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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] D-MOD Services (v2.1.0)  (Read 51831 times)

Tranquility

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Re: [0.96a-RC10] D-MOD Services (v0.5.0)
« Reply #15 on: July 15, 2023, 10:18:50 AM »

it seems that I can't get a  " structural damage "  d-mod when a ship already have 4 other d-mods , from "offer one of your own ships as target practice"
option.
I save and load about 30 times , just can't get it.
Did I do something wrong ? ???

The random D-Mod option doesn't allow for any "destroyed" D-Mods to appear; the ships are considered disabled rather than destroyed. Hence, Structural Damage isn't in the pool of possible D-Mods when simply rolling for a random D-Mod. If you really do want Structural Damage on your ships, you probably want to just buy it as the first selected D-Mod and then randomly roll for the rest of the D-Mods.

Although, I'll check if the text for random D-Mod option actually does clarify about the ship being disabled rather than destroyed.

Tranquility

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Re: [0.96a-RC10] D-MOD Services (v0.5.1)
« Reply #16 on: July 18, 2023, 02:40:46 PM »

Made a minor patch for D-MOD Services, which should make ships modified through this mod gain the (D) variant designation, just as they normally do anytime they are disabled or destroyed in-combat. Save-compatible, as usual.

v0.5.1
  • Ships now properly turn into their (D) variants when using D-MOD services.
  • Made some confirmation dialogs more clear about what will result from the selected option

Tranquility

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Re: [0.96a-RC10] D-MOD Services (v1.0.0)
« Reply #17 on: July 22, 2023, 05:18:41 PM »

Update v1.0.0 is now finally out, vastly improving the "Select D-Mod" picker and allowing multiple D-Mods to be selected at once. While there are still some quality-of-life improvements - and possibly any fitting suggestions or requests - I may consider implementing in the future, this mod is effectively feature-complete for Starsector 0.96. As usual, this update should be save-compatible.

v1.0.0
  • "Select D-Mod" option can now select for multiple D-Mods at once!
    - D-Mod selection still abides by vanilla D-Mod rules (e.g. can only add D-Mods up to usual max, Compromised Armor/Hull being mutually-exclusive)
    - Price will change based on existing and planned D-Mods, but total price for adding 5 D-Mods should remain the same as before.
    - Now also displays D-Mod images to help identify desired D-Mods
  • "Select D-Mod" and "Automate" prices now instead consider the base value of the selected ship's pristine equivalent
    - This should fix most instances where overall prices were less than intended due to (D) hulls having a lower base value.
  • Changed source code packages and classes to be more readable

Frezeh

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Re: [0.96a-RC10] D-MOD Services (v1.0.0)
« Reply #18 on: July 24, 2023, 02:06:26 AM »

Getting a crash on startup without lunalib,
Code
Fatal: lunalib/lunaSettings/LunaSettingsListener
Cause: lunalib.lunaSettings.LunaSettingsListener
Log is too big to be attached, so here are the relevant bits.
Code
10292 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: lunalib/lunaSettings/LunaSettingsListener
java.lang.NoClassDefFoundError: lunalib/lunaSettings/LunaSettingsListener
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)
Caused by: java.lang.ClassNotFoundException: lunalib.lunaSettings.LunaSettingsListener
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 10 more
I feel like you should keep lunalib as a requirement while you work on going standalone.
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Tranquility

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Re: [0.96a-RC10] D-MOD Services (v1.0.0)
« Reply #19 on: July 24, 2023, 10:09:35 AM »

Getting a crash on startup without lunalib,
Code
Fatal: lunalib/lunaSettings/LunaSettingsListener
Cause: lunalib.lunaSettings.LunaSettingsListener
Log is too big to be attached, so here are the relevant bits.
...
I feel like you should keep lunalib as a requirement while you work on going standalone.

I've seen this crash elsewhere before; from what I can guess, it only happens if you are running on Starsector's default Java 7 (let me know if you are using another Java version), which, for some reason, turns LunaLib from a soft dependency (supported but not required) into a hard dependency (making it required due to Java complaining otherwise).

The only way to fix this, as far as I know, without installing LunaLib is to upgrade your Starsector's Java version to Java 8, as outlined in the Updating Java section linked here. Hopefully this will no longer be an issue if/when Starsector finally upgrades to Java 8.

For now, I'll consider leaving both a warning about this and the link for upgrading to Java 8 in the main post.
« Last Edit: July 24, 2023, 10:19:27 AM by Tranquility »
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Wyvern

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Re: [0.96a-RC10] D-MOD Services (v1.0.0)
« Reply #20 on: August 14, 2023, 10:26:36 AM »

When I unzip your mod, instead of getting an actual files-in-folders structure, I get a single directory containing files named things like "DMODServices-v1.0.0\data\config\version\version_files.csv" - note that those backslashes aren't directory separators, but literally part of the file name.

I presume that this works as intended on windows, where the backslash isn't a valid character for file names, but it's quite inconvenient on other systems.

Correcting the file names and folder structure does result in a working mod, though, so at least your zip-creation program didn't mangle contents of files, just their names and paths.
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Wyvern is 100% correct about the math.

