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Author Topic: [OUTDATED] MagicLib  (Read 536719 times)

Tartiflette

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Re: [0.95a] MagicLib v0.40rc1 (2021/12/11)
« Reply #90 on: December 11, 2021, 10:43:43 AM »

Massive, MASSIVE thanks to Wisp that did a lot of the heavy lifting for the Magic Bounty feature in the last 7 months, along some hep from Schaf-Unshaf and Rubi.
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IonDragonX

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Re: [0.95a] MagicLib v0.40rc1 (2021/12/11)
« Reply #92 on: December 11, 2021, 12:54:17 PM »

Is there a tutorial for setting up bounties?
https://starsector.fandom.com/wiki/MagicLib#MagicBounty
@Tartiflette probably explain this link in the OP, instead of only leaving under a graphic.
« Last Edit: December 11, 2021, 12:56:06 PM by IonDragonX »
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Bastion.Systems

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Re: [0.95a] MagicLib v0.40rc1 (2021/12/11)
« Reply #94 on: December 12, 2021, 09:16:01 AM »

It would be cool if the bounty board was only available to some markets or even better through comm directory, in it's current form it kinda clutters the bar interface.
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Tartiflette

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Re: [0.95a] MagicLib v0.40rc1 (2021/12/11)
« Reply #95 on: December 12, 2021, 12:09:59 PM »

It's only available to bars where there are bounties available. There certainly will be some adjustments done to those so that they are only offered where and when appropriate.
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ultrashotpull

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Re: [0.95a] MagicLib v0.40rc1 (2021/12/11)
« Reply #96 on: December 12, 2021, 10:40:43 PM »

Jimbo Connolly bounty causes immediate crash-to-desktop when clicking on it in the bounty board.
Not sure if it's solely a bug here, or if it's a weird interaction with Nexerilen and wholly randomly generated sectors.
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There's nothing better in life than a giant heck-off laser cannon capable of deleting planets. Except maybe a giant heck-off railgun that can do the same thing.

Tartiflette

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Re: [0.95a] MagicLib v0.40rc1 (2021/12/11)
« Reply #97 on: December 13, 2021, 12:47:20 AM »

Is that a converted HVB? If so I'm adding more checks to prevent crashes. If it's not, most names for MagicBounties are procGen so I don't know which one it is.
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Godvana

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Re: [0.95a] MagicLib v0.40rc1 (2021/12/11)
« Reply #98 on: December 13, 2021, 07:23:04 PM »

Oh no, not another bounty framework!

Heh, seriously though, I hope all the IBB and HVB stuff can be brought together under one roof eventually, without being tied to a larger mod. Starsector has needed something like this for a while.
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Tartiflette

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Re: [0.95a] MagicLib v0.40rc1 (2021/12/11)
« Reply #99 on: December 13, 2021, 11:29:05 PM »

Yeah, my hope is that the HVBs will be moved to MagicBounty over time (after all they already are automatically converted if Vayra's Sector is not enabled). IBBs do have a few more things going for them so I'm not sure about those, although there is a check in place to make bounties that only show up if SWP is not enabled, or if the IBB system is disabled in its settings.
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Tartiflette

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Re: [0.95a] MagicLib v0.40rc2 (2021/12/14)
« Reply #100 on: December 14, 2021, 01:34:30 AM »



HOTFIX time!

MagicBounty: Fixed several sources of crashes, added more fail-safes to prevent hard crashes in case of mistakes present in the bounty definition.
MagicBounty bar event: added map direction like vanilla missions, modified the difficulty description to be more accurate.
MagicBounty HVBs: Added many checks to prevent invalid bounties from being offered.
MagicCampaign.spawnFleet(): Patrol assignment should now be properly respected. (also affects MagicBounty ROAMING assignment)

Check the release post for a peek at all the new features.


This update is save compatible.


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

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Re: [0.95a] MagicLib v0.40rc1 (2021/12/11)
« Reply #101 on: December 14, 2021, 04:27:30 AM »

Is that a converted HVB? If so I'm adding more checks to prevent crashes. If it's not, most names for MagicBounties are procGen so I don't know which one it is.

I don't know what a converted HVB (High Value Bounty I'm guessing) is, I am just a buffoon who has a bug and this was the only mod I had that added a bounty board.
Downloading the patch now so hopefully that's fixed it, but otherwise I legitimately couldn't tell you what it was. Clicking on the name just caused a hard crash to desktop. No glitch, just a slightly fancier way to quit the game. None of the other bounty targets I clicked had the same issue.

