Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 164 165 [166] 167 168 ... 223

Author Topic: [0.97a] Terraforming and Station Construction (v9.0.8)  (Read 1104103 times)

Acarii

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2475 on: May 02, 2023, 11:41:30 AM »

Would it be possible to allow players to add new items to the artifact list?
Logged

boggled

  • Admiral
  • *****
  • Posts: 1138
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2476 on: May 02, 2023, 04:37:52 PM »

Thanks boggled!

Anyway I'm posting here again because someone on Discord had an error report where a save fails to load:
Caused by: java.lang.NullPointerException
   at data.campaign.econ.boggledTools.refreshAquacultureAndFarming(boggledTools.java:733)
   at data.campaign.econ.boggledTools.removeCondition(boggledTools.java:2940)
   at data.campaign.econ.conditions.Cramped_Quarters.apply(Cramped_Quarters.java:65)
   at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
   at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
   at com.fs.starfarer.campaign.econ.PlanetConditionMarket.convertToRegular(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)

Looking at the source, is this from a market that doesn't have a primary entity? Although who knows where that might have come from.

Hey, I've seen this before and did some extensive troubleshooting with a player who encountered it. If I recall correctly, a market can somehow get into an invalid state after the player has spent a lot of time on a particular save, and certain assumptions (like the market having a primary entity) end up no longer being true. I don't think it's caused by TASC, but maybe I'll change that function so it won't throw an exception if the market becomes invalid. Thanks for letting me know about this!

Would it be possible to allow players to add new items to the artifact list?

No, the player cannot add additional items to the artifact crafting list (without editing the source code and recompiling). I'll look into whether I can make this configurable in the future. Sorry!
Logged

scorpico69

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2477 on: May 06, 2023, 08:15:55 AM »

@boggled

hi, please update your great mod for 0.96a.
Logged

A_Random_Dude

  • Commander
  • ***
  • Posts: 245
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2478 on: May 06, 2023, 10:19:43 AM »

Could've certainly not made that sound like an order.
Logged

e

  • Captain
  • ****
  • Posts: 288
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2479 on: May 06, 2023, 11:20:20 AM »

Could've certainly not made that sound like an order.

New version has less than 24 hours since release and people already are getting uppity.
Logged

boggled

  • Admiral
  • *****
  • Posts: 1138
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2480 on: May 06, 2023, 12:00:32 PM »

Please post here if you find any incompatibilities or problems between TASC and 0.96a. That will make it faster for me to release an update. Thank you!
Logged

scorpico69

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2481 on: May 07, 2023, 07:35:49 AM »

i am sorry, my post was not meant to be an order.

i wanted to show my interest and excitement about the new update and this "must have" mod.

yeah, i forgot it is only a few hours after the update. my bad.
Logged

YourLocalMairaaboo

  • Commander
  • ***
  • Posts: 132
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2482 on: May 07, 2023, 03:31:56 PM »

Question. How will you reconcile the PK that you can make on TASC with the PK from the new mission?
I was curious ever since that mission was announced.
Logged

boggled

  • Admiral
  • *****
  • Posts: 1138
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2483 on: May 07, 2023, 05:44:33 PM »

Question. How will you reconcile the PK that you can make on TASC with the PK from the new mission?
I was curious ever since that mission was announced.

I haven't looked into that yet, but if the PK device has been added in vanilla then it will be removed from TASC.
Logged

Terran Allias

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2484 on: May 07, 2023, 07:52:17 PM »

I don't know if it was already suggested, but would it be possible to choose the appearance of the stations we can build?
Logged

YourLocalMairaaboo

  • Commander
  • ***
  • Posts: 132
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2485 on: May 07, 2023, 10:07:48 PM »

Question. How will you reconcile the PK that you can make on TASC with the PK from the new mission?
I was curious ever since that mission was announced.

I haven't looked into that yet, but if the PK device has been added in vanilla then it will be removed from TASC.
The vanilla PK is one with lost codes. It serves as quest fodder, kinda like the Janus Prototype.
Maybe have it so you can't find TASC PK's om ruins, and can only make them after this quest?
Logged

TalRaziid

  • Lieutenant
  • **
  • Posts: 64
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2486 on: May 08, 2023, 12:13:27 AM »

Please post here if you find any incompatibilities or problems between TASC and 0.96a. That will make it faster for me to release an update. Thank you!
Not sure if it's due to TASC or not but I am regularly getting this error when doing things on my colony screen:
Fatal: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
Check starsector.log for more info.
Logged

sziklamester

  • Ensign
  • *
  • Posts: 9
  • A Lone Tenno
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2487 on: May 08, 2023, 02:55:59 AM »

Absolutely no pressing or anything at all and I hope the creator of this mod could fix the compatibility in this mod because for me this mod is an essential gameplay mod with colony management and terraform various planets around the sector. The only thing is certain the new version of the game does not let me use the mod at all otherwise it won't run. Anyone who can make it work and test could give feedback so the mod will be available again. Thanks for the mod and good luck with the next update.
Logged

Something_Cringe

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2488 on: May 08, 2023, 05:09:42 AM »

Is there anyway to install a plama dynamo on siphon stations?
Logged

boggled

  • Admiral
  • *****
  • Posts: 1138
    • View Profile
Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« Reply #2489 on: May 08, 2023, 06:09:39 AM »

Is there anyway to install a plama dynamo on siphon stations?


Have you tried it? I thought it worked.

Absolutely no pressing or anything at all and I hope the creator of this mod could fix the compatibility in this mod because for me this mod is an essential gameplay mod with colony management and terraform various planets around the sector. The only thing is certain the new version of the game does not let me use the mod at all otherwise it won't run. Anyone who can make it work and test could give feedback so the mod will be available again. Thanks for the mod and good luck with the next update.

I'm glad you're enjoying TASC!

I've been working on development for 0.96a and TASC does actually run on it. You merely have to change the gameVersion value in mod_info.json to 0.96a-RC8. Please let me know if you encounter any incompatibility issues once you start playing!

Please post here if you find any incompatibilities or problems between TASC and 0.96a. That will make it faster for me to release an update. Thank you!
Not sure if it's due to TASC or not but I am regularly getting this error when doing things on my colony screen:
Fatal: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
Check starsector.log for more info.


Can you please post the stack trace? That would make it easer to identify the cause.

Question. How will you reconcile the PK that you can make on TASC with the PK from the new mission?
I was curious ever since that mission was announced.

I haven't looked into that yet, but if the PK device has been added in vanilla then it will be removed from TASC.
The vanilla PK is one with lost codes. It serves as quest fodder, kinda like the Janus Prototype.
Maybe have it so you can't find TASC PK's om ruins, and can only make them after this quest?

Interesting... I'll have to play through that quest and figure out what to do.

I don't know if it was already suggested, but would it be possible to choose the appearance of the stations we can build?

There are some limited options for doing this in the settings file. You can also change the station sprites in the mod folder and the custom entities file.
Logged
Pages: 1 ... 164 165 [166] 167 168 ... 223