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Author Topic: [OUTDATED] MagicLib  (Read 536693 times)

Yunru

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Re: [0.95.1a] MagicLib v0.41rc2 (2021/12/30)
« Reply #120 on: January 07, 2022, 01:42:13 PM »

So I managed to break both my bounties, and Locked and Loaded, by having a // in my MagicBounty_data.json. They all just... didn't load.

Wyvern

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Re: [0.95.1a] MagicLib v0.41rc2 (2021/12/30)
« Reply #121 on: January 08, 2022, 04:46:29 PM »

MagicBounty missions (at least the ones I've done so far) don't show up under the 'Bounties' intel category.

(They do show up under 'Missions' and 'Accepted', so I'd rate this as a minor bug at most.)
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Wyvern is 100% correct about the math.

Tartiflette

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Re: [0.95.1a] MagicLib v0.41rc2 (2021/12/30)
« Reply #122 on: January 09, 2022, 12:14:57 AM »

(They do show up under 'Missions' and 'Accepted', so I'd rate this as a minor bug at most.)
That is completely deliberate. They used to show up in bounties but it was confusing, as well as hard to track if you used other mods adding bounties. Plus technically not all the missions for the "unsanctioned job board" are strictly bounties.
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Yunru

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Re: [0.95.1a] MagicLib v0.41rc2 (2021/12/30)
« Reply #123 on: January 09, 2022, 02:56:54 PM »

Last time was obvious, but I'm encountering the nothing but HVB getting loaded again.

Either II or VIC causes it (since I just updated them), or this is somehow breaking it:
Code
    "yunru_venture_af":{
        "trigger_marketFaction_none":["pirates","luddic_path"],
        "job_name":"Lost with sleep",
        "job_description":"A courier with the location of a Domain-era Cryosleeper was intercepted before they could deliver the coordinates. Estimated coordinates of the interceptor attached, locate them and try and retrieve the data they stole."
        "job_credit_reward": 9000,
        "job_show_distance":"vanilla",
        "target_first_name":"Ave",
        "target_last_name":"Maria",
        "target_gender":"FEMALE",
        "target_level":1,
        "target_skill_preference":"NO_ENERGY_NO_BALLISTIC_YES_MISSILE_NO_DEFENSE",
        "fleet_name":"Courier Interceptor",
        "fleet_faction":"pirates",
        "fleet_flagship_variant":"yunru_venture_af_Standard",
        "fleet_composition_quality":2,
        "fleet_transponder": false,
        "location_themes":["procgen_no_theme_pulsar_blackhole",],
        "location_themes_blacklist": [
            "theme_already_occupied",
            "theme_already_colonized",
            "theme_hidden",
        ],
    },

Tartiflette

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Re: [0.95.1a] MagicLib v0.41rc2 (2021/12/30)
« Reply #124 on: January 09, 2022, 03:43:06 PM »

Missing a comma at the end of the job description. Are you using VScode with the HJson plugin like I suggested in the tutorial?
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Yunru

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Re: [0.95.1a] MagicLib v0.41rc2 (2021/12/30)
« Reply #125 on: January 09, 2022, 03:45:11 PM »

Missing a comma at the end of the job description. Are you using VScode with the HJson plugin like I suggested in the tutorial?
Yes, which is what lead to my confusion (shows no error), thanks!

Tartiflette

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Re: [0.95.1a] MagicLib v0.42rc1 (2022/01/16)
« Reply #126 on: January 16, 2022, 12:06:45 PM »


Yet another update with mostly some further work on the Magic Bounties. The main change is a thorough bounty validation script ensuring only working bounty get shown to the player. In Dev-mode the script with precisely log why a bounty cannot be validated.

Additionally I added a new console command [MagicBounty_ListRequirements] for the completionists out there that want to know how to trigger their bounties.

(And of course an assortment of bug-fixes as usual)

changelog
0.42

MagicBounties:
   - Added [fleet_no_retreat] boolean parameter.
   - Finally bit the bullet and added a thorough bounty validation on game load. This should solve pretty much all issues remaining with invalid bounties.
   - Dev-mode log will precisely indicate why bounties can't be loaded so that bounty writers can quickly fix them.
   - Fixed various triggers not being evaluated properly when combined with each-other.
   - Added the console command [MagicBounty_ListRequirements] to check where and when you are able to see the bounties.
   - Dismissed bounty are now properly cleaned up.
   - Completed bounties are properly cleaned up.
   - [MagicLib_ResetBounty] console command now works properly.
MagicCampaign:
   - Fixed an issue when generating captains with custom skill sets that prevented all skills from being assigned.
[close]

This update is save compatible.

