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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Yunru

Pages: [1] 2 3 ... 104
1
Modding / Re: [0.97a-RC10] Stargate Ship And Weapon Pack V1.1.1
« on: June 12, 2024, 09:35:36 AM »
I'll be watching with interest.

2
So this was my first attempt (sbgrMult defaults to 30), but it's not working.
Code: java
        CargoAPI result = performRaid(random, (temp.raidMult));
        CargoAPI yunru_temp;
        if (sbgrMult > 1) {
            for (int i = 1; i < sbgrMult; i++) {
                yunru_temp = performRaid(random, (temp.raidMult));
                result.addAll(yunru_temp);
            }
        }
I also tried:
Code: java
float lootMult = sbgrMult * (1f + leftoverRE / Math.max(RE_PER_MARINE_TOKEN, raidEffectiveness));
To no avail.
I think my approach might be entirely wrong?
I basically duplicated MarketCMD.java and hoped that by having it in the same location in my mod's jar it would overwrite the vanilla one. Of course, if that isn't happening (because the vanilla one is already compiled for instance) then it'd explain perfectly why I see no change.

3
"starsector-debug.bat"
Reading through the thread, this came out of nowhere. What is?

4
Time to learn how to hook up a debugger XD

5
So this was my first attempt (sbgrMult defaults to 30), but it's not working.
Code: java
        CargoAPI result = performRaid(random, (temp.raidMult));
        CargoAPI yunru_temp;
        if (sbgrMult > 1) {
            for (int i = 1; i < sbgrMult; i++) {
                yunru_temp = performRaid(random, (temp.raidMult));
                result.addAll(yunru_temp);
            }
        }
I also tried:
Code: java
float lootMult = sbgrMult * (1f + leftoverRE / Math.max(RE_PER_MARINE_TOKEN, raidEffectiveness));
To no avail.

6
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: May 16, 2024, 01:08:21 PM »
So one of my mods adds a planet that has BOGGLED_AI_STATION as it's station.
Thing is... whenever the station's defeated, it's not disabled and is immediately ready to re-enter combat.
Not sure if this bug is your end or mine, but between the two of us you're basically the only one that knows what they're doing 'XD

Update: I tested making a colony and adding the station to it in-game with console commands, before giving it to the Hegemony. I can confirm it's the station itself rather than me messing something up.

7
I want to increase the returns from and cooldown between raids by a factor of 30.
Where should I look to get started?

8
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: October 22, 2023, 03:43:17 AM »
I'm still reorganising after a move, then computer issues and whatnot, but finally (remembered my password and) have an update for SBTM:
https://drive.google.com/file/d/16K-kt-6YAk0X2Eh8jndJCGE2DHKgfy7V/view?usp=share_link

9
Bug Reports & Support (modded) / Re: Error: Null Pointer Exception
« on: December 13, 2022, 07:24:32 AM »
Right here:
Code
at data.scripts.campaign.submarkets.PSE_SODCampSubmarketPlugin.updateCargoPrePlayerInteraction(PSE_SODCampSubmarketPlugin.java:52)

10
General Discussion / Re: Assign Ships/Tasks to Colonies?
« on: November 19, 2022, 03:27:54 AM »
Well now you have me curious. A game starting with X with supply lines and such?

11
Bug Reports & Support / Re: RTX 3060 TI - Ryzen 5 3600x performance
« on: November 19, 2022, 01:18:28 AM »
Sounds like a CPU bottleneck?

12
If you're using JRE8, then people will tell you to ignore it because the garbage collection will in all likelyhood handle it, it's just the game won't recognise that because it's designed for JRE7.

13
...
VRAM-Impact can be high - the mod only loads images in systems you visit, but cannot un-load them, so VRAM use can be up to 250mb depending on your actions.
If you are playing on a system with a weak graphics card (< 2gb VRAM), consider not using this mod.

14
The penalties count as if from D-Mods, iirc, so the impact is reduced by the likes of Rugged Construction.

15
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: November 18, 2022, 05:52:51 AM »
This is a really really nice mod. I love how unique some of the effects are.

Have you considered adding a framework for mod compatibility, so mod authors could give their hullmods special effects for smods?
Already possible; just check if the mod's active, check if your hullmod is s-modded (or built in with the setting enabled), and code away.

Personally I do this:
Code: java
    public static boolean yBDSMCheck() {
        return Global.getSettings().getModManager().isModEnabled("better_deserving_smods");
    }

    public static boolean yBDSMApplies(ShipAPI ship, String hullmodID) {
        if (yBDSMCheck()) {
            return (ship.getVariant().getSMods().contains(hullmodID) || (Global.getSettings().getBoolean("BuiltInSMod") && ship.getVariant().getHullSpec().isBuiltInMod(hullmodID)));
        }
        return false;
    }

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