AnFany

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Re: [0.96a-RC10] D-MOD Services (v1.0.0)
« Reply #21 on: September 20, 2023, 07:20:08 AM »

Excuse me,could you allow me to translate this mod into Chinese and upload it to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.
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Tranquility

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Re: [0.96a-RC10] D-MOD Services (v1.0.0)
« Reply #22 on: September 20, 2023, 04:24:27 PM »

Excuse me,could you allow me to translate this mod into Chinese and upload it to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.

Sure! Crediting me would be appreciated, but it's not necessary if that's preferred.

Tranquility

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Re: [0.96a-RC10] D-MOD Services (v1.0.1)
« Reply #23 on: January 11, 2024, 01:24:15 PM »

Small, save-compatible update, finally fixing the LunaLib soft dependency crash

v1.0.1
  • Fixed the LunaLib soft dependency
        - This means this mod no longer requires either LunaLib or Java 8 to run
  • "Select D-Mod" option now correctly sorts the selected D-Mods based on their display name
  • Changed some text
  • Refactored some code

Tranquility

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Re: [0.97a] D-MOD Services (v2.0.0)
« Reply #24 on: February 03, 2024, 10:11:38 AM »

Updated this mod to Starsector 0.97; that's all, really!

Tranquility

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Re: [0.97a] D-MOD Services (v2.1.0)
« Reply #25 on: June 06, 2024, 09:19:53 PM »

Update v2.1.0 is now out, finally letting you choose how many random D-Mod to apply to a ship per action, which should reduce the number of presses needed to make a ship with the max number of D-Mods. Also, some changes to the flow of D-MOD dialogue to make it bit easier to repeat the same actions. Save-compatible, as it should always be.

v2.1.0
  • "Random D-Mod" option now has a slider to choose how many random D-Mods are added per confirm
  • Changed the dialogue flow when interacting with D-MOD; now a bit more receptive to "Press 1" spam
  • Major code and rules.csv refactors

Sairon

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Re: [0.97a] D-MOD Services (v2.1.0)
« Reply #26 on: September 28, 2024, 08:45:23 AM »

I guess I'm the one who don't understand why anyone need D-mods on their ships bcs as I know they give negatives and everyone trying to avoid/delete them.
Explain pls why it's needed?
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Selfcontrol

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Re: [0.97a] D-MOD Services (v2.1.0)
« Reply #27 on: September 28, 2024, 09:26:35 AM »

I guess I'm the one who don't understand why anyone need D-mods on their ships bcs as I know they give negatives and everyone trying to avoid/delete them.
Explain pls why it's needed?

The Derelict Operations skill encourages to field a D-mod infested fleet because each D-mod reduces the DP of a ship by 6% per D-mod (since you can have up to 5 D-mods on a ship, it means -30% DP for a ship, allowing you to field a huge armada, for example an Onslaught will only costs 28 DP to field instead of 40 DP). Derelict Operation is a very very powerful skill. In the modiverse, there's also HMI junker ships which get more "powerful" the more D-mods they have.

On top of that, some D-mods have very little consequences on the actual performances of a ship while others can be absolutely terrifying (the D-mod that reduces your PPT on a Safety Override ship for example). However, which D-mod you get is entirely random. If you are lucky, you can get 5 D-mods which will have little consequences on the performances of a ship but if you are unlucky, you can get 2-3 devastating D-mods.

In vanilla, you can circumvent this problem by "fishing" for "good" D-mod by restoring a ship, letting it die on purpose, checking its new D-mod, etc until you get 5 "good" D-mods. But it's expensive and very tedious to do.

This mod allows you to get the desired D-mods you want. If you don't like Derelict Operations fleets, you don't need it.
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Sairon

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Re: [0.97a] D-MOD Services (v2.1.0)
« Reply #28 on: September 28, 2024, 10:53:06 AM »

I guess I'm the one who don't understand why anyone need D-mods on their ships bcs as I know they give negatives and everyone trying to avoid/delete them.
Explain pls why it's needed?
The Derelict Operations skill encourages to field a D-mod infested fleet because each D-mod reduces the DP of a ship by 6% per D-mod (since you can have up to 5 D-mods on a ship, it means -30% DP for a ship, allowing you to field a huge armada, for example an Onslaught will only costs 28 DP to field instead of 40 DP). Derelict Operation is a very very powerful skill. In the modiverse, there's also HMI junker ships which get more "powerful" the more D-mods they have.

On top of that, some D-mods have very little consequences on the actual performances of a ship while others can be absolutely terrifying (the D-mod that reduces your PPT on a Safety Override ship for example). However, which D-mod you get is entirely random. If you are lucky, you can get 5 D-mods which will have little consequences on the performances of a ship but if you are unlucky, you can get 2-3 devastating D-mods.

In vanilla, you can circumvent this problem by "fishing" for "good" D-mod by restoring a ship, letting it die on purpose, checking its new D-mod, etc until you get 5 "good" D-mods. But it's expensive and very tedious to do.

This mod allows you to get the desired D-mods you want. If you don't like Derelict Operations fleets, you don't need it.
Oh, thanks for explanations, now I get it.
I guess it's for ppl who like to have a lot of ships at once in battle (or for low cost), but I'm not :)
« Last Edit: September 29, 2024, 04:27:58 AM by Sairon »
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