Always DELETE the old version before extracting the new one
Requires LazyLib
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Tartiflette

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Re: [0.95.1a] MagicLib v0.42rc5 (2022/01/17)
« Reply #127 on: January 17, 2022, 12:58:00 AM »

Soooo we are at RC5. Turns out there were a few kinks to iron out.
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Tartiflette

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Re: [0.95.1a] MagicLib v0.42rc6 (2022/01/18)
« Reply #128 on: January 17, 2022, 11:54:19 PM »

Now at RC6  :-\
But hey! That one tiny fix will solve the BIG issue of bounties not showing up after a while.
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Killsode

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Re: [0.95.1a] MagicLib v0.42rc6 (2022/01/18)
« Reply #129 on: January 18, 2022, 06:13:57 PM »

the joys of coding :D
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Omnikuken

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Re: [0.95.1a] MagicLib v0.42rc6 (2022/01/18)
« Reply #130 on: January 22, 2022, 07:40:48 PM »

Getting crash to desktop when starting a new game > it crashes right after choosing my 1st skill and hitting "start game". Using the latest RC for Magiclib.

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.util.MagicCampaign.createCaptain(ZLjava/lang/String;Ljava/lang/String;Ljava/lang/String;Lcom/fs/starfarer/api/characters/FullName$Gender;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/Integer;Ljava/util/Map;)Lcom/fs/starfarer/api/characters/PersonAPI;
java.lang.NoSuchMethodError: data.scripts.util.MagicCampaign.createCaptain(ZLjava/lang/String;Ljava/lang/String;Ljava/lang/String;Lcom/fs/starfarer/api/characters/FullName$Gender;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/String;Ljava/lang/Integer;Ljava/util/Map;)Lcom/fs/starfarer/api/characters/PersonAPI;
   at data.scripts.world.systems.SKR_plagueA.generate(SKR_plagueA.java:197)
   at data.scripts.world.SKR_plagueGen.generate(SKR_plagueGen.java:28)
   at data.scripts.SKR_modPlugin.onNewGame(SKR_modPlugin.java:93)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Tartiflette

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Re: [0.95.1a] MagicLib v0.42rc6 (2022/01/18)
« Reply #131 on: January 23, 2022, 01:21:49 AM »

Update Seeker, make sure to delete the mod folder before extracting the new one from the archive.
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Zaltorin

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Re: [0.95.1a] MagicLib v0.42rc6 (2022/01/18)
« Reply #132 on: January 23, 2022, 09:00:52 PM »

Encountered an issue with bounties that have a prerequisite.
Working from Tahlan Shipworks converted HVBs, the three valid bounties with prerequisites will not spawn.
Using the provided console command, the prerequisites are listed correctly, however even after having completed the required bounty, the check is still listed as failed.

I dove into my save file and your provided source code to see if I could figure out what was happening.
From what I found, it looks like the key for the bounty's are listed in three places, as part of the $MagicBounties_completed_keys object, as $HVB_tahlan_bounty_*, and as $HVB_tahlan_bounty_*_Succeeded.
The last two both have attached Boolean values.

Based off of the logic used in the ListBountiesRequirementsCommand class, its checking if the bounties are completed by looking for the individual listings which have the HVB tag added to the front of the key.
Since its not looking with the HVB tag in mind, its not finding the bounties its looking for listed.
Could you use MagicBountyCoordinator.getCompletedBounites().contains(k)?

As its written right now, the console command should always show FAIL for a converted bounty with a pre-req.
Looks like you use the same logic in MagicCampaign.isAvalibleToPlayer(), so that is probably also returning false for any converted mission with a pre-req.

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Tartiflette

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Re: [0.95.1a] MagicLib v0.42rc6 (2022/01/18)
« Reply #133 on: January 24, 2022, 12:24:15 AM »

Good catch!
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dampbacon

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Re: [0.95.1a] MagicLib v0.42rc6 (2022/01/18)
« Reply #134 on: January 25, 2022, 04:19:54 PM »

can u plz make it so we can like re enable or unhide dismissed bounties rather than just fully disable them?

basically i have a bunch of boring bounties flooding board(easy bounties no unique ships), i disable them but then once i have done like most of the interestings ones i'd like to have something left to do.

It could also work the other way around because at times i was given boards full of bounties that are to hard to do at my current stage so i could limit the pool to more manageable ones.
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