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Author Topic: [0.9.1a] ED Shipyard 2.1.2 (crash fix)  (Read 282040 times)

RoquetheRogue

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #345 on: June 19, 2021, 01:16:02 PM »

Found problem with ED ships systems.
Fix https://github.com/GaryVary/ED-Shipyard/releases/download/1.0.2/ED.Shipyard.zip

Wurgundal isn't generating charges either, let me see if that fixes it.
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Ed

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #346 on: June 19, 2021, 08:43:20 PM »

Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.
« Last Edit: June 19, 2021, 08:52:11 PM by Ed »
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RoquetheRogue

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #347 on: June 20, 2021, 07:28:42 AM »

Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

Yeah.. about that. It had the Doog ship, I need it so bad, it barks.


Beta 2.3 if anyone wants it too
« Last Edit: June 20, 2021, 08:05:19 AM by RoquetheRogue »
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Dreamw4lk3r

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #348 on: June 25, 2021, 05:59:14 AM »

Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

Yeah.. about that. It had the Doog ship, I need it so bad, it barks.


Beta 2.3 if anyone wants it too

I'm sorry if it's been said before but does this work without crashing in the current release? I see ED said it *seemed* stable but can anyone confirm?
This was imo one of the most unique and best faction mods so I do hope it works :D
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GaryVary

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #349 on: June 25, 2021, 06:58:03 AM »

Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

So, maybe you can share access to your repository? It would be easier to me to maintain your faction if I had access to repo. I probably will not add any new staff but will maintain project.
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RoquetheRogue

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #350 on: June 25, 2021, 03:59:42 PM »

Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

So, maybe you can share access to your repository? It would be easier to me to maintain your faction if I had access to repo. I probably will not add any new staff but will maintain project.

Can you fix the beta version I've shared? or at least show me how to do it?

Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

Yeah.. about that. It had the Doog ship, I need it so bad, it barks.


Beta 2.3 if anyone wants it too

I'm sorry if it's been said before but does this work without crashing in the current release? I see ED said it *seemed* stable but can anyone confirm?
This was imo one of the most unique and best faction mods so I do hope it works :D

Some things are broken and will cause crashes as soon as you use them
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Ed

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #351 on: June 26, 2021, 11:12:29 AM »

Oh hey guys, sorry for not updating the mod, still busy and burned out.

I am totally fine with anyone else taking over the mod, If I ever return to Starsector modding it would probably be on a completely new faction mod anyways.

Oh btw the discord version had more content and the latest balances, it was incomplete so I didn't release here. but seems like it was stable, I recommend picking up and taking over from that version.

So, maybe you can share access to your repository? It would be easier to me to maintain your faction if I had access to repo. I probably will not add any new staff but will maintain project.

I will keep my repository because if I want to make more mods later I will still have it, but here you can download the 2.3 beta
https://bitbucket.org/edmods/files/downloads/ED_Shipyard_2.3_BETA.rar
this is the old version, so it is not compatible with the current starsector version, all the source is in the mod files.
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Uriel

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #352 on: July 11, 2021, 01:15:07 PM »

Has any kind soul updated this amazing mod? seriosly the fleet head profile on an onslaught made that ship 10x tougher
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Hiroyan495

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #353 on: August 15, 2021, 05:20:20 PM »

Big fan of the Carolina, I mean, what the heck, a goddamn revolver ship?? :D
I hope more people make these kind of things, cause I love any kind of revolver, whether it's a shotgun or a spaceship.

I don't see it as more than my subjective view on this,
but some of the pirate variants, specifically Beauceron Mk II and Retriever Mk II are a bit odd to me,
as if they're out of place in artstyle.

While the texture and shadowing is a bit strange compared to the rest of the ships,
it's mostly the fighter bays of the Retriever Mk II with their eyelid-like appearance and a hard black line that sticks out for me.

Most of the ship's though, while definitely a hefty contrast to the vanilla aesthetic, are very nice to look at and give me that smooth stainless steel vibe. :)
Reminds me a bit of one of my favorite mod factions, the Oculian Armada.
I like it a lot. ;D
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DemonicWeebYT

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #354 on: August 27, 2021, 04:25:47 AM »

So to 'update' this mod, to atleast play with it all you have to do is...

1. locate "mod_info.json" a JSON file
2. open it with notepad
3. locate the line "game version"
4. set the version name (which as of writing this is "0.95a-RC8")
5.save
6. execute game file/exe
7. open mods
8. activate mod

Done


P.S i can not guarantee stability nor proper functionality so your decision
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tindrli

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #355 on: August 31, 2021, 06:40:10 AM »

So to 'update' this mod, to atleast play with it all you have to do is...

1. locate "mod_info.json" a JSON file
2. open it with notepad
3. locate the line "game version"
4. set the version name (which as of writing this is "0.95a-RC8")
5.save
6. execute game file/exe
7. open mods
8. activate mod

Done


P.S i can not guarantee stability nor proper functionality so your decision

will it work on "0.95a-RC15"?
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lolman360

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #356 on: September 04, 2021, 02:44:54 AM »

I've updated ED Shipyard for 0.95a- it still might need some work, but now it doesn't crash whenever you use a weapon or whatever. Note that this is built off the 2.1.2 release and not the 2.3 beta- I might have a look at bringing it up to that once all the issues are resolved.

Please let me know (with logs) if you do crash, or find any bugs or anything.

https://github.com/lolman360/EDShipyard/releases/tag/2.1.3
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Kulverstukass

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #357 on: September 04, 2021, 03:50:20 AM »

Please let me know (with logs) if you do crash, or find any bugs or anything.
https://github.com/lolman360/EDShipyard/releases/tag/2.1.3
Plain and simple - game doesn't see mod (nor modmanager sees and installs it too); removing useless coursive bracket at the end in the mod_info file didn't helped.

[attachment deleted by admin]
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meditopia

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #358 on: September 04, 2021, 07:59:48 AM »

Please let me know (with logs) if you do crash, or find any bugs or anything.
https://github.com/lolman360/EDShipyard/releases/tag/2.1.3
Plain and simple - game doesn't see mod (nor modmanager sees and installs it too); removing useless coursive bracket at the end in the mod_info file didn't helped.

mod_info just missing some commas after the } brackets closing some dependencies, is all.
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Surge

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Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« Reply #359 on: September 04, 2021, 08:26:34 AM »

Tyrant Maw does not function at all, spatial swap causes a CTD, yeah I'm gonna pass for now.
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