adjustable in settings.json), so 3/0.125=24, so maxNumShips = 25"
Where does the "3" come from? and why is it 3/0.125 , not 4*0.125 ? The doctrine cannot go higher than 5 right ?
It also notes "#10 is effectively uncapped", but the next line says "maxNumShips = 25"
I think the point was that the value given would adjust based on what was used in settings.json instead of assuming the default value but honestly I don't remember.
doctrine can go higher than 5 through through the doctrine evolution mechanics
if 10 is higher than you're likely to ever reach, then 25 is also higher than you're likely to ever reach and therefore it makes no difference :)

38
Are there any issues using this with 0.95.1a? I disabled the handmade variants by following the OP instructions - my hope is that the DE feature still results in harder vanilla fleets over time on the latest update.
Nope, should be fine!

39
Mods / Re: [0.95.1a] Ship Catalogue/Variant Editor (SCVE) v1.7.0
« on: July 19, 2022, 01:45:58 PM »
Hi! May I translate this mod into Chinese and post it on a Chinese Starsector forum? Of course with the credit.
Waiting for your reply, thanks!
Hi, go ahead. If it helps a little I externalized a few more strings that hopefully makes the process a little easier. Only in the repository in the moment: https://github.com/RustyCabbage/ShipCatalogueVariantEditor (click Code -> Download ZIP rather than whatever the latest release is).

I'll probably be re-writing this to be less terrible in the future though, fyi.

40
Mods / Re: [0.95.1a] Ship Catalogue/Variant Editor (SCVE) v1.7.0
« on: June 29, 2022, 12:47:51 PM »
Custom filter doesn't work for sensor strength, it never finds anything, no matter what you type in there.
Welp, that's embarrassing. Fixed in dev; in the mean time switch the cell from "sensorProfile" / "sensorStrength" to "sensor profile" / "sensor strength" to get it to work again. Thank you!

41
Mods / Re: [0.95.1a] Content Unlocking Missions
« on: June 24, 2022, 06:24:19 PM »
good mod congrats good job

42
Mods / Re: [0.95.1a] Ship Catalogue/Variant Editor (SCVE) v1.7.0
« on: June 20, 2022, 08:12:53 PM »
Deployment points should at least be one of the default sort categories (although I guess not the highest!)

If I ever get around to rewriting the ugly bits of this mod I'll definitely give it some consideration. In the mean time I guess there isn't much you can do but use a narrow starting filter and progressively larger searches.

Glad you find it helpful!

43
Mods / Re: [0.95a] Gacha S-Mods v1.5.0
« on: June 17, 2022, 08:03:56 AM »
Works fine, just was too lazy to update the version number. Make sure the Unique design/Special type is present at the bottom of the hullmod screen.
Greetings cabbage, I want to request your expertise in making a stand-alone mod which can upgrade existing hullmods for signature ships to s-status. Your design here seems to be the thing to do it - and compatible with s-mod mods - but I'm just not interested in the features of mass removal. Hails bro. :)
This sounds more like you want this_is_a_username's Progressive S-Mods :)

One idea that might be nice as an option for this mod is to have it you can still add chosen s-mods normally, but gacha s-mods can go over the s-mod cap.
This is interesting and probably doable, but the overhead required to make it work nicely (insofar as any of my mods could be considered working nicely) is beyond my time and motivation at the moment. Thanks for the suggestion!

44
Mods / Re: [0.95a] Gacha S-Mods v1.5.0
« on: June 10, 2022, 12:24:23 PM »
Works fine, just was too lazy to update the version number. Make sure the Unique design/Special type is present at the bottom of the hullmod screen.

45
Mods / Re: [0.95a] Ship Catalogue/Variant Editor (SCVE) v1.7.0
« on: May 29, 2022, 04:02:55 PM »
SCVE v1.7.0

v1.7.0
-added ability to add officers for sim testing
-ship names now use the hull id (someone will find that useful maybe)
-sweep sweep

poke me if stuff is broken or should be added. thanks people.

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