If ye mean what was the fleet or attached equipment - never got the chance. 'gain, hard crash to desktop.
Will update if I see Mr Jimbo Connolly again in the bounty board and report back.


Update: Jimbo Connolly appears to have disappeared entirely. The only faces I'm seeing anymore are Ricardo, Rick Moranis/The Kart, the former spec-ops guy, the Hegemony dude with a straight up armada and the Sindarian Diktat dude with a fleet of missile-kitted Conquests. None of them are causing crashes, so smooth sailing so far.
« Last Edit: December 14, 2021, 08:42:01 PM by ultrashotpull »
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There's nothing better in life than a giant heck-off laser cannon capable of deleting planets. Except maybe a giant heck-off railgun that can do the same thing.

Tartiflette

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Re: [0.95a] MagicLib v0.40rc3 (2021/12/15)
« Reply #102 on: December 14, 2021, 11:20:31 PM »



Another HOTFIX time!

MagicCampaign.placeOnStableOrbit(): Fixed not one but two effing stupid mistakes! Affected both the Diable Avionics unique ships and the Plague-Bearer ones.
MagicBounty HVBs: improved the validation check so that it does not freak out on empty fields.

Check the release post for a peek at all the new features.


This update is save compatible.


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

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Re: [0.95a] MagicLib v0.40rc3 (2021/12/15)
« Reply #103 on: December 22, 2021, 08:06:27 AM »

Getting the following error:
Code
24943360 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.CampaignFleet.getNameWithFaction(Unknown Source)
at com.fs.starfarer.coreui.map.ooOo.getNameForSource(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.followEntity(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.controlPlayerFleet(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
With the following bounty:
Code
"yunru_ai_antitach_1":{
#TRIGGERS (ALL OPTIONAL)
       
        "trigger_marketFaction_none": ["tritachyon", "luddic_path", "luddic_church"], # Default: no values. markets of factions listed here will never carry the bounty, regardless of other conditions.
        "trigger_market_minSize": 3, # Default: 0. The minimum size of the market.
        "trigger_weight_mult": 0.25, # Default: -1. Simple frequency multiplier when several bounties compete for limited board slots. Weights are added together, then one is picked at random, with higher weights having a higher chance.
        "trigger_playerRelationship_atMost": { # Default: no values. This job will require the player to have the specified relationship or LOWER with the specified faction(s).
            "tritachyon":0,
        },
       
