16
General Discussion / Re: Why is there flux instead of power or something?
« on: October 25, 2022, 06:52:58 AM »
At some point you have to chalk edge cases up to game mechanics.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
The most puzzling thing to me is why firing plain old antiquated guns using what appear to be chemical propellants would increase flux, since the firing does not consume electricity or require energy transfer (probably, since several gun descriptions describe shells used and clouds of fire are ejected which seems to imply they work like guns in our universe). This would work if flux is heat but that is not consistent with other observations.As far as I'm aware, gun ammo is fabricated on-site, so even chemically propelled weapons have a power draw.
3752359 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.SPGACHAPhaseConductor.addPostDescriptionSection(SPGACHAPhaseConductor.java:62)
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)
And neither are you the majority.but its so boringly obvious that hyperspace storms add more annoyance than engaging gameplay that it might be more fun to discuss changing them for the better, rather than pretending that they're fine.To you, maybe, but that doesn't make your opinion fact.
Fact is, I like that not only is there an obstacle I have to decide whether to engage or avoid, but I find it extra enjoyable that I can not only negate that, but turn it to an advantage.
And the mere existence of that opinion disproves your blanket statement.
The existence of an exception does not disprove the rule. There are people that "enjoy" flying around smuggling goods, completing delivery contracts and never engaging in combat - doesn't mean that the smuggling/trading aspect of this game is good in any sense - it just means that there are some bizarre people out in the world. Nothing wrong with that, but they aren't the majority - and from a utilitarian game design perspective, they shouldn't be catered to.
Seem to have a dead link for the mod.Works fine for me?
Created a new game without modifications (on the game calendar - March 2, 206 cycles), i.e. the very beginning of the game. We open the contribution of food production and consumption, summarize and get the following figures: production - 91 units, consumption - 293 units. Triple deficiency!That's not how shortages, or indeed production units, work.
I am using bunch of mods, but none is modifying combat.So none of them add ships, weapons, or hullmods?
Unsurprisingly, it's Yunru HullmodsJust a heads up that I also have a hullmod that automates ships.Ah, I was hoping someone would point it out if there were other methods of automating ships. Thanks! I'll see what I can do about improving compatibility with that feature. Could you tell me which of your mods adds it?
Definitely!Although it does it by adding the Automated hullmod, so I suppose you could just check for that.Unfortunately I couldn't rely on all mods with similar features to do the same, so checking for that can get dicey. I think I'll probably just keep checking if ship.minCrew <= 0 and resorting to more complicated checks only if the ship is mothballed. That should be fairly robust.
Edit: This should work in all cases for your mod, right?Codepublic static boolean isShipCrewed(FleetMemberAPI ship) {
return ship.isMothballed()
? (ship.getHullSpec().getMinCrew() > 0 || ship.getVariant().hasHullMod(HullMods.AUTOMATED))
: (ship.getMinCrew() > 0);
}