        #BOUNTY DESCRIPTION
       
        "job_name": "Byting to the core", # Default: "Unnamed job". Job name shown in the dialog pick list
        "job_description": "Target data attached. Seek, locate, destroy.", # Default: blank. The description shown upon selecting the job.
                                                               # \n creates a line break, for example "Line one.\nLine two."
                                                               # == brackets create a highlight, for example "Text ==highlight== text."
                                                               # ^ uppercase the following letter of a text variable, for example "^$heIsSheIsTheyAre turning angry."
                                                               # %% allow the use of %, otherwise it will be interpreted as an escape character.
                                                               # $sonDaughterChild based on bounty commander gender.
                                                               # $fatherMotherParent
                                                               # $manWomanPerson
                                                               # $heSheThey
                                                               # $himHerThem
                                                               # $hisHerTheir
                                                               # $heIsSheIsTheyAre
                                                               # $himslefHerselfThemselves
                                                               # $system The star system that the bounty fleet is in.
                                                               # $location The body that the bounty fleet has been placed near.
                                                               # $shipName The name of the bounty flagship.
                                                               # $faction The name of the faction (with article) of the bounty fleet.
                                                               # $reward The amount of credits being given as a reward.
                                                               # $name The name of the bounty commander.
                                                               # $firstName The first name of the bounty commander.
                                                               # $lastName The last name of the bounty commander.
                                                               # $constellation The constellation that the bounty fleet is in.
                                                               # $shipOrFleet
        "job_comm_reply": "You are interferring in TriTachyon bussiness, desist at once!", # Default: none. The text shown if the player opens comms with the bounty fleet,
                                                             # If set as an empty string, displays "The other $shipOrFleet does not answer to your hails."
                                                             # If not set, defaults to the regular comm reply for the fleet's faction.
        "job_forFaction": "remnant", # Default: no faction. Note that unless "job_reputation_reward" is set, successfully completing a bounty will improve relations by 5 points.
        "job_deadline": 360, # Default: no limit. The number of days to complete the bounty.
        "job_credit_reward": 9000, # Default: no credit reward. Number of credits to award the player on successful completion.
        "job_reward_scaling": 1.0, # Default: no scaling/bonus. Bonus credits based on FP. Bonus is the specified number multiplied by how many FP the bounty fleet was over their base FP.
        "job_reputation_reward":5, # Default: 5 rep points. Reputation benefit with the faction posting the bounty, if any, in case of success. Set to 0 or less to disable, does not scale
        "job_item_reward": { # Default: no item rewards. Lists special items that will be added to the post-battle loot. First value is the item id, second is the number to give the player.
            # Using the same syntax as Console Commands, blueprints may be added. ["fighter_bp", "industry_bp", "modspec", "ship_bp", "weapon_bp"]
            "gamma_core":3,
        },
        "job_type":"neutralisation", # Default: assassination.
                # assassination: required only to disable the flagship, may recover it.
                # destruction: requires the complete destruction of the flagship without recovery.
                # obliteration: requires the complete destruction or disabling of the enemy fleet, may recover.
                # neutralisation: requires the destruction or disabling of 2/3rd of the enemy fleet, may recover.
        "job_show_type": true, # Default: true. Make sure to explain the mission objective in the bounty description if you choose to not use the default display.
        "job_show_captain": true, # Default: false. Whether to show the bounty fleet captain on the job board. If false, shows the flag of the giving faction.
        "job_show_fleet": "vanilla", # Default: "none".
                # How much of the fleet to show on the bounty board.
                # text: "The intel assessment notes the target fleet may contain upwards of %s ships."
                # flagship: only shows an image of the flagship
                # flagshipText: shows an image of the flagships and a text with the number of other ships
                # preset: only show an image of the Flagship and the preset fleet
                # presetText: show an image of the Flagship and the preset fleet, plus a text with the number of other ships
                # vanilla: shows the Flagship and the 9 biggest ships of the fleet, plus a text with the number of other ships
                # all: show an image of all the ships in the fleet.
        "job_show_distance": "exact", # Default: "none".
                # How precisely the distance to the target is shown on the bounty board.
                # none: Do not show the distance.
                # vague: "The target is located somewhere in the vicinity of the core worlds."
                # distance: "It is located roughly %s LY away from your current position."
                # vanilla: "The target is located near a giant in a system with a yellow primary star, in the Nebulon constellation." Also shows a map during the bar dialog
                # vanillaDistance: "The target is located near a giant in a system with a yellow primary star, in the Nebulon constellation. It is located roughly %s LY away from your current position." Also shows a map during the bar dialog
# exact: "The target is located near X in the Y system." Also shows a map during the bar dialog
        "job_show_arrow": false, # Default: false. Whether to show an arrow on the Intel map pointing from the start to the bounty target location. Should only be enabled when there is a good reason, to match vanilla.
        "job_difficultyDescription": "auto",  # Default: no description shown. "none": no description, "auto": bounty board describes how dangerous the bounty is, any other text: bounty board displays the text.
        "job_pick_option": "Accept the job", # Default: "Accept the job". The text option that, when selected, accepts the bounty job.
       
        #TARGET COMMANDER (OPTIONAL)
       
        "target_rank": "agent", # Default: "citizen". Rank from campaign.ids.Ranks [https://jaghaimo.github.io/starsector-api/classcom_1_1fs_1_1starfarer_1_1api_1_1impl_1_1campaign_1_1ids_1_1Ranks.html]
        "target_post": "fleetCommander", # Default: "spacer". Post from campaign.ids.Ranks (yes, Ranks, posts are the bottom half). [https://jaghaimo.github.io/starsector-api/classcom_1_1fs_1_1starfarer_1_1api_1_1impl_1_1campaign_1_1ids_1_1Ranks.html]
        "target_personality": "aggressive", # Default: Randomly selected. Personality from campaign.ids.Personalities ("timid", "cautious", "steady", "aggressive", "reckless")
        "target_aiCoreId": null, # Default: null (not an AI). The AI Core id of the bounty commander. Core will be dropped as loot. Options: [ null, "gamma_core", "beta_core", "alpha_core" ]
        "target_level": 1, # Default: 0. The level of the bounty commander
        "target_elite_skills":2, # Default: vanilla elite skills. Overrides the regular number of elite skills, set to 0 to not use elite skills.
        "target_skill_preference": "GENERIC", # Default: "GENERIC". ["GENERIC", "PHASE", "CARRIER", "ANY"] (from OfficerManagerEvent.SkillPickPreference)
   
   
        #TARGET FLEET
       
        "fleet_faction": "tritachyon", # Required. The faction id from [https://jaghaimo.github.io/starsector-api/classcom_1_1fs_1_1starfarer_1_1api_1_1impl_1_1campaign_1_1ids_1_1Factions.html] or a custom faction id.
        # MagicLib includes a utility bounty faction that is forced to be neutral to everyone but the player under the id ["ML_bounty"].
        "fleet_flagship_variant":"yunru_sphyrnidae_Standard", # Required. The variant ID to use for the Flagship. Can be a list of variants to choose randomly from: [variant1,variant2,variant3]
        # Variant files that use ships or weapons from third party mods that may or may not be installed can be put in [data\config\modFiles\magicBounty_variants\shipVariantId.variant] to avoid crashing on launch if said mods are absent. The bounty will need the proper mod requirements to be generated without issue.
        "fleet_flagship_recoverable": true, # Default: false. Whether the flagship will be always recoverable. Allowing this will still let the player fail the bounty if they were not supposed to recover the flagship.
        "fleet_preset_ships": { # Default: no presets. Preset fleet generated with the flagship. First value is the variant id, second is the number of them in the fleet.
            "yunru_sphyrnidae_Standard":4,
            "yunruzeus_Plasma":5,
"yunruzeus_HIL":5,
        },
        "fleet_scaling_multiplier": 1, # Default: no scaling. Dynamic reinforcements to match that amount of player fleet DP, set to 0 to ignore.
        "fleet_min_FP": 135, # Default: no minimum. Minimal total fleet size, set to -1 to ignore.
        "fleet_composition_quality": 2, # Default: 2 for no Dmods.
        "fleet_transponder": false, # Default: true.
        "fleet_behavior": "AGGRESSIVE", # Default:"GUARDED". The fleet's behavior on the campaign layer. Options: ["PASSIVE", "GUARDED", "AGGRESSIVE", "ROAMING"].
   
        #LOCATION
       
        "location_distance": "CLOSE", # Default: no preference. How far from the center to spawn the bounty fleet. Options: "CORE", "CLOSE", "FAR" or just left empty to ignore.
        "location_themes": [ # Default: no preference. System themes that are valid to spawn the fleet at.
            "theme_interesting",
            "theme_interesting_minor",
            "theme_ruins",
            "theme_ruins_main",
            "theme_ruins_secondary",
            "theme_derelict",
            "theme_derelict_survey_ship",
        ],
        "location_themes_blacklist": [ # Default: none. System themes to never spawn the fleet at.
            "theme_already_occupied", #Will avoid systems with "hostile" themes taken from a merged list between mods. Includes all Remnant, Plague-Bearer, OCI, Blade-Breaker systems
            "theme_already_colonized", #Will explicitely exclude systems with active markets, kind of mandatory for pirate bounties given that faction colonize otherwise interesting systems with Nexerelin
            "theme_hidden", #Used by that one story system
            "theme_core",
            "theme_remnant",
            "theme_unsafe",
            "theme_derelict_mothership",
            "theme_derelict_cryosleeper",
        ],
        "location_entities": [ # Default: PLANET + JUMP_POINT + STABLE_LOCATION. Possible entities to spawn the fleet around.
            "gate",
            "station",
            "wreck",
            "debris",
            "stable_location",
            "comm_relay",
            "nav_buoy",
            "sensor_array",
            "gas_giant",
            "planet",
            "jump_point",
        ],
        "location_prioritizeUnexplored": true, # Default: false. Will pick in priority systems that have not been visited by the player yet, but won't override the distance requirements.
        "location_defaultToAnyEntity": true, # Default: false. If true and no suitable entity is found in any systems with the required Theme and distance, a random entity will be picked instead. Otherwise the script will ignore the distance requirements.
    },

Tartiflette

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Re: [0.95a] MagicLib v0.40rc3 (2021/12/15)
« Reply #104 on: December 22, 2021, 08:14:18 AM »

Okay, first you should always remove all the comments from your bounty, those are quite prone to lead to errors and they make the file very hard to decypher. Second... I have no idea why this error occurs. Does it crashes on load? When looking at the bounty board? When picking the bounty? When finding the fleet? Does it crashes if you are using a different faction for the fleet?
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